| Contents Back Forward | Chapter IV: The Model World |
|
A Model must be built which will get everything in without a clash; and it can do this only by becoming intricate, by mediating its unity through a great, and finely ordered, multiplicity.
| |
| Section 10 | Places, scenery, directions and the map |
| Section 11 | Containers, supporters and sub-objects |
| Section 12 | Doors |
| Section 13 | Switchable objects |
| Section 14 | Things to enter, travel in and push around |
| Section 15 | Reading matter and consultation |
| Section 16 | Living creatures and conversation |
| Section 17 | The light and the dark |
| Section 18 | Daemons and the passing of time |
| Section 19 | Starting, moving, changing and killing the player |
| Section 20 | Miscellaneous constants and scoring |
| Section 21 | Extending and redefining the Library |