3_a_freedoom
An assortment of monsters will try to stop you, and you'll need to use weapons to defend yourself.
arc(r_0003_0001__An_r_0003_0002__assortment, r_0003_0004__monsters, r_0003_0003__of).
arc(r_0003_0005__will, r_0003_0006__try, scope).
arc(r_0003_0006__try, r_0003_0001__An_r_0003_0002__assortment, arg0).
arc(r_0003_0006__try, r_0003_0007__to_r_0003_0008__stop, clr20).
arc(r_0003_0007__to_r_0003_0008__stop, r_0003_0001__An_r_0003_0002__assortment, arg0).
arc(r_0003_0007__to_r_0003_0008__stop, r_0003_0009__you, arg1).
arc(r_0003_0011__and, r_0003_0005__will, conj1).
arc(r_0003_0011__and, z_000_3_a_freedoom_50, conj2).
arc(r_0003_0013___apos_ll, r_0003_0014__need, scope).
arc(r_0003_0014__need, r_0003_0015__to_r_0003_0016__use, scope).
arc(r_0003_0015__to_r_0003_0016__use, r_0003_0009__you, arg0).
arc(r_0003_0015__to_r_0003_0016__use, r_0003_0017__weapons, arg1).
arc(r_0003_0018__to_r_0003_0019__defend, r_0003_0009__you, arg0).
arc(r_0003_0018__to_r_0003_0019__defend, r_0003_0009__you, arg1).
arc(z_000_3_a_freedoom_50, r_0003_0013___apos_ll, scope).
arc(z_000_3_a_freedoom_50, r_0003_0018__to_r_0003_0019__defend, restriction).
fof(formula,axiom,
? [R_0003_0004__MONSTERS,R_0003_0001__AN_R_0003_0002__ASSORTMENT,R_0003_0009__YOU,R_0003_0007__TO_R_0003_0008__STOP,R_0003_0005__WILL_R_0003_0006__TRY,R_0003_0017__WEAPONS,R_0003_0013___APOS_LL_R_0003_0014__NEED_R_0003_0015__TO_R_0003_0016__USE,R_0003_0018__TO_R_0003_0019__DEFEND,Z_000_3_A_FREEDOOM_50,R_0003_0011__AND] :
( r_0003_0004__monsters(R_0003_0004__MONSTERS)
& r_0003_0009__you(R_0003_0009__YOU)
& r_0003_0017__weapons(R_0003_0017__WEAPONS)
& r_0003_0011__and(R_0003_0011__AND)
& has_conj2(R_0003_0011__AND,Z_000_3_A_FREEDOOM_50)
& z_000_3_a_freedoom_50(Z_000_3_A_FREEDOOM_50)
& has_conj1(Z_000_3_A_FREEDOOM_50,R_0003_0018__TO_R_0003_0019__DEFEND)
& r_0003_0018__to_r_0003_0019__defend(R_0003_0018__TO_R_0003_0019__DEFEND)
& has_arg1(R_0003_0018__TO_R_0003_0019__DEFEND,R_0003_0009__YOU)
& has_arg0(R_0003_0018__TO_R_0003_0019__DEFEND,R_0003_0009__YOU)
& has_conj2(Z_000_3_A_FREEDOOM_50,R_0003_0013___APOS_LL_R_0003_0014__NEED_R_0003_0015__TO_R_0003_0016__USE)
& r_0003_0013___apos_ll_r_0003_0014__need_r_0003_0015__to_r_0003_0016__use(R_0003_0013___APOS_LL_R_0003_0014__NEED_R_0003_0015__TO_R_0003_0016__USE)
& has_arg1(R_0003_0013___APOS_LL_R_0003_0014__NEED_R_0003_0015__TO_R_0003_0016__USE,R_0003_0017__WEAPONS)
& has_arg0(R_0003_0013___APOS_LL_R_0003_0014__NEED_R_0003_0015__TO_R_0003_0016__USE,R_0003_0009__YOU)
& has_conj1(R_0003_0011__AND,R_0003_0005__WILL_R_0003_0006__TRY)
& r_0003_0005__will_r_0003_0006__try(R_0003_0005__WILL_R_0003_0006__TRY)
& has_clr20(R_0003_0005__WILL_R_0003_0006__TRY,R_0003_0007__TO_R_0003_0008__STOP)
& r_0003_0007__to_r_0003_0008__stop(R_0003_0007__TO_R_0003_0008__STOP)
& has_arg1(R_0003_0007__TO_R_0003_0008__STOP,R_0003_0009__YOU)
& has_arg0(R_0003_0007__TO_R_0003_0008__STOP,R_0003_0001__AN_R_0003_0002__ASSORTMENT)
& r_0003_0001__An_r_0003_0002__assortment(R_0003_0001__AN_R_0003_0002__ASSORTMENT)
& has_r_0003_0003__of(R_0003_0001__AN_R_0003_0002__ASSORTMENT,R_0003_0004__MONSTERS)
& has_arg0(R_0003_0005__WILL_R_0003_0006__TRY,R_0003_0001__AN_R_0003_0002__ASSORTMENT) ) ).
( (IP-MAT (ILYR (ILYR (NP-SBJ (D An;{an})
(N assortment;{assortment})
(PP (P-ROLE of;{of})
(NP (NS monsters;{monster}))))
(MD;_cat_Vi_ will;{will})
(IP-INF-CAT (VB;_It_ try;{try})
(IP-INF-CLR (TO to;{to})
(VB;_Tn_ stop;{stop})
(NP-OB1 (PRO you;{you})))))
(PUNC ,)
(CONJP (CONJ and;{and})
(ILYR (NP-SBJ (PRO you;{you}))
(MD;_cat_Vi_ <apos>ll;{will})
(IP-INF-CAT (VB;_cat_Vt_ need;{need})
(IP-INF-CAT (TO to;{to})
(VB;_Tn_ use;{use})
(NP-OB1 (NS weapons;{weapon}))))
(PP-SCON (IP-INF (TO to;{to})
(VB;_Tn_ defend;{defend})
(NP-OB1 (PNX yourself;{yourself})))))))
(PUNC .))
(ID 3_a_freedoom))