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* PunchClockVillain: The soldiers in charge of the walk have nothing against the walkers and abide by the rules strictly, never coming down any harder on them than is required. But they will still kill any of them without a second's hesitation if they break the rules and they don't show mercy to anyone.
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* ArtisticLicenseSports: Most of the competitors in the Long Walk are stated or shown to not have trained for long distance running, and those who are athletes are amateur or high school level athletes at most. This makes their performance in the Walk highly unrealistic; a pace of 4 miles per hour may not ''sound'' very fast but it is a jogging pace that someone could not keep up all day without training that would significantly improve their endurance and lung capacity. (And they certainly couldn't keep up that pace and have long conversations with other people.) A pace of somewhere around 3 mph or slightly higher (the pace for a brisk walk) would have been ''much'' more realistic.
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Not to be confused with [[ComicBook/JudgeDredd the retirement option for judges]] or SÅ‚awomir Rawicz’s disputed memoir of the same name. Compare and contrast King's ''other'' novel centered on a deadly gameshow, ''Literature/TheRunningMan''.

to:

Not to be confused with [[ComicBook/JudgeDredd the retirement option for judges]] or judges]], SÅ‚awomir Rawicz’s disputed memoir of the same name.name, or the [[Film/TheLongWalk 2019 Laotian film about time travel]]. Compare and contrast King's ''other'' novel centered on a deadly gameshow, ''Literature/TheRunningMan''.
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* SpoilerCover: The cover of the book shows [[spoiler:#47 (Garraty) as the last one standing.]]

to:

* SpoilerCover: The original cover of the book shows [[spoiler:#47 (Garraty) as the last one standing.]]



* UnbuiltTrope: Had it been released in TheNewTens it would be considered a {{Deconstruction}} of works like ''The Testing'' or ''Literature/TheHungerGames'', since it starts with very similar premise (dystopian country holding a DeadlyGame for their youth). However unlike in those works, the walkers are all volunteers mostly in it for the prize, there is no hope of them threatening the system or inspiring the populace to rise up and things as simple as walkers' bodily functions are a much more of a hindrance to them than any kind of interpersonal rivalry.

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* UnbuiltTrope: Had it been released in TheNewTens it would be considered a {{Deconstruction}} of works like ''The Testing'' ''Literature/BattleRoyale'' or ''Literature/TheHungerGames'', since it starts with very similar premise (dystopian country holding a DeadlyGame for their youth). However unlike in those works, the walkers are all volunteers mostly in it for the prize, there is no hope of them threatening the system or inspiring the populace to rise up and things as simple as walkers' bodily functions are a much more of a hindrance to them than any kind of interpersonal rivalry.
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* The last Walker alive wins "The Prize," anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]]), as well as an undefined sum of money which is apparently less than $1 million since the country no longer has any millionaires.

to:

* The last Walker alive wins eventual winner receives "The Prize," anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]]), as well as an undefined sum of money which is apparently less than $1 million since the country no longer has any millionaires.

Changed: 1786

Removed: 305

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* Each Walker starts with a two minute timer
* When a Walker's speed in the correct direction falls below 4 MPH, their timer counts down
* Walkers get a 1st, 2nd and 3rd warning when their timer reaches 90, 60 and 30 respectively
* Walkers [[DeadlyEuphemism "buy a ticket"]] when their timer reaches 0
* Violating certain rules like interference with another Walker, get a warning which causes their timer to drop to the next warning threshold of 90, 60, 30 or 0 (ticket)
* If a Walker goes one hour without a new warning, then they lose a warning, which means their timer is restored to the next highest warning threshold of 60 (2nd warning), 90 (1st warning) or 120 (0 warnings)
* If the Walker goes one hour without a new warning, but they have no warnings, but their timer is approaching their first warning, and therefore less than 120, their timer is restored to 120
* Civilians are arrested for giving aid to Walkers
* Walkers receive no penalty for receiving aid from civilians
* Civilians can get a ticket for interfering with Walkers
* If a Walker violates a rule when he has three warnings, he buys a ticket
* If a Walker leaves the road, he instantly buys a ticket
* If a Walker attacks a soldier, he instantly buys a ticket
* The last Walker alive wins "The Prize" which is anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]]) plus a large sum of money which is not defined but is less than one million, since there are no more millionaires

to:

* Each Walker starts with a two minute timer
* When a Walker's speed in the correct direction falls below 4 MPH, their timer counts down
* Walkers get have to maintain a 1st, 2nd and 3rd warning when their timer reaches 90, 60 and speed of at least 4 mph at all times.
* If a Walker drops below 4 mph for
30 respectively
seconds (all at once or spread out), he gets a verbal warning.
* Walkers If a Walker with three warnings drops below 4 mph for 30 seconds, he [[DeadlyEuphemism "buy "buys a ticket"]] when their timer reaches 0
ticket."]]
* Violating certain rules like interference with another Walker, get a warning which causes their timer to drop to Staying above the next warning threshold of 90, 60, 30 or 0 (ticket)
* If
minimum speed for 60 continuous minutes allows a Walker goes to lose one hour without warning.
* Minor rule violations lead to
a new warning, then warning; major ones result in an immediate ticket.
* Walkers may not receive aid from spectators, but may bring whatever food or supplies
they lose a warning, which means their timer is restored to the next highest warning threshold of 60 (2nd warning), 90 (1st warning) or 120 (0 warnings)
* If the Walker goes one hour without a new warning, but they have no warnings, but their timer is approaching their first warning, and therefore less than 120, their timer is restored to 120
can carry.
* Civilians are can be arrested for giving aid to Walkers
* Walkers receive no penalty for receiving aid from civilians
* Civilians can get a ticket
Walkers, or ticketed for interfering with Walkers
them.
* If a Walkers may have bodily contact with any spectators they wish, but cannot leave the road.
* Each
Walker violates is given a rule when he has three warnings, he buys canteen of water and a ticket
* If a Walker leaves
belt of food concentrates at the road, he instantly buys start of the Walk. They may ask for a ticket
new canteen at any time, but may only receive another food belt at 9:00 am each morning.
* If a Walker attacks a soldier, he instantly buys a ticket
The Walk does not stop for any reason.
* The last Walker alive wins "The Prize" which is Prize," anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]]) plus a large be]]), as well as an undefined sum of money which is not defined but is apparently less than one million, $1 million since there are the country no more millionaires
longer has any millionaires.

Added: 204

Removed: 204

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* WanderingWalkOfMadness: By the end of the Walk, there's only one survivor, and even after he wins he keeps walking (and even starts ''running'') towards a hallucinatory figure beckoning him to continue.



* WanderingWalkOfMadness: By the end of the Walk, there's only one survivor, and even after he wins he keeps walking (and even starts ''running'') towards a hallucinatory figure beckoning him to continue.
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* ItsAllAboutMe: McVries got his scar from [[spoiler: his ex-girlfriend, who slashed his face with a letter opener when he tried to rape her. McVries is hung up on the fact that she asked him why he would hurt her when HE was the one with a cut.]]

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* ItsAllAboutMe: McVries [=McVries=] got his scar from [[spoiler: his ex-girlfriend, who slashed his face with a letter opener when he tried to rape her. McVries [=McVries=] is hung up on the fact that she asked him why he would hurt her when HE was the one with a cut.]]
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''The Long Walk'' is a novel by Creator/StephenKing published under the [[PenName pseudonym]] Richard Bachman in 1979 as a paperback original. It was collected in 1985 in the hardcover omnibus ''The Bachman Books'', and has seen several reprints since, as both paperback & hardback. The plot revolves around the contestants of [[DeadlyGame a grueling walking contest]], held annually by a [[DayOfTheJackboot despotic and totalitarian]] [[AlternateHistory version]] of 1980's America. The rules of the eponymous Long Walk are as follows (at least the ones that are mentioned in the novel):

to:

''The Long Walk'' is a novel by Creator/StephenKing published under the [[PenName pseudonym]] Richard Bachman in 1979 as a paperback original. It was collected in 1985 in the hardcover omnibus ''The Bachman Books'', and has seen several reprints since, as both paperback & hardback. The plot revolves around the contestants of [[DeadlyGame a grueling walking contest]], held annually by a [[DayOfTheJackboot despotic and totalitarian]] [[AlternateHistory version]] of 1980's 1980s America. The rules of the eponymous Long Walk are as follows (at least the ones that are mentioned in the novel):
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Not to be confused with [[ComicBook/JudgeDredd the retirement option for judges]] or SÅ‚awomir Rawicz’s disputed memoir of the same name.

to:

Not to be confused with [[ComicBook/JudgeDredd the retirement option for judges]] or SÅ‚awomir Rawicz’s disputed memoir of the same name.
name. Compare and contrast King's ''other'' novel centered on a deadly gameshow, ''Literature/TheRunningMan''.
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* ItsAllAboutMe: [=McVries=] got his scar from his ex-girlfriend, who slashed his face with a letter opener following his attempt to rape her. McVries is hung up on the fact that she asked him why he hurt her when he was the one with a cut.

to:

* ItsAllAboutMe: [=McVries=] McVries got his scar from [[spoiler: his ex-girlfriend, who slashed his face with a letter opener following his attempt when he tried to rape her. McVries is hung up on the fact that she asked him why he would hurt her when he HE was the one with a cut.]]
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* InterplayOfSexAndViolence:

to:

* InterplayOfSexAndViolence: Garraty hits Jimmy Owens with his Daisy air rifle [[spoiler: as a response to the two of them getting caught exploring their sexuality together.]]



* ItsAllAboutMe: [=McVries=] got his scar from his ex-girlfriend, who slashed his face with a letter opener and then asked him why he hurt her.

to:

* ItsAllAboutMe: [=McVries=] got his scar from his ex-girlfriend, who slashed his face with a letter opener and then following his attempt to rape her. McVries is hung up on the fact that she asked him why he hurt her. her when he was the one with a cut.
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* Walker's get a 1st, 2nd and 3rd warning when their timer reaches 90, 60 and 30 respectively
* Walker's [[DeadlyEuphemism "buy a ticket"]] when their timer reaches 0

to:

* Walker's Walkers get a 1st, 2nd and 3rd warning when their timer reaches 90, 60 and 30 respectively
* Walker's Walkers [[DeadlyEuphemism "buy a ticket"]] when their timer reaches 0
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Fixed Pot Hole


* YouAreNumberSix: Each of the hundred walkers is referred to be number when incurring warnings. Garraty's number is 47. No mention of him having [[VideoGame/Hitman a bar code on the back of his head though.]]

to:

* YouAreNumberSix: Each of the hundred walkers is referred to be number when incurring warnings. Garraty's number is 47. No mention of him having [[VideoGame/Hitman [[VideoGame/{{Hitman}} a bar code on the back of his head though.]]
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Changed the word "remaining" to "alive" as in "the last walker alive"


* The last Walker remaining wins "The Prize" which is anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]]) plus a large sum of money which is not defined but is less than one million, since there are no more millionaires

to:

* The last Walker remaining alive wins "The Prize" which is anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]]) plus a large sum of money which is not defined but is less than one million, since there are no more millionaires
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Improved English, changed "when their timer reach 90" to "when their timer reaches 90"


* Walker's get a 1st, 2nd and 3rd warning when their timer reach 90, 60 and 30 respectively

to:

* Walker's get a 1st, 2nd and 3rd warning when their timer reach reaches 90, 60 and 30 respectively
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Fixed typo "timer is restore to 120" to "timer is restored to 120"


* If the Walker goes one hour without a new warning, but they have no warnings, but their timer is approaching their first warning, and therefore less than 120, their timer is restore to 120

to:

* If the Walker goes one hour without a new warning, but they have no warnings, but their timer is approaching their first warning, and therefore less than 120, their timer is restore restored to 120
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Upper cased walker to Walker since that's how it written in the book. Changed the Walk to the Long Walk. I made some other minor fixes. Sorry, forgot. I wish Preview highlighted my changes or there was some kind of Difference page to show what changes I made. I'll take notes next time so I can document every change. I'll also try to make smaller updates rather than large global changes.


* Each walker starts with a two minute timer
* When a walker's speed in the correct direction falls below 4 MPH, their timer counts down

to:

* Each walker Walker starts with a two minute timer
* When a walker's Walker's speed in the correct direction falls below 4 MPH, their timer counts down



* Violating certain rules like interference with another walker, get a warning which causes their timer to drop to the next warning threshold of 90, 60, 30 or 0 (ticket)
* If a walker goes one hour without a new warning, then they lose a warning, which means their timer is restored to the next highest warning threshold of 60 (2nd warning), 90 (1st warning) or 120 (0 warnings)
* If the walker goes one hour without a new warning, but they have no warnings, but their timer is approaching their first warning, and therefore less than 120, their timer is restore to 120

to:

* Violating certain rules like interference with another walker, Walker, get a warning which causes their timer to drop to the next warning threshold of 90, 60, 30 or 0 (ticket)
* If a walker Walker goes one hour without a new warning, then they lose a warning, which means their timer is restored to the next highest warning threshold of 60 (2nd warning), 90 (1st warning) or 120 (0 warnings)
* If the walker Walker goes one hour without a new warning, but they have no warnings, but their timer is approaching their first warning, and therefore less than 120, their timer is restore to 120



* AgonyOfTheFeet: Because of the extreme distance involved in the Walk, many of the walkers develop blisters, swollen feet, and other ailments on their feet, especially those among them whose shoes are destroyed on the walk. When Garraty loses his shoes, he notes how swollen his feet have become. One poor unfortunate gets his feet run over by the halftrack, leaving him unable to continue.
* AlternateHistory: A blink-and-you-miss-it example where Garraty narrates about a landscape view reminding him of the German air-blitz on the American East Coast during the last days of World War II. Other examples include a comment about an official who lost a leg to radiation storming a German nuclear bunker in Santiago, Chile during 1953 (suggesting the war went on for around another decade), a mention of April 31st as the day before the Walk begins, and a statement hinting that America has 51 states.

to:

* AgonyOfTheFeet: Because of the extreme distance involved in the Long Walk, many of the walkers develop blisters, swollen feet, and other ailments on their feet, especially those among them whose shoes are destroyed on the walk.Long Walk. When Garraty loses his shoes, he notes how swollen his feet have become. One poor unfortunate gets his feet run over by the halftrack, leaving him unable to continue.
* AlternateHistory: A blink-and-you-miss-it example where Garraty narrates about a landscape view reminding him of the German air-blitz on the American East Coast during the last days of World War II. Other examples include a comment about an official who lost a leg to radiation storming a German nuclear bunker in Santiago, Chile during 1953 (suggesting the war went on for around another decade), a mention of April 31st as the day before the Long Walk begins, and a statement hinting that America has 51 states.



* AmbiguousEnding: [[spoiler: Garraty wins the walk but what exactly happens after that isn't clear. Is the dark figure {{Death}}? Is it a hallucination brought on by his exhaustion? Is it merely another person in the distance? [[WildMassGuessing Or is it something else altogether?]]]]

to:

* AmbiguousEnding: [[spoiler: Garraty wins the walk Long Walk but what exactly happens after that isn't clear. Is the dark figure {{Death}}? Is it a hallucination brought on by his exhaustion? Is it merely another person in the distance? [[WildMassGuessing Or is it something else altogether?]]]]



* BigBrotherIsWatching: Anyone who is too "political" or vocal against the government is taken away by the Squads.

to:

* BigBrotherIsWatching: Anyone who is too "political" or vocal against the government is taken away by the Squads.Squads, referred to as getting squadded.



* BolivianArmyEnding: [[spoiler:Garraty wins the Walk, and breaks into a run after his last competitor buys his ticket. The novel ends without letting us know his fate, although it's implied that he's gone insane from the stress.]]
* BoomHeadshot: How most of the Walkers who buy their ticket are executed.

to:

* BolivianArmyEnding: [[spoiler:Garraty wins the Long Walk, and breaks into a run after his last competitor buys his ticket. The novel ends without letting us know his fate, although it's implied that he's gone insane from the stress.]]
* BoomHeadshot: How most of the Walkers who buy their ticket are executed.



* DeerInTheHeadlights: Olson describes an incident from the start of the Walk two years earlier. One participant completely froze up at the starting line and bought his ticket two minutes later without taking a single step.

to:

* DeerInTheHeadlights: Olson describes an incident from the start of the Long Walk two years earlier. One participant completely froze up at the starting line and bought his ticket two minutes later without taking a single step.



* DevelopingDoomedCharacters: One of the hardest parts of the Walk is making friends, as eventually, they will die. Several characters give their backstories as the walk goes on, only for them all to buy their tickets.

to:

* DevelopingDoomedCharacters: One of the hardest parts of the Long Walk is making friends, as eventually, they will die. Several characters give their backstories as the walk goes on, only for them all to buy their tickets.



* DwindlingParty: One hundred boys start the Walk. One by one, they die until one remains.

to:

* DwindlingParty: One hundred boys start the Long Walk. One by one, they die until one remains.



* ExactlyWhatItSaysOnTheTin: The Long Walk. 100 teenage boys walk until there is only one left standing.
* FaceDeathWithDignity: [[spoiler:Scramm, knowing full well he can't finish the Walk with such an advanced case of pneumonia, and Mike, one of two Hopi brothers who gets struck with severe abdominal cramping. Instead of just falling over and taking it, Scramm says his goodbyes, talks with Mike who bids goodbye to his brother, and walks into the escorting half-track's path. They flip the half-track off, insult the soldiers approaching them and sit down to talk while they wait for death.]]

to:

* ExactlyWhatItSaysOnTheTin: The Long Walk. 100 teenage boys walk until there is only one left standing.
alive.
* FaceDeathWithDignity: [[spoiler:Scramm, knowing full well he can't finish the Long Walk with such an advanced case of pneumonia, and Mike, one of two Hopi brothers who gets struck with severe abdominal cramping. Instead of just falling over and taking it, Scramm says his goodbyes, talks with Mike who bids goodbye to his brother, and walks into the escorting half-track's path. They flip the half-track off, insult the soldiers approaching them and sit down to talk while they wait for death.]]

Added: 432

Changed: 1270

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I made the rules section more accurate since warnings and timers are linked. I'm on my 8th read and 19th listen of The Long Walk and I took notes all but the first time to figure out how the timer, warnings and tickets work. The rules I've typed sync with the novel.


* Consistently maintain a speed of at least 4 MPH
* No aid is to be given by a civilian to any Walker, nor should a Walker accept it
* Interference with any of the Walkers, even by another Walker, is strictly forbidden
* Falling below 4 MPH for 30 seconds, or violating any other rule, incurs a Warning
* If a Walker manages to go on walking for an hour without receiving a Warning, one of his Warnings is removed
* If a Walker violates a rule when he has accumulated three Warnings already, [[DeadlyEuphemism he "buys a ticket"]] out of the Walk

to:

* Consistently maintain Each walker starts with a two minute timer
* When a walker's
speed of at least in the correct direction falls below 4 MPH
MPH, their timer counts down
* No aid is to be given by Walker's get a civilian to any Walker, nor should 1st, 2nd and 3rd warning when their timer reach 90, 60 and 30 respectively
* Walker's [[DeadlyEuphemism "buy
a Walker accept it
ticket"]] when their timer reaches 0
* Interference Violating certain rules like interference with any of the Walkers, even by another Walker, is strictly forbidden
* Falling below 4 MPH for
walker, get a warning which causes their timer to drop to the next warning threshold of 90, 60, 30 seconds, or violating any other rule, incurs a Warning
0 (ticket)
* If a Walker manages to go on walking for an walker goes one hour without a new warning, then they lose a warning, which means their timer is restored to the next highest warning threshold of 60 (2nd warning), 90 (1st warning) or 120 (0 warnings)
* If the walker goes one hour without a new warning, but they have no warnings, but their timer is approaching their first warning, and therefore less than 120, their timer is restore to 120
* Civilians are arrested for giving aid to Walkers
* Walkers receive no penalty for
receiving aid from civilians
* Civilians can get
a Warning, one of his Warnings is removed
ticket for interfering with Walkers
* If a Walker violates a rule when he has accumulated three Warnings already, [[DeadlyEuphemism warnings, he "buys buys a ticket"]] out of the Walkticket



* The last Walker remaining wins "The Prize" - anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]])

to:

* If a Walker attacks a soldier, he instantly buys a ticket
* The last Walker remaining wins "The Prize" - which is anything he wants for the rest of his life ([[PyrrhicVictory short as it may be]])
be]]) plus a large sum of money which is not defined but is less than one million, since there are no more millionaires
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Novella is 7,500 to 40,000 words. The Long Walk word count is 83,736 so I changed Novella to Novel. Stephen King's website refers to it as a Novel.


''The Long Walk'' is a novella by Creator/StephenKing published under the [[PenName pseudonym]] Richard Bachman in 1979 as a paperback original. It was collected in 1985 in the hardcover omnibus ''The Bachman Books'', and has seen several reprints since, as both paperback & hardback. The plot revolves around the contestants of [[DeadlyGame a grueling walking contest]], held annually by a [[DayOfTheJackboot despotic and totalitarian]] [[AlternateHistory version]] of 1980's America. The rules of the eponymous Long Walk are as follows (at least the ones that are mentioned in the novel):

to:

''The Long Walk'' is a novella novel by Creator/StephenKing published under the [[PenName pseudonym]] Richard Bachman in 1979 as a paperback original. It was collected in 1985 in the hardcover omnibus ''The Bachman Books'', and has seen several reprints since, as both paperback & hardback. The plot revolves around the contestants of [[DeadlyGame a grueling walking contest]], held annually by a [[DayOfTheJackboot despotic and totalitarian]] [[AlternateHistory version]] of 1980's America. The rules of the eponymous Long Walk are as follows (at least the ones that are mentioned in the novel):
Tabs MOD

Removed: 321

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* KillEmAll: Every contestant save for [[spoiler:Ray Garraty]] dies during the Walk, and it looks he won't have long to live either, even though he won. It's mentioned earlier in the story that most of the previous Walks' winners died not long after due to the immense physical and psychological strain it placed on them.

Added: 497

Changed: 344

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* ReleasedToElsewhere: At the beginning of the book, all the reader knows is that if a Walker commits any offense, then they get a Warning and if he commits one more when he's already got three Warnings accumulated, he "buys a ticket." [[spoiler:It then turns out that "buying a ticket" is a euphemism for being shot dead by the soldiers on the escorting halftrack.]]

to:

* ReleasedToElsewhere: ReleasedToElsewhere:
**
At the beginning of the book, all the reader knows is that if a Walker commits any offense, then they get a Warning and if he commits one more when he's already got three Warnings accumulated, he "buys a ticket." [[spoiler:It then turns out that "buying a ticket" is a euphemism for being shot dead by the soldiers on the escorting halftrack.]]]]
** Being "Squadded" (taken away by the National Squads) is also this. Garraty's father had this happen to him ten years before the events of the book.

Added: 549

Changed: 349

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* PyrrhicVictory: [[spoiler:Garraty is the Pyrrhic Victor of the eponymous Long Walk by virtue of having outwalked 99 other male teenagers. However, he's also watched most of them die, including those he had established a rapport with, and is at the point where his physical and mental health have greatly deteriorated and he welcomes the prospect of his own death.]]

to:

* PyrrhicVictory: PyrrhicVictory:
**
[[spoiler:Garraty is the Pyrrhic Victor of the eponymous Long Walk by virtue of having outwalked 99 other male teenagers. However, he's also watched most of them die, including those he had established a rapport with, and is at the point where his physical and mental health have greatly deteriorated and he welcomes the prospect of his own death.]]]]
** The only previous winner from Maine finished the Walk blind in one eye from the physical strain of the ordeal, ended up in hospital, and died within a few weeks. He got a street named after him.
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Added DiffLines:

* MenAreTheExpendableGender: There are no female participants in the Long Walk. The reason for this is never specified.
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Added DiffLines:

* {{Sleepwalking}}: At various points in the book, walkers doze off while walking with Garraty even dreaming during his periods of sleepwalking. It's not really any kind of useful sleep because they're still walking at the end of the day.
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Added DiffLines:

* AgonyOfTheFeet: Because of the extreme distance involved in the Walk, many of the walkers develop blisters, swollen feet, and other ailments on their feet, especially those among them whose shoes are destroyed on the walk. When Garraty loses his shoes, he notes how swollen his feet have become. One poor unfortunate gets his feet run over by the halftrack, leaving him unable to continue.

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