ADVENT - Page 5

If you guessed the next two words were "are dead" - you were の近くに, but 失敗させる/負かすd by my sense of literary variation (thanks for that go Mr. Lytle, the English master.)

More 証拠 of 迅速な coding - this code 支店 is 現実に 攻撃する,衝突する if the 使用者 chooses East, yet the text says South.

Not having the 重要な appears to have a rather strange causal 関係 on the sturdiness of the door 扱う. Off to the dreaded line 70 again.

Ah, sunlight! For those not familiar with the 称する,呼ぶ/期間/用語, a "fluky plonka" is a very lucky person. This characterisation appears to be 承認 on my part of the game's 過度の linearity, and over-熱心な 罰 of mistakes.

A time 延期する 宙返り飛行; an example of busy-waiting. This technique, while frowned upon today, is perfectly reasonable on a 選び出す/独身-仕事ing operating system - 明白に a 事例/患者 of using the 権利 道具 for the 権利 職業. The BBC did, in fact, take a 重要な 量 of time to run 一連の会議、交渉/完成する an empty 宙返り飛行 1000 times. The 延期する was probably necessary because the 審査する was (疑いを)晴らすd on program termination, and the 使用者 needed time to read the (井戸/弁護士席-earned) success message.

Belatedly-追加するd game 指示/教授/教育s. "The 洞穴 of 罠(にかける)s" (rubber 示すs 示す that the 肩書を与える went through several 改正s) seems a rather weak 地位,任命する-hoc justification for the agressive nature of the game. 公式文書,認める that in the success message (a few lines above), there's no について言及する of the 約束d reward...