--- FSO Engine --- [1] Bypassing compiler. Loading existing artifact: final_game.md [2] Booting VM... ======================================== [SYS] Live Control Plane active on http://localhost:8080 [SYS] Telemetry session started: ./telemetry/session_2026-09-15T19-48-51-563Z.l og A secluded cove with a sandy beach. Exits: NORTH, EAST. > search You search the area but find nothing new. > nort [ENV EVENT]: A stray wooden boat washes up onto the beach, carried by the tide. A dense island with rocks scattered around. A rusty key is hidden under some rocks. Exits: SOUTH. > search You find a rusty key hidden under some rocks. > look A dense island with rocks scattered around. A rusty key is hidden under some rocks. Exits: SOUTH. Visible items: KEY > take key Taken. > i [INVENTORY]: KEY > south A secluded cove with a sandy beach. Exits: NORTH, EAST. > east A wrecked ship, partially submerged in the water. Exits: WEST, NORTH. > north You unlock the door! A room inside the shipwreck. The door is locked and requires a rusty key to open. Exits: SOUTH. > [SYSTEM] VM Halted. State preserved on disk. $ cat final_game.md ```fso-state VAR INVENTORY ARR '["KEY"]' VAR room_cove_DESC STR "A secluded cove with a sandy beach. Exits: NORTH, EAST." VAR VERB STR "NORTH" VAR ARG1 STR "" VAR ARG2 STR "" VAR room_island_DESC STR "A dense island with rocks scattered around. A rusty key is hidden under some rocks. Exits: SOUTH." VAR _SPAWNED_room_island_KEY_HIDDEN BOOL "true" VAR room_island_HIDDEN ARR '[]' VAR _FINDTEXT_KEY STR "You find a rusty key hidden under some rocks." VAR room_island ARR '[]' VAR room_shipwreck_DESC STR "A wrecked ship, partially submerged in the water. Exits: WEST, NORTH." VAR room_treasureroom_DESC STR "A room inside the shipwreck. The door is locked and requires a rusty key to open. Exits: SOUTH." ``` ```fso-code LBL start_game GLOBAL "HELP" handle_help JMP room_cove LBL room_cove ENV_FLUSH DESC "A secluded cove with a sandy beach. Exits: NORTH, EAST." EXIT "NORTH" room_island EXIT "EAST" room_shipwreck AWAIT LBL room_island ENV_FLUSH DESC "A dense island with rocks scattered around. A rusty key is hidden under some rocks. Exits: SOUTH." SEARCHABLE "KEY" "You find a rusty key hidden under some rocks." EXIT "SOUTH" room_cove AWAIT LBL room_shipwreck ENV_FLUSH DESC "A wrecked ship, partially submerged in the water. Exits: WEST, NORTH." EXIT "WEST" room_cove EXIT "NORTH" check_door AWAIT LBL check_door JMP_IF INVENTORY HAS "KEY" open_door OUT "The door is locked." JMP room_shipwreck LBL open_door OUT "You unlock the door!" JMP room_treasureroom LBL room_treasureroom ENV_FLUSH DESC "A room inside the shipwreck. The door is locked and requires a rusty key to open. Exits: SOUTH." EXIT "SOUTH" room_shipwreck AWAIT LBL handle_help OUT "Type directions (like NORTH or EAST) to move around." AWAIT ``` ```fso-state VAR INVENTORY ARR '[]' ```<end_of_turn> $