Learn the markers one at a time. Walk the kingdom of highlighters.
Learn the markers one at a time. Walk the kingdom of highlighters.
You start with two markers, Best and False. Mark those two and leave the other options alone. Claim a land by marking well there: about 80% right over your last 10 pages. Each claim unlocks the next marker and the next lands. The Bell Tower brings the clock back, and the Rickety Bridge takes your ink away: three cartridges, and a page with one right mark or none costs one. Both are yours to claim when you are ready.
The map records your skill, not your course. Switch courses or periods under Lessons and your progress stays the same.
Each right mark is 10. A clean page (every available marker right) adds 10 and a streak bonus. There is no clock outside the Bell Tower.
After each page the red pen explains all four options the same way: the test for that kind, why this option is what it is, and what your mark did. A page review then says what a quality answer needs.
Keyboard: number keys pick a marker. Tab to an option and press Enter to mark it. Space or Enter moves the red pen on.
Pick the course and period the pages come from.