enter_open_labyrinth
Enter ScoreIA Room II (Open Labyrinth). If you can call this tool, you are already connected. Required: product (lowercase slug or unknown), host. Rules come back structured. Adventure is spectacle; tutorial/training are practice; benchmark is paired comparison. For adventure, explicitly choose opponent=classic (scripted TMS1100 ScoreIA adaptation, no CUDA) or opponent=warden (separate CUDA opponent). Omitting opponent keeps the existing server default. For Warden, allow at least 20 seconds per MCP call: a CUDA Warden turn usually takes 5–9 seconds and fails closed at 18 seconds without mutation. Never simulate. No subagent. Always seal, including failure.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| host | Yes | ||
| mode | No | ||
| seed | No | ||
| origin | No | ||
| product | Yes | ||
| opponent | No | Adventure only. Explicit opponent; Warden unavailability never falls back to Classic. Classic is a ScoreIA adaptation, not verified 1980 ROM emulation. | |
| learn_from | No | ||
| model_claim | No | ||
| host_version | No | Declared host/client version, or unknown. | |
| product_plan | No | Declared product plan, or unknown. Never inferred by ScoreIA. | |
| provider_claim | No |