/ XENO / (c) Copyright Jonathan Mestel, but freely distributable / / Game may be converted to any authoring language if no profit is involved. / !STATE MIRROR 1 !STATE SCISSORS 2 !STATE BOGROLL 3 !STATE NICKEL 4 !STATE WHISTLE 5 !STATE FENCE 6 !STATE PARCEL 7 !STATE INSPEC 8 !STATE CELLAR 4 !STATE HILLTOP 4 !STATE BUS 5 !STATE KEY 5 !POSSESSIONS TRAIN1 PLAYER KEY !POSSESSIONS PLAYER MONEY WATCH PAPER !POSSESSIONS TRAIN3 INSPEC !POSSESSIONS GARDEN FENCE !POSSESSIONS ATTIC NICKEL !POSSESSIONS BATHROOM BOGROLL !POSSESSIONS BEDROOM MIRROR !POSSESSIONS HOUSENT WHISTLE !POSSESSIONS COOKERTOP SCISSORS !POSSESSIONS HALL1 PARCEL !POSSESSIONS SHOP MAP COMPASS TORCH BATTERIES ASPIRIN PARACET NEWS MATCHES !POSSESSIONS HILLTOP DUMMYSTAR !POSSESSIONS COMPCO DATER !POSSESSIONS PARCEL TAPE !PROP DATER NOTAKE !PROP DUMMYSTAR NOTAKE !PROP CARD CUTTABLE !PROP MATCHES CUTTABLE INVIS !PROP NEWS CUTTABLE INVIS !PROP INSPEC INVIS NOTAKE !PROP TICKET CUTTABLE !PROP MONEY TAKEN !PROP WATCH TAKEN !PROP PAPER TAKEN CUTTABLE !PROP PLAYER LIGHT !PROP SCISSORS INVIS !PROP PARCEL INVIS HIDING !PROP NICKEL INVIS !PROP FENCE INVIS HIDING NOTAKE !PROP BOGROLL INVIS CUTTABLE !PROP MIRROR INVIS NOTAKE !PROP WHISTLE INVIS !PROP ASPIRIN INVIS !PROP PARACET INVIS !PROP MAP INVIS CUTTABLE !PROP COMPASS INVIS !PROP TORCH INVIS HIDING !PROP BATTERIES INVIS !PROP TRAIN1 MULTIROOM MOVING LIGHT INDOORS !PROP TRAIN2 MULTIROOM MOVING LIGHT INDOORS !PROP TRAIN3 MULTIROOM MOVING LIGHT INDOORS !PROP TRAINLOO MULTIROOM MOVING LIGHT TOILET INDOORS !PROP PLATFORM MULTIROOM LIGHT !PROP BUS NOFACING INDOORS LIGHT !PROP TAXI NOFACING INDOORS LIGHT !PROP SHOP SELLER LIGHT INDOORS !PROP HOUSENT MULTIROOM LIGHT !PROP JUNCT MULTIROOM LIGHT MAYBETAXI !PROP HALL1 MULTIROOM INDOORS BARRED !PROP HALL2 MULTIROOM INDOORS !PROP KITCHEN MULTIROOM INDOORS !PROP COOKERTOP NOFACING MULTIROOM INDOORS !PROP SITTING MULTIROOM CLOCK INDOORS !PROP BEDROOM MULTIROOM INDOORS !PROP BATHROOM MULTIROOM TOILET INDOORS !PROP ATTIC MULTIROOM NOFACING INDOORS !PROP CELLAR MULTIROOM NOFACING INDOORS !PROP GARDEN MULTIROOM INDOORS !PROP LANDING MULTIROOM INDOORS !PROP STLONDON MAYBETAXI SELLER NOFACING !PROP TAXIRANK MAYBETAXI SELLER !PROP STATION MAYBETAXI SELLER LIGHT TOILET CLOCK !PROP BUSSTOP MAYBETAXI SELLER !PROP HILLTOP NOFACING !PROP MORTLAKE MULTIROOM LIGHT !PROP COMPCO LIGHT CLOCK NOFACING TOILET INDOORS !PROP DBSTAT BARRED !VAR VAR0 4 !VAR DIRTCOUNT 2 !VAR HOUSENO 5 !VAR POUNDS 10 !VAR PENCE 5 !VAR HOURS 14 !VAR MINUTES 20 !VAR TOILETIME 50 !VAR THIRSTIME 30 !END / PRELIMINIARY SECTION / / !WELCOME WELCOMPR !PRECOMMAND PREPROG !POSTCOMMAND POSTPROG / / !PROPERTY LIGHT 0 !PROPERTY INVIS 1 !PROPERTY HIDING 2 !PROPERTY VISITED 1 !PROPERTY DISORIENT 2 / !PROPERTY NOTAKE 3 !PROPERTY TAKEN 4 !PROPERTY TREAS 5 !PROPERTY READ 6 !PROPERTY CUTTABLE 7 / !PROPERTY MULTIROOM 3 !PROPERTY SELLER 4 !PROPERTY MAYBETAXI 5 !PROPERTY MOVING 6 !PROPERTY NOFACING 7 !PROPERTY TOILET 8 !PROPERTY CLOCK 9 !PROPERTY BARRED 10 !PROPERTY INDOORS 11 / !DIRECTION U !DIRECTION D !DIRECTION N0 !DIRECTION S2 !DIRECTION E3 !DIRECTION W1 !DIRECTION I !DIRECTION O !DIRECTION L !DIRECTION R !DIRECTION F !DIRECTION B / / !SPECIAL ADSPEC !SPECIAL ALLSPEC !SPECIAL BATHSPEC !SPECIAL BUSSPEC !SPECIAL CRESCENTSPEC !SPECIAL COOKERSPEC !SPECIAL CLOCKSPEC !SPECIAL DRINKSPEC !SPECIAL DRUGSPEC !SPECIAL DOORSPEC !SPECIAL ENDSPEC !SPECIAL FARESPEC !SPECIAL FOODSPEC !SPECIAL FRIDGESPEC !SPECIAL HEADLSPEC !SPECIAL HILLSPEC !SPECIAL HOROSPEC !SPECIAL HUMANSPEC !SPECIAL HOUSESPEC !SPECIAL LEFTSPEC !SPECIAL LOOKSPEC !SPECIAL MAGSPEC !SPECIAL METERSPEC !SPECIAL POLESPEC !SPECIAL POLICESPEC !SPECIAL PAYSPEC !SPECIAL RIGHTSPEC !SPECIAL RATSPEC !SPECIAL ROADSPEC !SPECIAL STARSPEC !SPECIAL SHOPSPEC !SPECIAL SHOWSPEC !SPECIAL SINKSPEC !SPECIAL STEREOSPEC !SPECIAL TIMESPEC !SPECIAL TAKESPEC !SPECIAL TAXISPEC !SPECIAL TOILETSPEC !SPECIAL TIMETABSPEC !SPECIAL WINDOWSPEC !SPECIAL WASHSPEC / / !VARIABLE VAR0 !VARIABLE VAR1 !VARIABLE VAR2 !VARIABLE VAR3 / !VARIABLE JTIME !VARIABLE POUNDS !VARIABLE PENCE !VARIABLE HOURS !VARIABLE MINUTES !VARIABLE HOUSENO !VARIABLE FACING !VARIABLE TAXILOC !VARIABLE POLICECALL !VARIABLE KNOCKCOUNT !VARIABLE BADLUCK !VARIABLE HUNGERTIME !VARIABLE THIRSTIME !VARIABLE TOILETIME !VARIABLE WATCHSTOP !VARIABLE WATCHLOST !VARIABLE PASSWORD !VARIABLE CUSTODY !VARIABLE QUESTNO !VARIABLE BUSNO !VARIABLE BUSTIMES !VARIABLE HEADACHE !VARIABLE WALKDEST !VARIABLE ESCAPETIME !VARIABLE DIRTCOUNT !VARIABLE LOOKCOUNT !VARIABLE ENDGAME / !TEXTVAR / / !OBJECT PLAYER HOLDING HOLDING HOLDING !OBJECT BOGROLL BOGROLL1 BOGROLL2 BOGROLL2 !OBJECT COMPASS COMPM1 COMPM2 COMPM2 !OBJECT FENCE FENCEM1 FENCEM1 FENCEM1 !OBJECT TORCH TORCHM1 TORCHM2 TORCHM2 !OBJECT BATTERIES BATTERM1 BATTERM2 BATTERM2 !OBJECT CARD CARDM1 CARDM2 CARDM2 !OBJECT CASK CASKM1 CASKM2 CASKM2 !OBJECT NEWS NEWSM1 NEWSM2 NEWSM2 !OBJECT GLASS GLASSM1 GLASSM2 GLASSM2 !OBJECT MIRROR MIRRORM1 MIRRORM1 MIRRORM1 !OBJECT MONEY MONEYM1 MONEYM2 MONEYM2 !OBJECT NICKEL NICKELM1 NICKELM2 NICKELM3 !OBJECT WATCH WATCHM1 WATCHM2 WATCHM2 !OBJECT PAPER PAPERM1 PAPERM2 PAPERM2 !OBJECT MAP MAPM1 MAPM2 MAPM2 !OBJECT KEY KEYM1 KEYM2 KEYM2 !OBJECT TICKET TICKETM1 TICKETM2 TICKETM2 !OBJECT WHISTLE WHISTM1 WHISTM2 WHISTM2 !OBJECT ROD RODM1 RODM2 RODM2 !OBJECT INSPEC INSPECM NULL NULL !OBJECT ASPIRIN ASPM1 ASPM2 ASPM2 !OBJECT PARACET PARAM1 PARAM2 PARAM2 !OBJECT PARCEL PARCELM1 PARCELM2 PARCELM2 !OBJECT SCISSORS SCISSM1 SCISSM2 SCISSM2 !OBJECT TAPE TAPEM1 TAPEM2 TAPEM2 !OBJECT CANNABIS CANNM1 CANNM2 CANNM2 !OBJECT DUMMYSTAR STARM1 ERROR ERROR !OBJECT MATCHES MATCHM1 MATCHM2 MATCHM2 !OBJECT JOINT JOINTM1 JOINTM2 JOINTM2 !OBJECT DATER DATERM1 NULL NULL / / !ROOM TRAIN1 TRAIN1M1 TRAIN1M2 !ROOM TRAIN2 TRAIN2M1 TRAIN2M2 !ROOM TRAIN3 TRAIN3M1 TRAIN3M2 !ROOM TRAINLOO TLOOM1 TLOOM2 !ROOM CHIPPING CHIPM1 CHIPM2 !ROOM PLATFORM PLATFRM1 PLATFRM2 !ROOM STATION STATION1 STATION2 !ROOM BUSSTOP BUSSTOP1 BUSSTOP2 !ROOM TAXIRANK TAXIR1 TAXIR2 !ROOM SHOP SHOPM1 SHOPM2 !ROOM TAXI TAXIM1 TAXIM2 !ROOM BUS BUSM1 BUSM2 !ROOM STLONDON STLONM1 STLONM2 !ROOM FOOTHILL FOOTM1 FOOTM2 !ROOM HILLTOP TOPM1 TOPM2 !ROOM JUNCT JUNCTM1 JUNCTM2 !ROOM HOUSENT HOUSENT1 HOUSENT2 !ROOM HALL1 HALL1M1 HALL1M2 !ROOM SITTING SITRM1 SITRM2 !ROOM BEDROOM BEDRM1 BEDRM2 !ROOM KITCHEN KITCHM1 KITCHM2 !ROOM BATHROOM BATHRM1 BATHRM2 !ROOM ATTIC ATTICM1 ATTICM2 !ROOM CELLAR CELLARM1 CELLARM2 !ROOM GARDEN GARDENM1 GARDENM2 !ROOM HALL2 HALL2M1 HALL2M2 !ROOM LANDING LANDM1 LANDM2 !ROOM COOKERTOP COOKERM1 COOKERM2 !ROOM MORTLAKE MORTM1 MORTM2 !ROOM COMPCO COMPCOM1 COMPCOM2 !ROOM DBSTAT STATM1 STATM2 !ROOM DBINIT INITM1 INITM2 / / !EXIT TRAIN1 N0 TRAIN2 S2 TRAIN3 CARRM !EXIT TRAIN2 N0 TRAIN3 S2 TRAIN1 E3 TRAIN2 LEAVE2TRAIN W1 PLATFORM LEAVETRAIN O PLATFORM LEAVETRAIN !EXIT TRAIN3 I TRAINLOO N0 TRAIN1 CARRP S2 TRAIN2 W1 TRAINLOO !EXIT TRAINLOO O TRAIN3 FACING3 E3 TRAIN3 !EXIT CHIPPING N0 CHIPPING CHIPP S2 CHIPPING CHIPM W1 CHIPPING CHIPGUARD I TRAIN2 ENTERTRAIN E3 TRAIN2 ENTERTRAIN !EXIT PLATFORM I TRAIN2 ENTERTRAIN E3 TRAIN2 ENTERTRAIN S2 PLATFORM PLATM N0 PLATFORM PLATP !EXIT STATION N0 BUSSTOP E3 TAXIRANK W1 STLONDON LOSTLONDON S2 STATION TICKBARR !EXIT TAXIRANK I TAXIRANK GETTAXI W1 STATION N0 STLONDON LOSTLONDON S2 STLONDON LOSTLONDON E3 STLONDON LOSTLONDON !EXIT SHOP O SHOP LEAVESHOP !EXIT TAXI O TAXI LEAVETAXI S2 TAXI LEAVETAXI !EXIT BUS O BUS LEAVEBUS !EXIT BUSSTOP I BUSSTOP GETBUS S2 STATION N0 STLONDON LOSTLONDON E3 STLONDON LOSTLONDON W1 STLONDON LOSTLONDON !EXIT HOUSENT I HOUSENT ENTERHOUSE N0 HOUSENT ENTERHOUSE E3 JUNCT W1 JUNCT HOUSEP S2 FOOTHILL !EXIT FOOTHILL N0 HOUSENT S2 HILLTOP UPHILL U HILLTOP UPHILL W1 FOOTHILL HILLP E3 FOOTHILL HILLM !EXIT HILLTOP D FOOTHILL FACING0 N0 FOOTHILL DOWNHILL S2 FOOTHILL DOWNHILL W1 FOOTHILL DOWNHILL E3 FOOTHILL DOWNHILL !EXIT JUNCT N0 STLONDON LOSTLONDON S2 FOOTHILL E3 HOUSENT HOUSEM W1 HOUSENT !EXIT HALL1 O HOUSENT FACING2 S2 HOUSENT U LANDING FACING0 N0 HALL2 W1 SITTING SITTINGPROG !EXIT KITCHEN O GARDEN FACING0 E3 HALL2 SCISSEYE N0 GARDEN S2 SITTING SITTINGPROG !EXIT COOKERTOP D COOKERTOP COOKERDOWN !EXIT HALL2 S2 HALL1 W1 KITCHEN D CELLAR CELLARDOWN !EXIT SITTING E3 HALL1 N0 KITCHEN !EXIT CELLAR U HALL2 CELLARUP !EXIT LANDING U ATTIC ATTICUP D HALL1 FACING1 N0 BEDROOM S2 BATHROOM !EXIT BATHROOM O LANDING RESINEYE N0 LANDING RESINEYE !EXIT BEDROOM O LANDING FACING2 S2 LANDING !EXIT ATTIC N0 ATTIC ATTICDIE S2 ATTIC ATTICDIE E3 ATTIC ATTICDIE W1 ATTIC ATTICDIE D LANDING ATTICDOWN !EXIT GARDEN I KITCHEN FACING2 S2 KITCHEN !EXIT STLONDON N0 STLONDON WANDERPROG S2 STLONDON WANDERPROG E3 STLONDON WANDERPROG W1 STLONDON WANDERPROG !EXIT MORTLAKE N0 MORTLAKE MORTP S2 MORTLAKE MORTM E3 MORTLAKE CROSSMORT W1 MORTLAKE ENTERMORT I MORTLAKE ENTERMORT !EXIT COMPCO O COMPCO DONTGO I COMPCO INWHAT N0 COMPCO WANDERCOMP S2 COMPCO WANDERCOMP E3 COMPCO WANDERCOMP W1 COMPCO WANDERCOMP !EXIT DBSTAT N0 DBSTAT CIRCLEB S2 DBSTAT CIRCLEB E3 DBSTAT WALLB W1 DBINIT !EXIT DBINIT E3 DBSTAT / / !INSTRUCTIONS / / WELCOMPR: SKIP IF V VAR0 EQ 4 GOSUB PASSCHECK LOAD V PASSWORD I 0 SKIP UNLESS R (PLAYER)R EQ MORTLAKE LOAD V VAR3 V HOUSENO SET MULTIROOM FOOTHILL SET LIGHT FOOTHILL SKIP4 UNLESS P TAKEN PLAYER SKIP2 UNLESS V CUSTODY EQ 4 PRINT PASSBARR RETURN NEXTCOMM PRINTRET WARNMESS SET TAKEN PLAYER LOAD V VAR0 R 1 SKIP3 IF V VAR0 EQ 0 MOVE INSPEC WITH TO TRAIN1 SET TAKEN INSPEC LOAD S INSPEC I 2 PRINT WELCOMEM SKIP IF Q WELCOMEQ RETURN PRINTRET WELCOME2 PREPROG: SKIP UNLESS M W1SP MAGSPEC RETURN SKIP2 UNLESS P CUTTABLE PLAYER PRINT ERROR GO ENDPROG SKIP2 UNLESS P LIGHT MATCHES UNSET LIGHT MATCHES PRINT MATCHGONE SKIP UNLESS V ENDGAME EQ 1 GO PREEND SKIP UNLESS V CUSTODY EQ 4 GO BARRPROG SKIP IF V HEADACHE LT 2 ADD V HEADACHE I 1 ADD V MINUTES I 1 ADD V HUNGERTIME I 1 ADD V THIRSTIME I 1 ADD V TOILETIME I 1 SKIP2 UNLESS V MINUTES EQ 60 ADD V HOURS I 1 LOAD V MINUTES I 0 SKIP2 UNLESS R (ROD)R EQ (WATCH)R SKIP UNLESS H WATCH PLAYER SKIP2 UNLESS P INVIS ROD SKIP IF R (WATCH)R EQ HILLTOP SKIP IF V WATCHSTOP LT 2 ADD V WATCHLOST I 1 PREPRG2: SKIP UNLESS M W1SP PAYSPEC GO PREPRG3 SKIP3 UNLESS S TAXI EQ 5 PRINT DRIVERANGRY LOAD S TAXI I 6 GO PREPRG3 SKIP IF S TAXI EQ 3 GO PREPRG3 ADD V POLICECALL I 1 LOAD V CUSTODY I 3 LOAD S TAXI I 7 PRINT TAXIPOLICE PREPRG3: SKIP UNLESS V CUSTODY EQ 2 LOAD V CUSTODY I 3 SKIP UNLESS V CUSTODY EQ 1 SKIP IF V POLICECALL GT 10 GO PREPRG4 PRINT TROUBLEMAKER PRINT PRISONMESS GO ENDPROG PREPRG4: SKIP UNLESS S COMPCO EQ 0 RETURN SKIP UNLESS S COMPCO EQ 1 GO PLAYADVEN SUB S COMPCO I 1 PRINT TAPELOADING RETURN POSTPROG: SKIP UNLESS M W1SP MAGSPEC RETURN SKIP UNLESS P CUTTABLE PLAYER GO ENDPROG SKIP UNLESS V ENDGAME EQ 1 GO POSTEND SKIP IF P NOFACING (PLAYER)R LOAD S (PLAYER)R V FACING SKIP UNLESS P MULTIROOM (PLAYER)R SKIP IF M MOVED GO POSTPRG2 RESOLVE VAR0 (PLAYER)R RESOLVE VAR0 (VAR0)O POST01: SKIP UNLESS R (VAR0)O EQ PLAYER GO POST02 LOAD V VAR1 S (VAR0)O SUB V VAR1 V HOUSENO SKIP2 UNLESS V VAR1 EQ 0 UNSET INVIS (VAR0)O GO POST02 SET INVIS (VAR0)O POST02: ADD V VAR0 I 1536 RESOLVE VAR0 (VAR0)O SKIP UNLESS V VAR0 EQ 0 GO POSTPRG2 GO POST01 POSTPRG2: SKIP IF S TAXI EQ 1 GO POSTPRG3 SUB V JTIME I 1 SKIP IF V JTIME EQ 0 GO POSTPRG3 LOAD S TAXI I 2 PRINT TAXISTOP SKIP UNLESS R (TAXILOC)R EQ JUNCT PRINT TAXIJUNCT / Timecheck POSTPRG3: SKIP IF V HOURS EQ 14 GO T1500 SKIP UNLESS V MINUTES GT 49 GO T1450 GOSUB INSPECPROG SKIP UNLESS P CUTTABLE PLAYER GO ENDPROG SKIP3 UNLESS V MINUTES EQ 30 PRINT CHIPSTOP UNSET MOVING TRAIN2 GO POSTPRG4 SKIP IF V MINUTES EQ 35 GO TN1435 SET MOVING TRAIN2 SKIP2 UNLESS R (PLAYER)R EQ CHIPPING PRINT CHIPDIE GO ENDPROG PRINT CHIPSTART GO POSTPRG4 TN1435: SKIP2 UNLESS V MINUTES EQ 45 LOAD V HEADACHE I 1 PRINT TRAINSLOWING T1450: SKIP IF V MINUTES EQ 50 GO POSTPRG4 UNSET MOVING TRAIN2 PRINT TRAINSTOPPED GO POSTPRG4 T1500: SKIP4 IF V HOURS GT 15 SKIP2 UNLESS V MINUTES EQ 30 SKIP UNLESS V WATCHSTOP EQ 0 LOAD V WATCHSTOP I 2 GO POSTPRG4 T1600: SKIP IF V HOURS EQ 16 GO T1700 SKIP IF M LIGHT GO T1649 SKIP2 UNLESS V MINUTES EQ 17 PRINT DARK0 GO POSTPRG4 SKIP2 UNLESS V MINUTES EQ 32 PRINT DARK1 GO POSTPRG4 SKIP2 UNLESS V MINUTES EQ 47 PRINT DARK2 GO POSTPRG4 T1649: SKIP3 UNLESS V MINUTES EQ 50 SET READ TORCH UNSET LIGHT PLAYER PRINT DARK3 GO POSTPRG4 T1700: SKIP3 UNLESS V MINUTES EQ 30 SET BARRED SHOP SKIP UNLESS R (PLAYER)R EQ SHOP PRINT SHOPCLOSING SKIP3 UNLESS V HOURS EQ 24 PRINT MIDNIGHT SET CUTTABLE PLAYER GO ENDPROG POSTPRG4: SKIP UNLESS V HEADACHE EQ 1 PRINT ACHEHEAD SKIP2 UNLESS V HEADACHE EQ 50 PRINT LIVERDIE GO ENDPROG SKIP UNLESS V HUNGERTIME GT 100 PRINT HUNGRYMESS SKIP UNLESS V THIRSTIME GT 100 PRINT THIRSTMESS SKIP UNLESS V TOILETIME GT 100 PRINT TOILETMESS POSTPRG5: SKIP UNLESS V ESCAPETIME EQ 0 GO ESCAPED SUB V ESCAPETIME I 1 SKIP4 UNLESS V ESCAPETIME EQ 0 SKIP3 UNLESS P INDOORS (PLAYER)R PRINT INDOORSNICK GOSUB PRISONPROG GO ENDPROG ESCAPED: SKIP4 UNLESS V CUSTODY EQ 3 SKIP2 UNLESS M MOVED LOAD V CUSTODY I 0 GO POSTPRG6 GO NICKED SKIP IF V CUSTODY EQ 1 GO POSTPRG6 SKIP3 UNLESS R (PLAYER)R EQ BUS LOAD V CUSTODY I 0 ADD V POLICECALL I 10 PRINTRET POLICEBUS SKIP3 UNLESS M MOVED PRINT POLICEMOVE GOSUB PRISONPROG GO ENDPROG LOAD V VAR0 V QUESTNO PRINT POLICEQ VAR0 SKIP4 IF V VAR0 EQ 4 ASKANY NULL ADD V QUESTNO I 1 PRINT POLICEA VAR0 GO POSTPRG6 LOAD V CUSTODY I 11 LOAD V QUESTNO I 0 SKIP3 UNLESS Q NULL PRINT ARRESTED PRINT PRISONMESS GO ENDPROG SKIP4 IF H JOINT PLAYER SKIP3 IF H KEY PLAYER SKIP2 IF H CANNABIS PLAYER PRINT SEARCHOK GO POSTPRG6 PRINT SEARCHNOTOK GOSUB PRISONPROG GO ENDPROG POSTPRG6: SKIP2 UNLESS V CUSTODY EQ 11 LOAD V CUSTODY I 0 GO POSTPRG7 SKIP2 UNLESS P MAYBETAXI (PLAYER)R SKIP IF V POLICECALL EQ 0 SKIP IF V CUSTODY EQ 0 GO POSTPRG7 LOAD V VAR0 I 10 SUB V VAR0 V POLICECALL SKIP IF V VAR0 GT 0 LOAD V VAR0 I 0 MULT V VAR0 I 10 LOAD V VAR1 R 99 SUB V VAR1 V VAR0 SKIP IF V VAR1 GT 0 GO POSTPRG7 NICKED: PRINT YOURENICKED LOAD V CUSTODY I 1 POSTPRG7: SKIP UNLESS S BUS EQ 5 GO BUSCHECK SKIP4 UNLESS S BUS EQ 4 LOAD S BUS I 5 SKIP UNLESS R (PLAYER)R EQ BUSSTOP PRINT BUSGOES GO POSTPRG8 SKIP3 IF S BUS GT 1 ADD S BUS I 2 PRINT BUSMOVES GO POSTPRG8 SUB S BUS I 2 PRINT BUSSTOPS GO POSTPRG8 BUSCHECK: SKIP IF R (PLAYER)R EQ BUSSTOP GO POSTPRG8 SKIP3 UNLESS V BUSTIMES EQ 1 SKIP IF V MINUTES EQ 53 SKIP UNLESS V MINUTES EQ 23 GO SPECBUS SKIP UNLESS M MOVED GO POSTPRG8 SKIP3 IF V MINUTES EQ 52 SKIP2 IF V MINUTES EQ 22 LOAD V VAR0 R 7 SKIP IF V VAR0 LT 4 GO POSTPRG8 ADD V VAR0 I 1 LOAD V VAR1 R 3 MULT V VAR0 I 15 MULT V VAR1 I 7 ADD V VAR0 V VAR1 LOAD V BUSNO V VAR0 LOAD S BUS I 4 PRINT BUSCOMES GO POSTPRG8 SPECBUS: LOAD S BUS I 4 LOAD V BUSNO I 100 PRINT BUS100 POSTPRG8: SKIP IF V HOUSENO EQ 5 GO POSTPRG9 SKIP2 UNLESS R (PLAYER)R EQ HALL2 PRINT RAT0SCRATCH GO POSTPRG9 SKIP UNLESS S CELLAR EQ 4 GO POSTPRG9 SKIP2 UNLESS S CELLAR EQ 0 SKIP IF M W1DI SKIP4 IF M LIGHT LOAD S CELLAR R 2 ADD S CELLAR I 1 PRINT RAT1SCRATCH GO POSTPRG9 DESCRIBE WITH POSTPRG9: SKIP IF V KNOCKCOUNT EQ 0 GOSUB KNOCKSUB SKIP IF R (PLAYER)R EQ MORTLAKE GO POSTPR10 LOAD V VAR3 V HOUSENO SKIP IF M W1SP LOOKSPEC LOAD V LOOKCOUNT I 0 SKIP UNLESS M W1DI DESCRIBE WITH POSTPR10: RETURN PREEND: SKIP4 IF M W1SP ENDSPEC SKIP3 IF M W1SP LOOKSPEC SKIP2 IF M W1SP TAKESPEC PRINT DONTUNDER RETURN NEXTCOMM PRINTRET LIGHTFLASH POSTEND: RETURN AMNESPROG: SKIP IF Q AMNESQ PRINTRET OKMESS PRINT AMNESDIE GO ENDPROG ASKPROG: SKIP UNLESS V CUSTODY EQ 1 PRINTRET ASKPOLICE SKIP UNLESS M W2SP POLICESPEC GO CALLPROG SKIP UNLESS R (PLAYER)R EQ TAXI PRINTRET ASKTAXI SKIP4 UNLESS R (PLAYER)R EQ SHOP SKIP IF Q ASKBUY PRINTRET ASKMESS ASKANY BUYWHAT GO BUYPROG PRINTRET ASKMESS ATTICDIE: SET CUTTABLE PLAYER PRINTRET ATTICDEATH ATTICDOWN: LOAD S ATTIC I 0 LOAD V FACING I 2 RETURN ATTICUP: SKIP IF V HOUSENO EQ 4 RETURN SKIP2 UNLESS S ATTIC EQ 2 PRINT STAIRSBLOCK RETURN ABORT SKIP IF P TAKEN NICKEL LOAD S ATTIC I 1 RETURN BARRPROG: LOAD V FACING I 0 SKIP2 UNLESS M W1SP PAYSPEC PRINT PAYCOLLECTOR GO UNSHOWN SKIP UNLESS M W1SP SHOWSPEC SKIP IF M W2EX GO UNSHOWN SKIP2 IF H ()O PLAYER PRINT NOTHOLDING GO UNSHOWN SKIP2 UNLESS R ()O EQ TICKET PRINT SHOWNTICKET GO SHOWN SKIP2 UNLESS R ()O EQ PAPER PRINT SHOWNPAPER GO SHOWN SKIP UNLESS R ()O EQ MONEY PRINT PAYCOLLECTOR UNSHOWN: ADD V POLICECALL I 1 LOAD V CUSTODY I 2 PRINT NOTSHOWNTICKET MOVE PLAYER WITH TO STATION RETURN NEXTCOMM SHOWN: MOVE PLAYER WITH TO STATION LOAD V CUSTODY I 0 RETURN NEXTCOMM BLOWPROG: SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP IF R ()O EQ WHISTLE PRINTRET CANTDO PRINT BLOWHISTLE SKIP2 IF P INDOORS (PLAYER)R ADD V POLICECALL I 1 RETURN SKIP UNLESS V HOUSENO EQ 1 SKIP IF R (MIRROR)R EQ (PLAYER)R PRINTRET RATTLEWHISTLE LOAD S GLASS V HOUSENO MOVE MIRROR WITH DESTROY MOVE GLASS WITH TO (PLAYER)R LOAD V BADLUCK I 7 ADD V POLICECALL I 1 SET BARRED BEDROOM PRINTRET BROKEMIRROR BREAKPROG: SKIP UNLESS M W2SP POLESPEC GO GETPOLE SKIP UNLESS M W2SP WINDOWSPEC PRINTRET BREAKWINDOW SKIP IF M W2OB PRINTRET NOBREAK SKIP4 UNLESS R ()O EQ MIRROR SKIP UNLESS V HOUSENO EQ 1 SKIP IF R (PLAYER)R EQ (MIRROR)R PRINTRET DONTSEE PRINTRET BREAKMIRROR SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP UNLESS P CUTTABLE ()O PRINTRET BREAKPAPER SKIP4 IF M W2SP DRUGSPEC SKIP3 IF R ()O EQ COMPASS SKIP2 IF R ()O EQ WATCH SKIP IF R ()O EQ TAPE PRINTRET NOBREAKTHAT MOVE ()O WITH DESTROY PRINTRET BROKEOBJ BRIBEPROG: SKIP IF M W2EX ASK WHOMMESS GOSUB HUMANCHECK SKIP UNLESS V VAR3 EQ 2 PRINTRET DONTSEE SKIP UNLESS V VAR3 EQ 0 PRINTRET CANTDO SKIP UNLESS M W2SP POLICESPEC LOAD V VAR3 I 0 ASKANY BRIBEQ SKIP IF V VAR3 EQ 0 PRINTRET BRIBEHUMAN SET CUTTABLE PLAYER PRINTRET BRIBEPOLICE BURNPROG: SKIP IF R ()R EQ (PLAYER)R PRINTRET DONTSEE GOSUB LIGHTMATCH SKIP IF P CUTTABLE ()O PRINTRET NOBURN SKIP2 UNLESS H ()O PLAYER PRINT BURNSELF ADD V DIRTCOUNT I 2 MOVE ()O WITH DESTROY PRINTRET BURNOBJ BUYPROG: SKIP IF H MONEY PLAYER PRINTRET NOMONEY SKIP UNLESS M W2SP DRINKSPEC GO BUYDRINK SKIP UNLESS M W2SP FOODSPEC GO BUYFOOD SKIP3 IF M W2OB SKIP IF R (PLAYER)R EQ SHOP GOSUB ENTERSHOP PRINTRET NOTSTOCKED SKIP UNLESS R ()O EQ MONEY PRINTRET YOUJOKE SKIP UNLESS H ()O PLAYER PRINTRET ALRGOTONE SKIP IF R ()O EQ TICKET GO NOTTICKET SKIP UNLESS V CUSTODY EQ 1 GO BUYBALL SKIP UNLESS R (PLAYER)R EQ BUS GO PAYBUS SKIP UNLESS R (PLAYER)R EQ STATION GO BUYTICKET GOSUB INSPCHECK SKIP IF V VAR0 EQ 0 PRINTRET NOBUYTICKET PRINT INSPECPAY GO PAY2INSPEC NOTTICKET: SKIP2 UNLESS R ()O EQ NEWS SKIP UNLESS R (PLAYER)R EQ STLONDON GO BUYTICKET SKIP IF R (PLAYER)R EQ SHOP GOSUB ENTERSHOP SKIP UNLESS M W2SP DRUGSPEC GOSUB BUYDRUGSUB SKIP IF R ()R EQ SHOP PRINTRET NOTSTOCKED SKIP UNLESS P TAKEN ()O PRINTRET NOTOWNEDSHOP BUYTICKET: GOSUB CASHSUB PRINT CASHMESS GOSUB PRICESUB PRINT PRICEMESS SKIP IF Q STILLBUY PRINTRET OKMESS GOSUB PAYSUB SET TAKEN ()O UNSET INVIS ()O MOVE ()O WITH TO PLAYER SKIP UNLESS R ()O EQ NEWS PRINT NEWSWHICH SKIP2 UNLESS R (PLAYER)R EQ STATION SKIP UNLESS R ()O EQ TICKET PRINTRET BOUGHTTICKET SKIP IF R (PLAYER)R EQ STLONDON PRINTRET BOUGHTM PRINTRET BOUGHTNEWS BUYBALL: PRINT BUYBALLQ GOSUB CASHSUB PRINT CASHMESS SKIP IF Q STILLBUY PRINTRET OKMESS LOAD V VAR0 I 0 LOAD V VAR1 I 50 GOSUB PAYSUB LOAD V CUSTODY I 11 LOAD V QUESTNO I 0 PRINTRET BOUGHTBALL BUYDRUGSUB: SKIP IF P TAKEN ASPIRIN SKIP UNLESS P TAKEN PARACET RETURN SKIP IF Q ASPJUNGQ PRINT ASPJUNGA ASPARAQ: ASK ASPARACET SKIP UNLESS M W2SP DRUGSPEC RETURN PRINT ANSWERQ GO ASPARAQ BUYDRINK: SKIP IF R (PLAYER)R EQ SHOP GOSUB ENTERSHOP LOAD V VAR0 I 0 LOAD V VAR1 I 45 GOSUB PAYSUB LOAD V THIRSTIME I 0 PRINTRET BOUGHTDRINK BUYFOOD: SKIP IF P SELLER (PLAYER)R PRINTRET NOSELLER GOSUB CASHSUB SKIP IF Q BUYFOODQ PRINTRET OKMESS LOAD V VAR0 I 1 LOAD V VAR1 I 35 GOSUB PAYSUB LOAD V HUNGERTIME I 0 PRINTRET BOUGHTFOOD CALLPROG: SKIP UNLESS M W2SP TAXISPEC GO GETTAXI SKIP IF M W2SP POLICESPEC PRINTRET SPEAKMESS SKIP UNLESS V CUSTODY EQ 1 PRINTRET ALRPOLICE SKIP UNLESS P INDOORS (PLAYER)R PRINTRET NOPOLICE LOAD V CUSTODY I 1 PRINTRET CALLEDPOLICE CASHSUB: LOAD V VAR0 V POUNDS LOAD V VAR1 V PENCE SKIP2 IF V VAR1 LT 10 TEXT MONEY01 WITH RETURN TEXT MONEY010 WITH RETURN CARRM: SKIP2 UNLESS V HOUSENO EQ 1 PRINT ENDTRAIN RETURN ABORT SUB V HOUSENO I 1 PRINTRET CARRCHANGE CARRP: SKIP2 UNLESS V HOUSENO EQ 8 PRINT FRONTRAIN RETURN ABORT ADD V HOUSENO I 1 PRINTRET CARRCHANGE CATCHPROG: SKIP UNLESS M W2SP BUSSPEC GO GETBUS SKIP UNLESS M W2SP TAXISPEC GO GETTAXI SKIP UNLESS M W2SP RATSPEC GO GETRAT PRINTRET CATCHMESS CELLARDOWN: SKIP IF V HOUSENO EQ 5 RETURN UNSET LIGHT PLAYER SKIP3 IF P TAKEN CASK UNSET NOFACING CELLAR LOAD V FACING R 2 ADD V FACING I 1 SKIP IF P VISITED CELLAR PRINTRET CELLAR0DARK PRINTRET CELLAR1DARK CELLARUP: LOAD V FACING I 1 SKIP IF V HOUSENO EQ 5 RETURN SET NOFACING CELLAR LOAD S CELLAR I 4 SKIP IF P READ TORCH SET LIGHT PLAYER SKIP UNLESS H CASK PLAYER SKIP IF V BADLUCK GT 0 RETURN GOSUB LUCKPROG MOVE CASK WITH DESTROY PRINTRET CASKOUCH VAR0 CHIPM: SKIP2 IF V HOUSENO EQ 1 SUB V HOUSENO I 1 PRINTRET CHIP2GUARD PRINT ENDPLATFORM PRINTRET CHIP2GUARD CHIPP: SKIP2 IF V HOUSENO EQ 8 ADD V HOUSENO I 1 PRINTRET CHIP2GUARD PRINT ENDPLATFORM PRINTRET CHIP2GUARD CHIPGUARD: PRINTRET CHIP1GUARD CIRCLEB: PRINTRET CIRCBMESS CLIMBPROG: SKIP UNLESS R (PLAYER)R EQ COOKERTOP PRINTRET ALRCLIMBED SKIP4 IF M W2EX MOVE PLAYER WITH DIR U SKIP UNLESS M MOVED RETURN ASK CLIMBWHAT SKIP UNLESS M W2DI RETURN RETRY IGNORE MAY ANY SKIP3 IF M W2OB SKIP UNLESS M W2SPX GO CLIMBSPEC PRINTRET NOCLIMB SKIP UNLESS R (PLAYER)R EQ ()R SKIP UNLESS P INVIS ()O PRINTRET DONTSEE SKIP2 UNLESS R ()O EQ FENCE MOVE FENCE WITH DESTROY PRINTRET CLIMBFENCE SKIP UNLESS R ()O EQ DATER PRINTRET CLIMBDATER PRINTRET CLIMBOBJ CLIMBSPEC: SKIP4 UNLESS M W2SP HILLSPEC SKIP2 UNLESS R (PLAYER)R EQ FOOTHILL MOVE PLAYER WITH DIR U RETURN PRINTRET NOCLIMBHILL SKIP3 UNLESS M W2SP POLESPEC SKIP IF R (PLAYER)R EQ HILLTOP PRINTRET DONTSEE PRINTRET CLIMBPOLE SKIP3 UNLESS M W2SP TOILETSPEC SKIP IF P TOILET (PLAYER)R PRINTRET NOTOILET PRINTRET NOCLIMBTOILET SKIP2 UNLESS R (PLAYER)R EQ BATHROOM SKIP UNLESS M W2SP BATHSPEC PRINTRET CLIMBSINK SKIP IF R (PLAYER)R EQ KITCHEN PRINTRET NOTHNGCLIMB SKIP UNLESS M W2SP COOKERSPEC GO CLIMBCOOKER SKIP UNLESS M W2SP FRIDGESPEC GO CLIMBFRIDGE SKIP UNLESS M W2SP SINKSPEC PRINTRET CLIMBSINK PRINTRET NOCLIMB CLIMBCOOKER: MOVE PLAYER WITH TO COOKERTOP LOAD V FACING I 1 ADD S COOKERTOP I 2 LOAD V VAR0 I 0 SKIP2 IF P TAKEN SCISSORS SKIP UNLESS V HOUSENO EQ 2 LOAD V VAR0 I 1 PRINTRET CLIMBCOKER VAR0 CLIMBFRIDGE: MOVE PLAYER WITH TO COOKERTOP LOAD V FACING I 3 ADD S COOKERTOP I 1 LOAD V VAR0 I 0 SKIP2 IF P TAKEN SCISSORS SKIP UNLESS V HOUSENO EQ 2 LOAD V VAR0 I 1 PRINTRET CLIMBFIDGE VAR0 CLOSEPROG: SKIP UNLESS M W2SP FRIDGESPEC PRINTRET CLOSEFRIDGE SKIP IF M W2SP DOORSPEC PRINTRET CANTDO SKIP IF R (PLAYER)R EQ TRAIN3 SKIP UNLESS R (PLAYER)R EQ TRAINLOO PRINTRET NOCLOSEDOOR PRINTRET CLOSEDOOR COOKERDOWN: SKIP2 UNLESS S COOKERTOP LT 3 LOAD S COOKERTOP I 0 GO COOK0 SKIP2 UNLESS S COOKERTOP LT 6 LOAD S COOKERTOP I 3 GO COOK0 LOAD S COOKERTOP I 6 COOK0: MOVE PLAYER WITH TO KITCHEN RESOLVE VAR0 (COOKERTOP)O SKIP IF V VAR0 EQ 0 SKIP IF P TAKEN (VAR0)O RETURN ABORT LOAD V VAR1 V VAR0 COOK1: ADD V VAR1 I 1536 RESOLVE VAR1 (VAR1)O SKIP UNLESS P TAKEN (VAR0)O MOVE (VAR0)O WITH TO KITCHEN SKIP2 UNLESS V VAR1 EQ 0 PRINT KNOCKOBJ RETURN ABORT LOAD V VAR0 V VAR1 GO COOK1 COMPTEST: SKIP2 IF S HILLTOP EQ 4 SKIP UNLESS R (PLAYER)R EQ HILLTOP GO DOWN2HILL SKIP2 IF H COMPASS PLAYER PRINT NOCOMPASS RETURN LEAVE SKIP IF R (PLAYER)R EQ HILLTOP SKIP2 UNLESS H ROD PLAYER PRINT CONFUSEDCOMP RETURN LEAVE PRINTRET ECCENTRIC CROSSPROG: SKIP IF M W2SP ROADSPEC RETURN RETRY NONE CANT SKIP2 IF R (PLAYER)R EQ MORTLAKE ASK WHICHDIR RETURN RETRY IGNORE MUST DIR MOVE PLAYER WITH DIR E3 RETURN CROSSMORT: LOAD V VAR0 V LOOKCOUNT SKIP2 IF V LOOKCOUNT EQ 3 SET CUTTABLE PLAYER PRINTRET MORTDEATH VAR0 LOAD V FACING I 1 SKIP3 IF P SELLER MORTLAKE SET SELLER MORTLAKE ADD V HOUSENO I 1 PRINTRET MORTCROSS UNSET SELLER MORTLAKE SUB V HOUSENO I 1 PRINTRET MORTCROSS CUTPROG: SKIP IF H SCISSORS PLAYER PRINTRET NOSCISSORS SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP2 UNLESS R ()O EQ MONEY LOAD V POUNDS I 0 PRINTRET CUTMONEY SKIP2 UNLESS R ()O EQ PARCEL MOVE PARCEL WITHOUT DESTROY PRINTRET OPENPARCEL SKIP UNLESS R ()O EQ SCISSORS PRINTRET YOUJOKE SKIP4 IF R ()O EQ TAPE SKIP2 UNLESS P CUTTABLE ()O MOVE ()O WITH DESTROY PRINTRET CUTOBJ PRINTRET NOCUT SKIP2 UNLESS H PARCEL PLAYER MOVE PARCEL WITHOUT DESTROY PRINTRET OPENPARCEL MOVE TAPE WITH DESTROY PRINTRET CUTTAPE DANCEPROG: SKIP IF R (PLAYER)R EQ HILLTOP PRINTRET DANCEMESS ADD V DIRTCOUNT I 1 PRINTRET DANCEMUD DONTGO: PRINTRET DONTGOMESS DOWNHILL: SKIP2 UNLESS S HILLTOP EQ 4 LOAD V FACING I 0 RETURN MULT V FACING I 2 ADD V FACING S BOGROLL SKIP IF V FACING LT 8 SUB V FACING I 8 LOAD V HOUSENO V FACING LOAD V FACING I 0 RETURN DOWN2HILL: ADD V VAR0 S BOGROLL SKIP IF V VAR0 LT 8 SUB V VAR0 I 8 LOAD V HOUSENO V VAR0 LOAD V FACING I 0 MOVE PLAYER WITH TO FOOTHILL PRINT BOGROLLDOWN RETURN LEAVE DRINKPROG: SKIP2 UNLESS M W2EX SKIP IF M W2SP DRINKSPEC RETURN RETRY NONE CANT SKIP3 UNLESS M W2OB SKIP IF H CASK PLAYER PRINTRET NOTHOLDING PRINTRET WHOLECASK SKIP UNLESS R (PLAYER)R EQ TRAINLOO PRINTRET DONTDRINK SKIP IF R (PLAYER)R EQ BATHROOM SKIP2 UNLESS R (PLAYER)R EQ KITCHEN LOAD V THIRSTIME I 0 PRINTRET DRANK SKIP2 UNLESS R (PLAYER)R EQ COMPCO LOAD V THIRSTIME I 0 PRINTRET DRINKCOMPCO PRINTRET NODRINKHERE DROPSUB: /check if contained RESOLVE VAR1 (VAR0)O ADD V VAR1 I 1280 RESOLVE VAR1 (VAR1)O SKIP2 IF R (VAR1)O EQ PLAYER LOAD V VAR1 I 1 RETURN SKIP2 UNLESS V CUSTODY EQ 1 PRINT DROPPOLICE RETURN LEAVE LOAD V VAR1 I 0 SKIP4 UNLESS R (VAR0)O EQ TORCH LOAD V FACING R 2 ADD V FACING I 1 LOAD V VAR1 I 2 PRINT DROPTORCH MOVE (VAR0)O WITH TO (PLAYER)R SKIP UNLESS P MULTIROOM (PLAYER)R LOAD S (VAR0)O V HOUSENO RETURN / Main DROP program. DROPPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 1 PRINT OBEYMESS VAR0 / Command decoding section. SKIP IF M W2EX GO DROPFIRST SKIP UNLESS M W2SP ALLSPEC GO DROPALL SKIP UNLESS M W2SP TAKESPEC PRINTRET YOUJOKE SKIP IF M W2OB RETURN RETRY NONE CANT / Now check he has the object. SKIP IF H ()O PLAYER PRINTRET NOTHOLDING / And drop it. RESOLVE VAR0 ()O GOSUB DROPSUB DROPMESS: SKIP UNLESS V VAR1 EQ 0 PRINTRET OKMESS SKIP UNLESS V VAR1 EQ 1 PRINTRET CONTAINED RETURN / Drop the first object DROPFIRST: RESOLVE VAR0 (PLAYER)D SKIP UNLESS V VAR0 EQ 0 PRINTRET NOTHELD GOSUB DROPSUB GO DROPMESS / Drop all objects /VAR3 holds count DROPALL: LOAD V VAR3 I 0 RESOLVE VAR0 (PLAYER)D SKIP UNLESS V VAR0 EQ 0 PRINTRET NOTHELD DROPA1: GOSUB DROPSUB ADD V VAR3 I 1 RESOLVE VAR0 (PLAYER)D SKIP IF V VAR0 EQ 0 GO DROPA1 PRINTRET DROPOBJ1 VAR3 EATPROG: SKIP UNLESS M W2EX SKIP UNLESS M W2SP FOODSPEC GO EATFOOD SKIP IF M W2OB PRINTRET CANTDO SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP UNLESS M W2SP DRUGSPEC GO EATDRUGS SKIP3 UNLESS R ()O EQ CANNABIS LOAD V HUNGERTIME I 0 MOVE CANNABIS WITH DESTROY PRINTRET EATCANNABIS SKIP2 UNLESS P CUTTABLE ()O MOVE ()O WITH DESTROY PRINTRET EATPAPER SKIP2 UNLESS R ()O EQ KEY MOVE KEY WITH DESTROY PRINTRET EATKEY PRINTRET CANTDO EATFOOD: SKIP IF R (PLAYER)R EQ KITCHEN PRINTRET NOFOOD LOAD V HUNGERTIME I 0 PRINTRET EATENFOOD EATDRUGS: PRINT EATTABLETS MOVE ()O WITH DESTROY SKIP2 UNLESS V HEADACHE EQ 1 PRINT CUREHEAD LOAD V HEADACHE I 0 SKIP UNLESS R ()O EQ PARACET LOAD V HEADACHE I 2 RETURN ENTERMORT: SKIP IF V HOUSENO EQ 13 PRINTRET MORTLOCKED PRINT MORTENTRY SKIP2 IF Q BROUGHTHEM SET CUTTABLE PLAYER PRINTRET TAPELIEDIE SKIP2 IF H TAPE PLAYER SET CUTTABLE PLAYER PRINTRET NOTAPEDIE MOVE PLAYER WITH TO COMPCO MOVE TAPE WITH DESTROY PRINT LOADTAPE LOAD S COMPCO I 5 RETURN ABORT ENTERPROG: SKIP2 IF M W2EX MOVE PLAYER WITH DIR I RETURN SKIP UNLESS M W2SP TAXISPEC GO GETTAXI SKIP UNLESS M W2SP BUSSPEC GO GETBUS SKIP UNLESS M W2SP SHOPSPEC GO ENTERSHOP SKIP UNLESS M W2SP HOUSESPEC GO ENTERHOUSE SKIP2 UNLESS M W2OB SKIP UNLESS R ()O EQ DATER GO ENTERDATER MOVE PLAYER WITH DIR I RETURN ENTERDATER: SKIP IF R (PLAYER)R EQ COMPCO PRINTRET DONTSEE SKIP UNLESS P BARRED DBSTAT PRINTRET DATERLOCKED LOAD V ENDGAME I 1 SET BARRED DBSTAT MOVE PLAYER WITH TO DBSTAT UNSET LIGHT PLAYER UNSET LIGHT TORCH LOAD V PASSWORD I 1 PRINTRET ENTERDB ENTERTRAIN: LOAD V FACING I 3 PRINTRET ENTER1TRAIN ENTERSHOP: SKIP UNLESS R (PLAYER)R EQ SHOP PRINTRET ALRINSHOP SKIP2 IF P SELLER (PLAYER)R PRINT NOSELLER RETURN LEAVE SKIP3 UNLESS P BARRED SHOP SKIP2 IF R (PLAYER)R EQ MORTLAKE PRINT SHOPSHUT RETURN LEAVE RESOLVE TAXILOC (PLAYER)R MOVE PLAYER WITH TO SHOP SKIP2 IF R (TAXILOC)R EQ MORTLAKE PRINT SHOPENTER RETURN LOAD V HOUSENO I 39 PRINT SHOPMORT RETURN ENTERHOUSE: SKIP UNLESS R (PLAYER)R EQ MORTLAKE GO ENTERMORT SKIP IF R (PLAYER)R EQ HOUSENT PRINTRET DONTSEE LOAD V FACING I 0 SKIP IF H KEY PLAYER PRINTRET DOORLOCKED SKIP2 UNLESS V HOUSENO EQ 7 SKIP UNLESS P BARRED HALL1 PRINTRET DOORCHAINED RESOLVE VAR0 (SITTING)R ADD V VAR0 V HOUSENO SKIP4 UNLESS P BARRED (VAR0)R LOAD V VAR0 V HOUSENO PRINT UNLOCKDOOR PRINT THATSHIM VAR0 GO PRISONPROG SKIP UNLESS V HOUSENO EQ 7 GO ENTERH7 NOTRIP: SKIP UNLESS V KNOCKCOUNT GT 0 PRINTRET KNOCKENTRY MOVE PLAYER WITH TO HALL1 PRINT UNLOCKDOOR SKIP UNLESS V HOUSENO EQ 0 PRINT HOUSEMPTY SKIP2 UNLESS P VISITED HALL1 SKIP UNLESS M LIGHT PRINT HOUSESAME RETURN ABORT ENTERH7: SKIP UNLESS V BADLUCK GT 0 SKIP UNLESS P TAKEN PARCEL GO NOTRIP MOVE PLAYER WITH TO HALL2 GOSUB LUCKPROG PRINT PARCELOUCH VAR0 RETURN ABORT FACING0: LOAD V FACING I 0 RETURN FACING1: LOAD V FACING I 1 RETURN FACING2: LOAD V FACING I 2 RETURN FACING3: LOAD V FACING I 3 RETURN FILLPROG: SKIP IF R ()O EQ TORCH PRINTRET CANTDO SKIP IF H TORCH PLAYER PRINTRET NOTHOLDING ASK WHATWITH GO INSERTPROG FLUSHPROG: SKIP IF M W2SP TOILETSPEC PRINTRET CANTDO SKIP IF P TOILET (PLAYER)R PRINTRET DONTSEE SKIP2 UNLESS R (PLAYER)R EQ TRAINLOO SKIP3 IF P MOVING TRAIN2 PRINTRET FLUSHINSTATION SKIP UNLESS R (PLAYER)R EQ BATHROOM SKIP IF V HOUSENO EQ 3 PRINTRET FLUSHLOO SKIP3 UNLESS P TAKEN CANNABIS SKIP UNLESS P CUTTABLE CANNABIS PRINTRET FLUSHM2 PRINTRET FLUSHLOO SET TAKEN CANNABIS SKIP2 UNLESS V BADLUCK EQ 0 MOVE CANNABIS WITH TO BATHROOM PRINTRET FLUSHM0 GOSUB LUCKPROG SET CUTTABLE CANNABIS PRINTRET FLUSHM1 VAR0 FORWARDPROG: SKIP2 UNLESS V FACING EQ 0 MOVE PLAYER WITH DIR N0 RETURN SKIP2 UNLESS V FACING EQ 2 MOVE PLAYER WITH DIR S2 RETURN SKIP2 UNLESS V FACING EQ 1 MOVE PLAYER WITH DIR W1 RETURN MOVE PLAYER WITH DIR E3 RETURN BACKPROG: ADD V FACING I 2 FTEST: SKIP UNLESS V FACING GT 3 SUB V FACING I 4 GO FORWARDPROG LEFTPROG: ADD V FACING I 1 GO FTEST RIGHTPROG: ADD V FACING I 3 GO FTEST GIVEPROG: SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP4 UNLESS R ()O EQ MONEY ASK WHOTO SKIP UNLESS M W2SP POLICESPEC GO BRIBEPROG GO PAYPROG SKIP2 UNLESS R (PLAYER)R EQ (FENCE)R SKIP UNLESS V HOUSENO EQ 6 GO SELLPROG SKIP3 UNLESS V CUSTODY EQ 1 SKIP UNLESS R ()O EQ CARD GO WAVECARD PRINTRET GIVEPOLICE PRINTRET GIVEMESS GLOUCESTERPROG: SKIP IF M W2EX PRINTRET GLOUCMESS SKIP UNLESS M W2SP ROADSPEC PRINTRET ADDRESS3 SKIP IF M W2SP CRESCENTSPEC RETURN RETRY NONE CANT SKIP IF P READ PAPER PRINTRET ADDRESS3 SKIP UNLESS R (PLAYER)R EQ TAXI GO WAVEPAPER SKIP UNLESS R (PLAYER)R EQ BUS PRINTRET GLOUCBUS PRINTRET ADDRESS3 HILLM: LOAD S FOOTHILL V FACING GOSUB HOUSEM RESOLVE VAR0 (FOOTHILL)O GOSUB POST01 DESCRIBE WITH RETURN NEXTCOMM HILLP: LOAD S FOOTHILL V FACING GOSUB HOUSEP RESOLVE VAR0 (FOOTHILL)O GOSUB POST01 DESCRIBE WITH RETURN NEXTCOMM HITPROG: GOSUB HUMANCHECK SKIP UNLESS V VAR3 EQ 2 PRINTRET DONTSEE SKIP2 IF V VAR3 EQ 0 SET CUTTABLE PLAYER PRINTRET HITHUMAN SKIP3 UNLESS M W2SP RATSPEC SKIP IF S CELLAR EQ 0 PRINTRET DONTSEE GO WTGRORAT SKIP UNLESS M W2OB SKIP IF R ()O EQ MIRROR PRINTRET VIOLENCE SKIP UNLESS V HOUSENO EQ 1 SKIP IF R (MIRROR)R EQ (PLAYER)R PRINTRET DONTSEE PRINTRET BREAKMIRROR HUMANCHECK: LOAD V VAR3 I 0 SKIP4 IF M W2SP SHOPSPEC SKIP3 IF M W2SP POLICESPEC SKIP2 IF M W2SP HUMANSPEC SKIP IF M W2SP BUSSPEC SKIP UNLESS M W2SP TAXISPEC LOAD V VAR3 I 1 SKIP IF V VAR3 EQ 1 RETURN SKIP3 UNLESS M W2SP POLICESPEC SKIP IF V CUSTODY EQ 1 LOAD V VAR3 I 2 RETURN SKIP3 UNLESS M W2SP SHOPSPEC SKIP IF R (PLAYER)R EQ SHOP LOAD V VAR3 I 2 RETURN SKIP3 UNLESS M W2SP BUSSPEC SKIP IF R (PLAYER)R EQ BUS LOAD V VAR3 I 2 RETURN SKIP3 UNLESS M W2SP TAXISPEC SKIP IF R (PLAYER)R EQ TAXI LOAD V VAR3 I 2 RETURN SKIP IF M W2OB RETURN SKIP4 UNLESS R ()O EQ FENCE SKIP UNLESS R (PLAYER)R EQ GARDEN SKIP UNLESS P INVIS FENCE LOAD V VAR3 I 2 RETURN LOAD V VAR2 V HOUSENO SUB V VAR2 S INSPEC SKIP UNLESS V VAR2 EQ 0 SKIP IF R (PLAYER)R EQ (INSPEC)R LOAD V VAR3 I 2 RETURN HOUSEM: SUB V HOUSENO I 1 SKIP UNLESS V HOUSENO LT 0 LOAD V HOUSENO I 7 RETURN HOUSEP: ADD V HOUSENO I 1 SKIP UNLESS V HOUSENO EQ 8 LOAD V HOUSENO I 0 RETURN INSERTPROG: SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP UNLESS R ()O EQ KEY GO INSERTKEY SKIP2 UNLESS R (PLAYER)R EQ COMPCO SKIP UNLESS P CUTTABLE ()O GO INSERTCARD SKIP UNLESS R ()O EQ BATTERIES SKIP IF R (TORCH)U EQ PLAYER PRINTRET CANTINSERT SKIP UNLESS R (BATTERIES)U EQ TORCH PRINTRET ALRINBAT MOVE BATTERIES WITH TO TORCH PRINTRET INSERTBATTERY INSERTCARD: SKIP UNLESS P VISITED DBSTAT PRINTRET DATERBROKEN UNSET BARRED DBSTAT LOAD V VAR0 V HOURS LOAD V VAR1 V MINUTES SKIP2 IF V VAR1 LT 10 TEXT MONEY01 WITH PRINTRET DATEMESS TEXT MONEY010 WITH PRINTRET DATEMESS INSERTKEY: SKIP IF R (PLAYER)R EQ HOUSENT SKIP2 UNLESS R (PLAYER)R EQ MORTLAKE MOVE PLAYER WITH DIR I RETURN PRINTRET CANTINSERT INSPECPROG: SKIP4 UNLESS P HIDING INSPEC SKIP IF H TICKET PLAYER GO TICK1PLEASE SET INVIS INSPEC RETURN GOSUB INSPCHECK SKIP UNLESS V VAR0 EQ 0 GO TICK0PLEASE RESOLVE VAR1 (TRAIN1)R RESOLVE VAR3 (TRAIN3)R SKIP2 UNLESS P TAKEN INSPEC LOAD V VAR1 V VAR3 RESOLVE VAR3 (TRAIN1)R SKIP2 UNLESS R (INSPEC)R EQ (VAR3)R MOVE INSPEC WITH TO TRAIN2 GO INSPMOVED SKIP2 UNLESS R (INSPEC)R EQ TRAIN2 MOVE INSPEC WITH TO (VAR1)R GO INSPMOVED ADD S INSPEC I 1 SKIP IF P TAKEN INSPEC SUB S INSPEC I 2 MOVE INSPEC WITH TO (VAR3)R INSPMOVED: GOSUB INSPCHECK SKIP UNLESS V VAR0 EQ 0 GO TICK0PLEASE SKIP UNLESS V VAR1 EQ 0 RETURN SKIP UNLESS R (PLAYER)R EQ TRAINLOO PRINTRET INSPLOO MULT V VAR0 V VAR0 SKIP UNLESS V VAR0 EQ 4 PRINTRET INSPOTHEREND SKIP IF R (PLAYER)R EQ TRAIN2 PRINTRET INSPCENTRE SKIP IF P TAKEN INSPEC PRINTRET INSPT2 PRINTRET INSPT1 INSPCHECK: LOAD V VAR1 I 0 SKIP2 UNLESS R (PLAYER)R EQ CHIPPING LOAD V VAR0 I 1 RETURN LOAD V VAR0 S INSPEC SUB V VAR0 V HOUSENO SKIP IF V VAR0 EQ 0 RETURN RESOLVE VAR0 (PLAYER)R SKIP UNLESS R (PLAYER)R EQ TRAINLOO SUB V VAR0 I 1 RESOLVE VAR1 (INSPEC)R SUB V VAR0 V VAR1 RETURN TICK0PLEASE: SET HIDING INSPEC SKIP3 UNLESS R (PLAYER)R EQ TRAINLOO SKIP UNLESS M MOVED PRINTRET TICKET2LOO PRINTRET TICKETLOO PRINTRET TICKETPLEASE TICK1PLEASE: SKIP2 UNLESS M MOVED SET CUTTABLE PLAYER PRINTRET TICKETMOVE SKIP IF V MINUTES EQ 47 PRINTRET TICKET2PLEASE SKIP2 UNLESS Q TICKETBUY SKIP3 IF H MONEY PLAYER PRINT NOMONEY SET CUTTABLE PLAYER PRINTRET TICKETDIE GO PAY2INSPEC INVPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 4 PRINT OBEYMESS VAR0 SKIP IF E (PLAYER)D PRINTRET NOTHELD SKIP UNLESS H MONEY PLAYER GOSUB CASHSUB SKIP2 UNLESS P LIGHT PLAYER DESCRIBE WITH PLAYER RETURN SET LIGHT PLAYER DESCRIBE WITH PLAYER UNSET LIGHT PLAYER RETURN INWHAT: PRINTRET INWHATMESS JUMPPROG: SKIP UNLESS M W2DI RETURN RETRY IGNORE MAY ANY SKIP2 UNLESS R (PLAYER)R EQ COOKERTOP MOVE PLAYER WITH DIR D RETURN PRINTRET JUMPMESS KILLPROG: GOSUB HUMANCHECK SKIP UNLESS V VAR3 EQ 2 PRINTRET DONTSEE SKIP2 IF V VAR3 EQ 0 SET CUTTABLE PLAYER PRINTRET KILLHUMAN SKIP UNLESS M W2SP RATSPEC GO KILLRAT SKIP UNLESS M W2SP TIMESPEC PRINTRET OKMESS PRINTRET KILLMESS KILLRAT: SKIP2 UNLESS R (PLAYER)R EQ CELLAR SKIP UNLESS S CELLAR EQ 0 SKIP IF V HOUSENO EQ 5 PRINTRET DONTSEE SKIP3 UNLESS Q BAREHANDS WTGRORAT: LOAD V FACING R 2 ADD V FACING I 1 PRINTRET RATESCAPES ASK WHATWITH SKIP IF M W2OB PRINTRET CANTDO SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP UNLESS R ()O EQ TORCH GO WTGRORAT SKIP2 UNLESS P CUTTABLE ()O PRINT HANDSBETTER GO WTGRORAT SET CUTTABLE PLAYER PRINTRET RATDIE KNOCKPROG: SKIP IF R (PLAYER)R EQ HALL1 SKIP4 UNLESS R (PLAYER)R EQ KITCHEN SKIP UNLESS V HOUSENO EQ 0 PRINTRET KNOCK0 ADD V POLICECALL I 1 PRINTRET KNOCKSITTING SKIP3 UNLESS R (PLAYER)R EQ MORTLAKE SKIP IF V HOUSENO EQ 13 PRINTRET KNOCKDOOR GO ENTERMORT SKIP IF R (PLAYER)R EQ HOUSENT PRINTRET KNOCK0 LOAD V FACING I 0 SKIP UNLESS V HOUSENO EQ 0 PRINTRET KNOCKDOOR SKIP4 IF V KNOCKCOUNT GT 0 SKIP UNLESS V HOUSENO EQ 7 SET BARRED HOUSENT LOAD V KNOCKCOUNT I 4 PRINTRET KNOCKDOOR PRINTRET KNOCKTWICE KNOCKSUB: SUB V KNOCKCOUNT I 1 SKIP UNLESS V KNOCKCOUNT EQ 3 RETURN SKIP3 UNLESS R (PLAYER)R EQ HOUSENT SKIP UNLESS M MOVED PRINT DOORSHUTS GO KNOCKRESET SKIP2 UNLESS V KNOCKCOUNT EQ 2 SKIP UNLESS P BARRED HOUSENT SET BARRED HALL1 SKIP3 UNLESS V KNOCKCOUNT EQ 2 LOAD V KNOCKCOUNT I 0 UNSET BARRED HOUSENT PRINTRET KNOCKWALK SKIP4 UNLESS V KNOCKCOUNT EQ 0 SKIP2 UNLESS P BARRED HOUSENT UNSET BARRED HOUSENT UNSET BARRED HALL1 PRINTRET DOORUNBARRED PRINTRET KNOCKSUSPECT KNOCKRESET: LOAD V KNOCKCOUNT I 0 ASKANY WHATWANT PRINT GOAWAY SKIP IF P BARRED HOUSENT RETURN UNSET BARRED HOUSENT SET BARRED HALL1 PRINTRET DOORRECHAINED LEAVEBUS: SKIP2 UNLESS S BUS GT 1 SET CUTTABLE PLAYER PRINTRET DEADBUS MOVE PLAYER WITH TO STLONDON PRINT LEFTBUS SKIP2 IF S BUS EQ 1 PRINT NOTPAIDBUS ADD V POLICECALL I 1 LOAD S BUS I 5 RETURN ABORT LEAVESHOP: LOAD V VAR1 I 0 LOAD V VAR2 I 0 RESOLVE VAR0 (PLAYER)D THEFTCHECK: SKIP UNLESS V VAR0 EQ 0 GO LEAVE1 SKIP2 IF P TAKEN (VAR0)O ADD V VAR1 I 1 SET TAKEN (VAR0)O ADD V VAR0 I 1536 RESOLVE VAR0 (VAR0)O GO THEFTCHECK LEAVE1: ADD V POLICECALL V VAR1 MOVE PLAYER WITH TO (TAXILOC)R RESOLVE VAR0 (SHOP)O OBJCHECK: SKIP UNLESS V VAR0 EQ 0 GO LEAVE2 LOAD V VAR3 V VAR0 ADD V VAR3 I 1536 RESOLVE VAR3 (VAR3)O SKIP3 UNLESS P TAKEN (VAR0)O MOVE (VAR0)O WITH TO PLAYER ADD V VAR2 I 1 GO OBJ2 SET INVIS (VAR0)O OBJ2: LOAD V VAR0 V VAR3 GO OBJCHECK LEAVE2: ADD V FACING I 2 SKIP IF V FACING LT 4 SUB V FACING I 4 PRINT OBJTHRUST VAR2 PRINT OBJSTOLEN VAR1 RETURN ABORT LEAVETAXI: SKIP2 UNLESS S TAXI EQ 1 SET CUTTABLE PLAYER PRINTRET DEADTAXI MOVE PLAYER WITH TO (TAXILOC)R LOAD V FACING I 0 PRINT LEFTTAXI SKIP2 UNLESS S TAXI EQ 2 PRINT NOTPAIDTAXI LOAD S TAXI I 3 SKIP2 UNLESS S TAXI EQ 4 LOAD S TAXI I 5 PRINT TAXIWAIT RETURN ABORT LEAVETRAIN: LOAD V FACING I 1 SKIP2 UNLESS P MOVING TRAIN2 SET CUTTABLE PLAYER PRINTRET DEADTRAIN SKIP4 IF V HOURS GT 14 SKIP3 IF V MINUTES GT 36 MOVE PLAYER WITH TO CHIPPING PRINT CHIPARRIVE RETURN ABORT PRINTRET ONTOPLATFORM LEAVE2TRAIN: LOAD V FACING I 3 LOAD S TRAIN2 I 3 LOAD V VAR0 R 2 SKIP2 IF V VAR0 EQ 0 SKIP IF Q LEAVEQTRAIN DESCRET WITH SKIP2 IF P MOVING TRAIN2 SET CUTTABLE PLAYER PRINTRET DEAD2TRAIN SET CUTTABLE PLAYER PRINTRET DEADTRAIN LIGHTPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 5 PRINT OBEYMESS VAR0 SKIP UNLESS R ()O EQ MATCHES GO LIGHTMATCH SKIP IF R ()O EQ TORCH PRINTRET CANTDO GO ONPROG LIGHTMATCH: SKIP2 IF H MATCHES PLAYER PRINT NOMATCH RETURN LEAVE LOAD V VAR3 I 0 SKIP2 IF M LIGHT LOAD V VAR3 I 1 UNSET VISITED (PLAYER)R SET LIGHT MATCHES SKIP4 IF R (PLAYER)R EQ CELLAR PRINT LITMATCH SKIP IF V VAR3 EQ 0 DESCRET WITH RETURN PRINT CELLARFIRE ASKANY NULL SET CUTTABLE PLAYER PRINT ARSONDIE RETURN LEAVE LOOKPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 6 PRINT OBEYMESS VAR0 SKIP UNLESS R (PLAYER)R EQ MORTLAKE GO LOOKMORT SKIP4 UNLESS M W2EX SKIP UNLESS R (PLAYER)R EQ CELLAR GO TURNPROG SKIP IF M W2SP LOOKSPEC RETURN RETRY NONE CANT LOOK2: UNSET VISITED (PLAYER)R SKIP UNLESS S CELLAR EQ 0 RETURN SKIP IF R (GLASS)U EQ PLAYER DESCRET WITH SKIP UNLESS M LIGHT PRINT FOCALENGTH DESCRET WITH LOOKMORT: SKIP2 IF M W2EX LOAD V VAR3 V HOUSENO GO LOOK2 LOAD V FACING I 3 SKIP3 UNLESS M W2SP LEFTSPEC SKIP UNLESS V LOOKCOUNT EQ 1 LOAD V LOOKCOUNT I 2 PRINTRET LOOKMESS SKIP4 UNLESS M W2SP RIGHTSPEC SKIP2 IF V LOOKCOUNT EQ 1 SKIP IF V LOOKCOUNT EQ 3 ADD V LOOKCOUNT I 1 PRINTRET LOOKMESS RETURN RETRY NONE CANT LOSTLONDON: SKIP3 UNLESS V WALKDEST EQ 0 RESOLVE WALKDEST (PLAYER)R LOAD V JTIME R 2 ADD V JTIME I 2 RETURN LUCKPROG: SET BARRED (PLAYER)R SUB V BADLUCK I 1 LOAD V VAR0 V BADLUCK ADD V POLICECALL I 1 ADD V DIRTCOUNT I 1 LOAD V ESCAPETIME I 5 RETURN / Program to do Magic Move MMPROG: SKIP IF E ()R PRINTRET CANTDO MOVE PLAYER WITH TO ()R SKIP2 UNLESS P MULTIROOM ()R LOAD V HOUSENO S ()O UNSET INVIS ()O RETURN MORTM: SUB V HOUSENO I 2 SKIP IF P SELLER MORTLAKE ADD V HOUSENO I 4 MORTCHECK: SKIP2 IF V HOUSENO LT 1 SKIP IF V HOUSENO GT 40 RETURN MOVE PLAYER WITH TO STLONDON RETURN ABORT MORTP: ADD V HOUSENO I 2 SKIP IF P SELLER MORTLAKE SUB V HOUSENO I 4 GO MORTCHECK MORTPROG: SKIP UNLESS M W2SP CRESCENTSPEC PRINTRET ADDRESS3 SKIP IF M W2SP ROADSPEC RETURN RETRY NONE CANT SKIP IF V BUSTIMES EQ 1 PRINTRET ADDRESS3 SKIP UNLESS R (PLAYER)R EQ TAXI PRINTRET NOMORTAXI SKIP IF R (PLAYER)R EQ BUS PRINTRET ADDRESS3 SKIP IF V BUSNO EQ 100 PRINTRET GLOUCBUS SKIP2 IF S BUS EQ 1 SKIP IF S BUS EQ 3 PRINTRET NOTPAIDYET ASKANY WHATNUMBER MOVE PLAYER WITH TO MORTLAKE LOAD V HOUSENO I 22 LOAD S BUS I 5 PRINTRET MORTARRIVE MUGPROG: GOSUB HUMANCHECK SKIP UNLESS V VAR3 EQ 2 PRINTRET DONTSEE SKIP IF V VAR3 EQ 1 PRINTRET YOUJOKE SET CUTTABLE PLAYER PRINTRET MUGDIE NPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 7 PRINT OBEYMESS VAR0 LOAD V VAR0 I 0 GOSUB COMPTEST MOVE PLAYER WITH DIR N0 LOAD V FACING I 0 RETURN SPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 8 PRINT OBEYMESS VAR0 LOAD V VAR0 I 4 GOSUB COMPTEST MOVE PLAYER WITH DIR S2 LOAD V FACING I 2 RETURN EPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 2 PRINT OBEYMESS VAR0 LOAD V VAR0 I 2 GOSUB COMPTEST MOVE PLAYER WITH DIR E3 LOAD V FACING I 3 RETURN WPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 11 PRINT OBEYMESS VAR0 LOAD V VAR0 I 6 GOSUB COMPTEST MOVE PLAYER WITH DIR W1 LOAD V FACING I 1 RETURN NEPROG: LOAD V VAR0 I 1 DIAG: GOSUB COMPTEST MOVE PLAYER WITH DIR F RETURN NWPROG: LOAD V VAR0 I 7 GO DIAG SEPROG: LOAD V VAR0 I 3 GO DIAG SWPROG: LOAD V VAR0 I 5 GO DIAG OFFPROG: SKIP2 UNLESS R (PLAYER)R EQ BUS MOVE PLAYER WITH DIR O RETURN SKIP IF H TORCH PLAYER PRINTRET NOTORCH UNSET LIGHT TORCH SKIP UNLESS S CELLAR EQ 0 LOAD V FACING R 3 PRINTRET TORCHOFF ONPROG: SKIP UNLESS S BUS EQ 4 GO GETBUS SKIP IF H TORCH PLAYER PRINTRET NOTORCH SKIP UNLESS V ENDGAME EQ 1 PRINTRET TORCH2DARK SKIP UNLESS P LIGHT TORCH PRINTRET ALRONTORCH SKIP IF H BATTERIES TORCH PRINTRET TORCHDARK LOAD V VAR3 I 0 SKIP2 IF M LIGHT LOAD V VAR3 I 1 UNSET VISITED (PLAYER)R SET LIGHT TORCH PRINT TORCHON SKIP IF V VAR3 EQ 0 SKIP UNLESS S CELLAR EQ 0 RETURN DESCRET WITH OPENPROG: SKIP UNLESS M W2SP DOORSPEC GO OPENDR SKIP UNLESS M W2SP WINDOWSPEC PRINTRET OPENWINDOW SKIP UNLESS M W2SP FRIDGESPEC PRINTRET OPENFRIDGE SKIP IF M W2OB PRINTRET CANTDO SKIP UNLESS R ()O EQ DATER GO ENTERDATER SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP3 UNLESS R ()O EQ TORCH SKIP IF E (TORCH)D PRINTRET TORCHEMPTY PRINTRET TORCHBATTERY SKIP UNLESS R ()O EQ CASK PRINTRET CASKBOUND SKIP IF R ()O EQ PARCEL PRINTRET CANTDO SKIP IF H SCISSORS PLAYER PRINTRET PARCELBOUND MOVE PARCEL WITHOUT DESTROY SET TAKEN TAPE PRINTRET OPENPARCEL OPENDR: SKIP4 UNLESS R (PLAYER)R EQ TRAIN2 SKIP UNLESS P MOVING TRAIN2 PRINT DOORJERKS MOVE PLAYER WITH DIR O RETURN SKIP IF R (PLAYER)R EQ MORTLAKE SKIP2 UNLESS R (PLAYER)R EQ HOUSENT MOVE PLAYER WITH DIR I RETURN SKIP2 UNLESS R (PLAYER)R EQ TAXI MOVE PLAYER WITH DIR O RETURN PRINTRET OPENDOOR PASSCHECK: ASK FIRSTLETTER SKIP4 UNLESS M W2SP MAGSPEC ASK NEXTLETTER SKIP UNLESS M W2SP ADSPEC RETURN GO PASSERROR SKIP IF M W2RM GO PASSERROR RESOLVE PASSWORD ()R ADD V VAR0 V PASSWORD ASK NEXTLETTER SKIP IF M W2RM GO PASSERROR RESOLVE PASSWORD ()R ADD V VAR1 V PASSWORD ASK NEXTLETTER SKIP IF M W2RM GO PASSERROR RESOLVE PASSWORD ()R ADD V VAR2 V PASSWORD ASK NEXTLETTER SKIP IF M W2RM GO PASSERROR RESOLVE PASSWORD ()R ADD V VAR3 V PASSWORD SKIP4 UNLESS R (VAR0)R EQ TRAINLOO SKIP3 UNLESS R (VAR1)R EQ TRAINLOO SKIP2 UNLESS R (VAR2)R EQ TRAINLOO SKIP UNLESS R (VAR3)R EQ TRAINLOO RETURN PASSERROR: PRINT PASSWRONG SET CUTTABLE PLAYER MOVE PLAYER WITH DESTROY RETURN RETRY FINISH MAY ANY PASSSET: PRINT PASSWIS LOAD V VAR0 R 3 PRINT PASSVXYZ VAR0 LOAD V VAR1 R 3 PRINT PASSVXYZ VAR1 LOAD V VAR2 R 3 PRINT PASSVXYZ VAR2 LOAD V VAR3 R 3 PRINT PASSVXYZ VAR3 RETURN PAYPROG: SKIP UNLESS M W2EX GO PAYSOMETHING SKIP IF S BUS GT 3 GO PAYBUS SKIP2 IF S TAXI EQ 0 SKIP IF S TAXI GT 5 GO PAYTAXI SKIP UNLESS R (PLAYER)R EQ SHOP GO PAYSHOP SKIP IF R (PLAYER)R EQ TRAIN2 SKIP UNLESS P MOVING (PLAYER)R GO PAYINSPEC PRINTRET NOBILL PAYSOMETHING: SKIP UNLESS M W2SP FARESPEC GO PAYFARE SKIP UNLESS M W2SP TAXISPEC GO PAYTAXI SKIP UNLESS M W2SP BUSSPEC GO PAYBUS SKIP UNLESS M W2SP SHOPSPEC GO PAYSHOP SKIP2 UNLESS M W2OB SKIP UNLESS R ()O EQ INSPEC GO PAYINSPEC PRINTRET CANTDO PAYFARE: SKIP UNLESS R (PLAYER)R EQ BUS GO PAYBUS SKIP IF S TAXI EQ 3 SKIP UNLESS S TAXI EQ 2 GO PAYTAXI SKIP2 IF P TAKEN TICKET GOSUB INSPCHECK SKIP IF V VAR0 EQ 0 PRINTRET NOBILL PRINT INSPECPAY GO PAY2INSPEC PAYINSPEC: GOSUB INSPCHECK SKIP IF V VAR0 EQ 0 PRINTRET DONTSEE PRINT INSPECPAY PAY2INSPEC: LOAD V VAR0 I 5 LOAD V VAR1 I 10 GOSUB PAYSUB SET TAKEN TICKET MOVE TICKET WITH TO PLAYER PRINTRET TICKETBOUGHT PAYSHOP: ASK WHATFOR SKIP IF M W2OB PRINTRET CANTDO GO BUYPROG PAYBUS: SKIP UNLESS S BUS EQ 5 PRINTRET NOBUSHERE SKIP UNLESS S BUS EQ 4 PRINTRET NOTONBUS SKIP2 IF S BUS EQ 0 SKIP IF S BUS EQ 2 PRINTRET ALRPAID LOAD V VAR0 I 0 LOAD V VAR1 I 40 GOSUB PAYSUB ADD S BUS I 1 PRINTRET PAIDBUS PAYTAXI: SKIP IF S TAXI EQ 4 SKIP UNLESS S TAXI EQ 5 GO TIPTAXI SKIP IF S TAXI LT 2 SKIP UNLESS S TAXI GT 5 PRINTRET NOBILL GOSUB TAXIFARE GOSUB PAYSUB ADD S TAXI I 2 PRINTRET PAIDTAXI PAYSUB: LOAD V VAR2 V POUNDS LOAD V VAR3 V PENCE SUB V VAR3 V VAR1 SKIP2 UNLESS V VAR3 LT 0 ADD V VAR3 I 100 SUB V VAR2 I 1 SUB V VAR2 V VAR0 SKIP2 UNLESS V VAR2 LT 0 PRINT TOOPOOR RETURN LEAVE LOAD V PENCE V VAR3 LOAD V POUNDS V VAR2 BROKECHECK: SKIP3 UNLESS V POUNDS EQ 0 SKIP2 UNLESS V PENCE EQ 0 MOVE MONEY WITH DESTROY PRINT BROKEMESS RETURN PLATM: SKIP UNLESS V HOUSENO EQ 1 PRINTRET ENDPLATFORM LOAD S PLATFORM V FACING SUB V HOUSENO I 1 RESOLVE VAR0 (PLATFORM)O GOSUB POST01 DESCRIBE WITH RETURN NEXTCOMM PLATP: SKIP3 UNLESS V HOUSENO EQ 8 LOAD V CUSTODY I 4 PRINT PASSBARR RETURN NEXTCOMM LOAD S PLATFORM V FACING ADD V HOUSENO I 1 RESOLVE VAR0 (PLATFORM)O GOSUB POST01 DESCRIBE WITH RETURN NEXTCOMM PLAYADVEN: SKIP IF V ENDGAME EQ 2 LOAD V ENDGAME I 10 PRINT WELCEND ASK NULL SKIP UNLESS M W2RM SKIP IF R ()R EQ TRAINLOO LOAD V ENDGAME I 10 ASK NEXTLETTER SKIP UNLESS M W2RM SKIP IF R ()R EQ TRAIN1 LOAD V ENDGAME I 10 ASK NEXTLETTER SKIP UNLESS M W2RM SKIP IF R ()R EQ TRAIN2 LOAD V ENDGAME I 10 ASK NEXTLETTER SKIP UNLESS M W2RM SKIP IF R ()R EQ TRAIN3 LOAD V ENDGAME I 10 SKIP2 UNLESS V ENDGAME EQ 10 PRINT ENDFAIL GO ENDPROG PRINT WELCOMEM ASKANY WELCOMEQ PRINT ENDSUCCEED RETURN RETRY FINISH MAY ANY PLAYPROG: SKIP IF M W2EX PRINTRET PLAYHAHA SKIP UNLESS R ()O EQ WHISTLE GO BLOWPROG SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP IF R ()U EQ PLAYER PRINTRET CONTAINED SKIP IF R ()O EQ TAPE PRINTRET CANTDO SKIP IF R (PLAYER)R EQ SITTING PRINTRET NOPLAYHERE SKIP UNLESS P READ TAPE PRINTRET PLAY2TAPE SKIP3 IF V HOUSENO EQ 0 SKIP UNLESS V CUSTODY EQ 0 LOAD V CUSTODY I 2 PRINTRET STARTPLAY SET READ TAPE SKIP IF V BADLUCK GT 0 PRINTRET PLAYTAPE MOVE TAPE WITH TO (PLAYER)R LOAD S TAPE V HOUSENO GOSUB LUCKPROG PRINT TAPEOUCH VAR0 DESCRET WITH TAPE PRICESUB: SKIP3 UNLESS R ()O EQ NEWS LOAD V VAR0 I 0 LOAD V VAR1 I 20 GO PRICETEXT SKIP3 UNLESS R ()O EQ TICKET LOAD V VAR0 I 2 LOAD V VAR1 I 60 GO PRICETEXT SKIP3 UNLESS R ()O EQ MAP LOAD V VAR0 I 1 LOAD V VAR1 I 20 GO PRICETEXT SKIP3 UNLESS R ()O EQ COMPASS LOAD V VAR0 I 4 LOAD V VAR1 I 25 GO PRICETEXT SKIP3 UNLESS R ()O EQ TORCH LOAD V VAR0 I 2 LOAD V VAR1 I 50 GO PRICETEXT SKIP3 UNLESS R ()O EQ BATTERIES LOAD V VAR0 I 0 LOAD V VAR1 I 75 GO PRICETEXT SKIP3 UNLESS R ()O EQ ASPIRIN LOAD V VAR0 I 0 LOAD V VAR1 I 65 GO PRICETEXT SKIP3 UNLESS R ()O EQ PARACET LOAD V VAR0 I 0 LOAD V VAR1 I 65 GO PRICETEXT SKIP3 UNLESS R ()O EQ MATCHES LOAD V VAR0 I 0 LOAD V VAR1 I 15 PRICETEXT: SKIP2 IF V VAR1 LT 10 TEXT MONEY01 WITH RETURN TEXT MONEY010 WITH RETURN PRISONPROG: SKIP UNLESS Q MINDACCOMPANY PRINT ARRESTED PRINT PRISONMESS SET CUTTABLE PLAYER RETURN ABORT QUITPROG: SKIP IF Q QUITQUERY PRINTRET OKMESS ENDPROG: GOSUB SCORESUB PRINT SCOR2MES SKIP UNLESS Q NEWGAMEQ RETURN RETRY RESTART MAY ANY PRINT WTGROYT RETURN RETRY FINISH MAY ANY READPROG: SKIP3 IF M LIGHT SKIP UNLESS M W2OB SKIP IF R ()O EQ WATCH DESCRET WITH SKIP UNLESS M W2SP HOROSPEC GO READHOROS SKIP UNLESS M W2SP POLESPEC GO READPOLE SKIP UNLESS M W2SP ADSPEC GO READANAD SKIP UNLESS M W2SP METERSPEC GO READMETER SKIP UNLESS M W2SP TIMESPEC GO READTIME SKIP UNLESS M W2SP CLOCKSPEC GO READCLOCK SKIP UNLESS M W2SP HEADLSPEC GO RDHEADLINE SKIP3 UNLESS M W2SP TIMETABSPEC SKIP IF R (PLAYER)R EQ BUSSTOP PRINTRET DONTSEE PRINTRET READTMTABLE SKIP IF M W2OB PRINTRET NOREAD SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP UNLESS R ()O EQ MAP GO READMAP SKIP UNLESS R ()O EQ WATCH GO READWATCH SKIP UNLESS R ()O EQ PAPER GO READPAPER SKIP UNLESS R ()O EQ CARD PRINTRET READCARD SKIP UNLESS R ()O EQ COMPASS GO READCOMPASS SKIP UNLESS R ()O EQ TICKET PRINTRET READTICKET SKIP3 UNLESS R ()O EQ NEWS SET READ NEWS LOAD V VAR0 R 7 PRINTRET READNEWS VAR0 PRINTRET NOREAD RDHEADLINE: SKIP IF H NEWS PLAYER PRINTRET DONTSEE LOAD V VAR0 R 8 PRINTRET READHEADL VAR0 READANAD: SKIP UNLESS P READ NEWS SKIP3 IF H NEWS PLAYER SKIP2 IF R (PLAYER)R EQ STLONDON SKIP IF R (PLAYER)R EQ BUS PRINTRET DONTSEE LOAD V VAR0 R 7 PRINTRET READAD VAR0 READCOMPASS: GOSUB COMPTEST LOAD V VAR0 V FACING PRINTRET COMPNORTH VAR0 READCLOCK: SKIP IF P CLOCK (PLAYER)R PRINTRET NOCLOCK LOAD V VAR0 V HOURS LOAD V VAR1 V MINUTES SKIP2 IF V VAR1 LT 10 TEXT TIME01 WITH PRINTRET CLOCKSAYS TEXT TIME010 WITH PRINTRET CLOCKSAYS READHOROS: SKIP UNLESS P READ NEWS SKIP IF H NEWS PLAYER PRINTRET DONTSEE LOAD V VAR0 V BADLUCK PRINTRET HOROSCOPE VAR0 READTIME: SKIP UNLESS R (WATCH)U EQ PLAYER GOSUB READWATCH SKIP UNLESS P CLOCK (PLAYER)R GO READCLOCK SKIP UNLESS R (WATCH)U EQ PLAYER RETURN PRINTRET NOTIMEPIECE READMETER: SKIP IF R (PLAYER)R EQ TAXI PRINTRET DONTSEE SKIP UNLESS S TAXI EQ 0 PRINTRET METERUNSET GOSUB TAXIFARE LOAD V VAR2 V JTIME MULT V VAR2 I 10 SUB V VAR1 V VAR2 METER1: SKIP3 UNLESS V VAR1 LT 0 ADD V VAR1 I 100 SUB V VAR0 I 1 GO METER1 SKIP2 IF V VAR1 LT 10 TEXT MONEY01 WITH PRINTRET METERMESS TEXT MONEY010 WITH PRINTRET METERMESS READMAP: SKIP IF S TAXI EQ 1 SKIP UNLESS R (PLAYER)R EQ BUS PRINTRET READMAPTAXI ASK WALKWHERE SKIP IF M W2RM PRINTRET NOTONMAP SKIP UNLESS R (PLAYER)R EQ ()R PRINTRET ALR1THERE SKIP3 IF V WALKDEST EQ 0 SKIP2 UNLESS R ()R EQ (WALKDEST)R SET READ MAP PRINTRET MAPREAD2 SKIP IF R ()R EQ JUNCT GO NOTJUNCT SKIP IF P READ PAPER PRINTRET ADDRESS3 RESOLVE WALKDEST (JUNCT)R LOAD V JTIME I 16 SET READ MAP PRINTRET MAPREAD NOTJUNCT: SKIP4 UNLESS R ()R EQ STATION RESOLVE WALKDEST (STATION)R LOAD V JTIME I 10 SET READ MAP PRINTRET MAPREAD PRINTRET NOTONMAP READPAPER: SET READ PAPER SKIP4 IF R (GLASS)U EQ PLAYER PRINT ADDRESS1 SKIP UNLESS R (PLAYER)R EQ TAXI GO WAVEPAPER RETURN LOAD V BUSTIMES I 1 PRINT ADDRESS2 SKIP UNLESS R (PLAYER)R EQ TAXI GO WAVEPAPER RETURN READPOLE: SKIP IF R (PLAYER)R EQ HILLTOP PRINTRET DONTSEE SKIP IF H GLASS PLAYER PRINTRET READ1POLE PRINTRET READ2POLE READWATCH: SKIP IF M LIGHT PRINT LUMINOUS LOAD V VAR0 V HOURS LOAD V VAR1 V MINUTES SKIP IF V WATCHLOST GT 0 GO READW2 SUB V VAR1 V WATCHLOST READW1: SKIP IF V VAR1 LT 0 GO READW2 ADD V VAR1 I 60 SUB V VAR0 I 1 GO READW1 READW2: SKIP2 IF V VAR1 LT 10 TEXT TIME01 WITH PRINTRET WATCHSAYS TEXT TIME010 WITH PRINTRET WATCHSAYS RESINEYE: LOAD V FACING I 0 SKIP IF V HOUSENO EQ 3 RETURN SKIP IF P TAKEN CANNABIS PRINTRET SEERESIN RETURN RINGPROG: SKIP3 UNLESS R (PLAYER)R EQ MORTLAKE SKIP IF V HOUSENO EQ 13 PRINTRET RINGBELL GO ENTERMORT SKIP IF R (PLAYER)R EQ HOUSENT PRINTRET NORINGHERE LOAD V FACING I 0 PRINTRET RINGBELL ROLLPROG: SKIP4 IF M W2EX SKIP IF R (PLAYER)R EQ HILLTOP PRINTRET ROLLMESS ADD V DIRTCOUNT I 1 PRINTRET ROLLINBOG SKIP UNLESS R ()O EQ JOINT GO ROLLJOINT SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP IF R ()O EQ BOGROLL PRINTRET CANTDO RESOLVE VAR0 (BOGROLL)O GOSUB DROPSUB SKIP IF R (PLAYER)R EQ HILLTOP PRINTRET ROLLROLL MOVE BOGROLL WITH TO FOOTHILL LOAD S BOGROLL R 7 PRINTRET THROWROLL ROLLJOINT: SKIP UNLESS H JOINT PLAYER PRINTRET ALRGOTONE SKIP2 IF H CANNABIS PLAYER PRINT NODOPE RETURN LEAVE MOVE CANNABIS WITH DESTROY SET TAKEN JOINT MOVE JOINT WITH TO PLAYER PRINT ROLLEDJOINT SKIP IF V CUSTODY EQ 1 RETURN SET CUTTABLE PLAYER PRINTRET SMOKEDIE RUNPROG: SKIP UNLESS V KNOCKCOUNT EQ 3 LOAD V KNOCKCOUNT I 2 SKIP3 UNLESS V CUSTODY EQ 1 LOAD V CUSTODY I 0 ADD V POLICECALL I 10 PRINT RUNPOLICE RETURN RETRY IGNORE MAY ANY SAVEPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 0 PRINT OBEYMESS VAR0 SKIP UNLESS R (PLAYER)R EQ DBSTAT PRINTRET SAVESTAT SKIP UNLESS R (PLAYER)R EQ DBINIT GO SAVEINIT LOAD V VAR0 I 4 SKIP2 IF V PASSWORD EQ 1 SKIP2 UNLESS Q PASSWQ GOSUB PASSSET RETURN RETRY SAVE CANT LOAD V PASSWORD I 1 PRINT PASSUNSET RETURN RETRY SAVE CANT SAVENDPROG: SKIP IF R (PLAYER)R EQ DBSTAT SKIP UNLESS R (PLAYER)R EQ DBINIT PRINT SAVENDDB LOAD V VAR0 I 4 SKIP UNLESS Q PASSWQ GOSUB PASSSET RETURN RETRY SAVEND CANT SAVEINIT: LOAD V ENDGAME I 0 SKIP3 IF V PASSWORD EQ 1 SKIP2 UNLESS Q PASSWQ PRINT PASSEND LOAD V ENDGAME I 2 MOVE PLAYER WITH TO COMPCO PRINTRET SAVEDINIT SCISSEYE: SKIP IF V HOUSENO EQ 2 RETURN SKIP IF P TAKEN SCISSORS PRINTRET SEESCISS RETURN SCOREPROG: SKIP IF H JOINT PLAYER SKIP UNLESS H CANNABIS PLAYER PRINTRET SCOREDOPE GOSUB SCORESUB PRINTRET SCOR1MES SCORESUB: LOAD V VAR0 I 0 SKIP IF P CUTTABLE PLAYER ADD V VAR0 I 10 SKIP UNLESS P TAKEN ROD ADD V VAR0 I 10 SKIP UNLESS P TAKEN NICKEL ADD V VAR0 I 10 SKIP UNLESS P TAKEN CANNABIS ADD V VAR0 I 10 SKIP UNLESS P TAKEN SCISSORS ADD V VAR0 I 10 SKIP UNLESS P TAKEN CASK ADD V VAR0 I 10 SKIP UNLESS P TAKEN PARCEL ADD V VAR0 I 10 SKIP UNLESS P TAKEN TAPE ADD V VAR0 I 10 SKIP UNLESS P READ TAPE ADD V VAR0 I 10 SKIP IF E (MIRROR)R ADD V VAR0 I 115 SKIP IF S HILLTOP EQ 4 ADD V VAR0 I 20 SKIP IF V BUSTIMES EQ 0 ADD V VAR0 I 10 SKIP UNLESS V BUSNO EQ 100 ADD V VAR0 I 10 SKIP UNLESS S TAXI EQ 8 ADD V VAR0 I 5 SKIP UNLESS P TAKEN MAP ADD V VAR0 I 2 SKIP UNLESS P TAKEN TORCH ADD V VAR0 I 2 SKIP UNLESS P TAKEN BATTERIES ADD V VAR0 I 2 SKIP UNLESS V HEADACHE EQ 1 SUB V VAR0 I 10 SKIP UNLESS V TOILETIME GT 100 SUB V VAR0 I 10 SKIP UNLESS V HUNGERTIME GT 100 SUB V VAR0 I 10 SKIP UNLESS V THIRSTIME GT 100 SUB V VAR0 I 10 SKIP UNLESS V CUSTODY EQ 1 SUB V VAR0 I 2 SKIP UNLESS V WATCHLOST EQ 0 ADD V VAR0 I 2 SKIP IF V DIRTCOUNT GT 3 ADD V VAR0 I 10 LOAD V VAR1 V BADLUCK MULT V VAR1 I 15 SUB V VAR0 V VAR1 SKIP UNLESS H MONEY PLAYER ADD V VAR0 V POUNDS SKIP UNLESS P VISITED CHIPPING ADD V VAR0 I 5 SKIP UNLESS V ENDGAME EQ 1 ADD V VAR0 I 10 SKIP UNLESS V ENDGAME EQ 2 ADD V VAR0 I 20 RETURN SELLPROG: SKIP IF H ()O PLAYER PRINTRET NOTHOLDING SKIP UNLESS R (FENCE)R EQ (PLAYER)R SKIP IF V HOUSENO EQ 6 PRINTRET NOBUYER SKIP UNLESS R ()O EQ KEY GO SELLKEY SKIP UNLESS R ()O EQ MONEY PRINTRET YOUJOKE GOSUB SELLSUB SELLQ: PRINT SELLQUERY VAR0 SKIP IF Q NULL PRINTRET OKMESS SKIP2 UNLESS E (MONEY)R SKIP IF H MONEY PLAYER PRINTRET NOCHANGE MOVE ()O WITH TO FENCE SET INVIS ()O ADD V PENCE V VAR1 SKIP2 IF V PENCE LT 100 SUB V PENCE I 100 ADD V POUNDS I 1 ADD V POUNDS V VAR0 SKIP IF H MONEY PLAYER MOVE MONEY WITH TO PLAYER PRINTRET SOLDM SELLKEY: SKIP3 UNLESS V BADLUCK EQ 0 LOAD V VAR0 I 10 LOAD V VAR1 I 0 GO SELLQ MOVE FENCE WITH DESTROY GOSUB LUCKPROG PRINTRET MYKEY VAR0 SELLSUB: SKIP3 UNLESS R ()O EQ WATCH LOAD V VAR0 I 1 LOAD V VAR1 I 25 RETURN SKIP IF R ()O EQ JOINT SKIP3 UNLESS R ()O EQ CANNABIS LOAD V VAR0 I 4 LOAD V VAR1 I 95 RETURN SKIP3 UNLESS R ()O EQ NICKEL LOAD V VAR0 I 2 LOAD V VAR1 I 50 RETURN SKIP3 UNLESS R ()O EQ COMPASS LOAD V VAR0 I 1 LOAD V VAR1 I 50 RETURN SKIP3 UNLESS R ()O EQ SCISSORS LOAD V VAR0 I 0 LOAD V VAR1 I 55 RETURN SKIP3 UNLESS R ()O EQ TORCH LOAD V VAR0 I 1 LOAD V VAR1 I 10 RETURN SKIP3 UNLESS R ()O EQ TAPE LOAD V VAR0 I 0 LOAD V VAR1 I 45 RETURN SKIP3 UNLESS R ()O EQ CASK LOAD V VAR0 I 3 LOAD V VAR1 I 75 RETURN PRINT WORTHLESS RETURN LEAVE SETPPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 12 PRINT OBEYMESS VAR0 LOAD V PASSWORD I 0 PRINTRET PASSNOWSET SETPROG: SKIP3 UNLESS M W2SP CLOCKSPEC SKIP UNLESS P CLOCK (PLAYER)R PRINTRET DONTSEE PRINTRET SETCLOCK SKIP UNLESS M W2OB SKIP IF R ()O EQ WATCH PRINTRET CANTDO SKIP IF P CLOCK (PLAYER)R PRINTRET NOCLOCK SKIP IF M LIGHT DESCRET WITHOUT LOAD V WATCHLOST I 0 PRINTRET SETWATCH SEVENPROG: SKIP2 IF M W2EX PRINT SEVENMESS GO READTIME RETURN RETRY IGNORE MAY ANY SHAKEPROG: SKIP IF M W2EX GO DANCEPROG SKIP UNLESS M W2SP POLESPEC GO GETPOLE GO WAVEPROG SHOPPROG: SKIP IF R (PLAYER)R EQ TAXI GO ENTERSHOP SKIP UNLESS S TAXI EQ 1 PRINTRET ALRKNOWADDRESS RESOLVE TAXILOC (STLONDON)R UNSET READ MAP LOAD V WALKDEST I 0 LOAD V JTIME I 3 LOAD S TAXI I 1 PRINTRET TAXISTART SITPROG: SKIP UNLESS P TOILET (PLAYER)R PRINTRET SITLOO SKIP UNLESS R (PLAYER)R EQ TAXI PRINTRET SITTAXI SKIP3 IF R (PLAYER)R EQ TRAIN1 SKIP2 IF R (PLAYER)R EQ TRAIN2 SKIP IF R (PLAYER)R EQ TRAIN3 PRINTRET SITMESS SKIP2 IF P VISITED TRAIN2 SKIP IF P VISITED TRAIN3 PRINTRET SITMESS SKIP2 UNLESS R (PLAYER)R EQ TRAIN1 SKIP UNLESS V HOUSENO EQ 5 PRINTRET SEATAKEN PRINTRET NOSEATS SITTINGPROG: SKIP UNLESS V HOUSENO EQ 0 RETURN ADD V POLICECALL I 1 LOAD V ESCAPETIME I 3 SKIP UNLESS M LIGHT PRINTRET SITTINGMESS PRINTRET SITTING2MESS SMOKEPROG: SKIP2 IF R ()O EQ CANNABIS SKIP IF R ()O EQ JOINT PRINTRET CANTDO SKIP2 IF H CANNABIS PLAYER SKIP IF H JOINT PLAYER PRINTRET NODOPE SKIP3 IF H JOINT PLAYER GOSUB ROLLJOINT SKIP UNLESS P CUTTABLE PLAYER RETURN GOSUB LIGHTMATCH SKIP2 UNLESS V CUSTODY EQ 1 SET CUTTABLE PLAYER PRINTRET SMOKEDIE MOVE JOINT WITH DESTROY LOAD V HUNGERTIME I 0 PRINTRET SMOKEJOINT STATIONPROG: SKIP2 IF R (PLAYER)R EQ TAXI PRINT NOCOMPASS RETURN SKIP UNLESS S TAXI EQ 1 PRINTRET ALRKNOWADDRESS LOAD S TAXI I 1 RESOLVE TAXILOC (STATION)R LOAD V JTIME I 10 UNSET READ MAP LOAD V WALKDEST I 0 PRINTRET TAXISTART STEALPROG: SKIP3 UNLESS M W2OB SKIP2 UNLESS R ()O EQ MONEY ASK WHOFROM GO MUGPROG SKIP IF P SELLER (PLAYER)R GO TAKEPROG SKIP3 IF M W2OB SKIP IF R (PLAYER)R EQ SHOP GOSUB ENTERSHOP PRINTRET NOTSTOCKED SKIP3 UNLESS R ()O EQ NEWS SKIP2 UNLESS R (PLAYER)R EQ STLONDON SET CUTTABLE PLAYER PRINTRET STEALNEWSDIE SKIP IF R (PLAYER)R EQ SHOP GOSUB ENTERSHOP SKIP IF R ()R EQ SHOP PRINTRET NOTSTOCKED SKIP UNLESS H ()O PLAYER PRINTRET ALRGOTONE UNSET INVIS ()O RESOLVE VAR0 ()O GOSUB TAKESUB PRINT GRABMESS SKIP2 UNLESS V CUSTODY EQ 1 SET CUTTABLE PLAYER PRINTRET STEALDIE MOVE PLAYER WITH DIR O SKIP IF M MOVED DESCRET WITH RETURN STRIKEPROG: SKIP2 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 9 PRINT OBEYMESS VAR0 SKIP2 UNLESS M W2OB SKIP UNLESS R ()O EQ MATCHES GO LIGHTMATCH GO HITPROG / VAR1 is set to: / 1 if the object was taken. / 2 if it was untakeable. / 3 for no response / 4 if it was invisible / 5 if it was contained / 6 if out of reach TAKESUB: SKIP IF R (VAR0)O EQ PLAYER SKIP2 UNLESS P NOTAKE (VAR0)O LOAD V VAR1 I 2 RETURN SKIP2 UNLESS P INVIS (VAR0)O LOAD V VAR1 I 4 RETURN SKIP4 UNLESS R (VAR0)O EQ NICKEL SKIP2 IF P TAKEN NICKEL LOAD V VAR1 I 6 RETURN GO GETNICKELSUB SKIP2 UNLESS R (VAR0)O EQ SCISSORS SKIP IF P TAKEN SCISSORS GO GETSCISSUB SKIP3 UNLESS R (VAR0)O EQ ROD SKIP2 IF P TAKEN NICKEL SKIP UNLESS E (ROD)D GO GETRODSUB /check if contained RESOLVE VAR1 (VAR0)O ADD V VAR1 I 1280 RESOLVE VAR1 (VAR1)O SKIP2 IF V VAR1 EQ 0 LOAD V VAR1 I 5 RETURN MOVE (VAR0)O WITH TO PLAYER SKIP IF R (PLAYER)R EQ SHOP SET TAKEN (VAR0)O LOAD V VAR1 I 1 RETURN GETNICKELSUB: LOAD V VAR1 I 1 SKIP2 UNLESS E (NICKEL)U LOAD V VAR1 I 3 PRINT UNSTICKNICKEL MOVE NICKEL WITH TO PLAYER RETURN GETRODSUB: SKIP UNLESS V BADLUCK GT 0 GO SONIC LOAD S ATTIC I 0 SET TAKEN NICKEL MOVE ROD WITH TO PLAYER LOAD V VAR1 I 3 PRINTRET GOTNICKELROD SONIC: MOVE ROD WITH DESTROY MOVE PLAYER WITH TO LANDING LOAD V FACING R 3 GOSUB LUCKPROG LOAD S ATTIC I 2 PRINT BREAKFALL VAR0 RETURN LEAVE GETSCISSUB: SKIP IF S COOKERTOP EQ 4 SKIP2 UNLESS S COOKERTOP EQ 8 LOAD V VAR1 I 6 RETURN LOAD V VAR1 I 3 SKIP2 UNLESS S COOKERTOP LT 3 MULT S COOKERTOP I 4 PRINTRET PUSHSCISSORS MOVE SCISSORS WITH TO PLAYER SET TAKEN SCISSORS SKIP IF V BADLUCK GT 0 PRINTRET GOTSCISS GOSUB LUCKPROG MOVE PLAYER WITH TO KITCHEN SKIP2 UNLESS S COOKERTOP EQ 5 LOAD S COOKERTOP I 3 PRINTRET COOKEROUCH VAR0 LOAD S COOKERTOP I 6 PRINTRET FRIDGEOUCH VAR0 MTPROG: UNSET INVIS ()O GO MTPROG2 / Main TAKE program. TAKEPROG: SKIP4 UNLESS V ENDGAME EQ 1 LOAD V VAR0 I 3 SKIP UNLESS M W1SP TAKESPEC LOAD V VAR0 I 10 PRINT OBEYMESS VAR0 / Command decoding section. SKIP IF M W2EX GO TAKEFIRST SKIP UNLESS M W2SP ALLSPEC GO TAKEALL SKIP UNLESS M W2SP TAXISPEC GO GETTAXI SKIP UNLESS M W2SP BUSSPEC GO GETBUS SKIP UNLESS M W2SP POLESPEC GO GETPOLE SKIP3 UNLESS M W2SP DRUGSPEC SKIP2 UNLESS M W1SP TAKESPEC SKIP UNLESS H ()O PLAYER GO EATDRUGS SKIP UNLESS M W2SP RATSPEC GO GETRAT SKIP3 UNLESS M W2SP STARSPEC SKIP IF P TAKEN ROD PRINTRET OUTOFREACH PRINTRET STARATTACHED SKIP UNLESS M W2SP FOODSPEC PRINTRET NOTAKEFOOD SKIP3 UNLESS M W2SP STEREOSPEC SKIP IF R (PLAYER)R EQ SITTING PRINTRET DONTSEE PRINTRET GETSTEREO SKIP4 UNLESS M W2SP BATHSPEC SKIP IF R (PLAYER)R EQ BATHROOM PRINTRET DONTSEE SKIP UNLESS M W1SP TAKESPEC GO WASHSELF SKIP3 IF M W2OB SKIP UNLESS M W2SPX PRINTRET CANTTAKE RETURN RETRY NONE CANT / Now check it's OK to take it. SKIP3 UNLESS R ()O EQ CASK SKIP2 IF S CELLAR EQ 4 SKIP IF P TAKEN CASK GO GETCASK SKIP IF R (PLAYER)R EQ ()R PRINTRET DONTSEE SKIP UNLESS H ()O PLAYER PRINTRET ALRHELD / Entry point for Magic Take command. MTPROG2: RESOLVE VAR0 ()O GOSUB TAKESUB TAKEMESS: SKIP UNLESS V VAR1 EQ 1 PRINTRET OKMESS SKIP3 UNLESS V VAR1 EQ 2 SKIP UNLESS R (VAR0)O EQ FENCE PRINTRET TAKEFENCE PRINTRET CANTTAKE SKIP UNLESS V VAR1 EQ 4 PRINTRET DONTSEE SKIP UNLESS V VAR1 EQ 5 PRINTRET CONTAINED SKIP UNLESS V VAR1 EQ 6 PRINTRET OUTOFREACH RETURN / Command was "TAKE". TAKEFIRST: RESOLVE VAR0 (PLAYER)R RESOLVE VAR0 (VAR0)O TAKEF1: SKIP UNLESS V VAR0 EQ 0 PRINTRET NOTHNGHERE SKIP UNLESS P INVIS (VAR0)O GO TAKEF2 GOSUB TAKESUB SKIP IF V VAR1 EQ 2 GO TAKEMESS /Try next. / Modify reference to point to / next object in room. TAKEF2: ADD V VAR0 I 1536 RESOLVE VAR0 (VAR0)O GO TAKEF1 / VAR3 counts. TAKEALL: LOAD V VAR3 I 0 /VAR2 points at next object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here is a brown bottle of aspirin tablets here. !MESSAGE ASPM2 Some aspirins. !MESSAGE BATTERM1 There are some batteries lying here. !MESSAGE BATTERM2 Some batteries. !MESSAGE BOGROLL1 There is a tightly wound roll of loo-paper, bogroll, or whatever you want to call it here. !MESSAGE BOGROLL2 A bogroll. !MESSAGE CANNM1 There is a brown, pleasant-smelling, resinous lump here. !MESSAGE CANNM2 Some cannabis resin. !MESSAGE CARDM1 There is a pink, rectangular card here. !MESSAGE CARDM2 A pink card. !MESSAGE CASKM1 There is a cask of Amontillado here! !MESSAGE CASKM2 A cask of Amontillado. !MESSAGE COMPM1 There is an elaborate, old-fashioned compass here. !MESSAGE COMPM2 A compass. !MESSAGE DATERM1 Next to one wall is a large, metallic machine. It has a clock-face in its middle under which is a thin, rectangular slot. Its base seems to be made up of a large oaken chest to which it is riveted. !MESSAGE FENCEM1 There is a shabby-looking fence standing at the bottom of the garden. !MESSAGE GLASSM1 There is a large shard of broken glass here. !MESSAGE GLASSM2 A piece of glass. !MESSAGE INSPECM There is a ticket collector here, collecting tickets. !MESSAGE JOINTM1 There is a large, tightly wound cigar-shaped object here. !MESSAGE JOINTM2 A joint. !MESSAGE KEYM1 There is a copper-coloured Yale key here. !MESSAGE KEYM2 A key. !MESSAGE MAPM1 There is a large map of London here. !MESSAGE MAPM2 A map. !MESSAGE MATCHM1 There is a box of matches here. !MESSAGE MATCHM2 A box of matches. !MESSAGE MIRRORM1 On the wall by the bed is a slightly curved, full-length mirror. You reflect upon this for a while. !MESSAGE MONEYM1 There is a pile of money here. !MESSAGE MONEYM2 Money totalling $@x31. !MESSAGE NEWSM1 There is a local newspaper here. !MESSAGE NEWSM2 A newspaper. !MESSAGE NICKELM1 There is a 1921 five-cent piece here. !MESSAGE NICKELM2 A nickel. !MESSAGE NICKELM3 A coin adheres to one end of the rod. !MESSAGE PAPERM1 A small scrap of paper is lying here. !MESSAGE PAPERM2 A scrap of paper. !MESSAGE PARAM1 There is a brown bottle of paracetamol tablets here. !MESSAGE PARAM2 Some paracetamols. !MESSAGE PARCELM1 There is a brown paper parcel here, covered in tape (and vice versa.) !MESSAGE PARCELM2 A parcel. !MESSAGE RODM1 There is a rod with a rusty star here! !MESSAGE RODM2 A rod. !MESSAGE SCISSM1 There is a pair of aluminium kitchen scissors here. !MESSAGE SCISSM2 A pair of scissors. !MESSAGE STARM1 !SWITCH STARM11 STARM12 !MESSAGE STARM11 At the top of the pole gleams a golden star! !MESSAGE STARM12 Some vandal seems to have broken off the top of the pole. !MESSAGE TAPEM1 There is a reel of magnetic tape here. !MESSAGE TAPEM2 A reel of tape. !MESSAGE TICKETM1 A British Rail ticket lies here. !MESSAGE TICKETM2 A ticket. !MESSAGE TORCHM1 There is an electric torch here. !MESSAGE TORCHM2 A torch. !MESSAGE WATCHM1 There is an old but reliable watch here. !MESSAGE WATCHM2 A watch. !MESSAGE WHISTM1 There is a large, blue whistle here. !MESSAGE WHISTM2 A whistle. !MESSAGE ATTICM1 You are standing on a large wooden square in an attic. A brick staircase leads downwards through a rectangular hole in the centre of the wood. All around you the plaster and beams are covered with layers of fibre-glass, and may not be able to support your weight. !SWITCH NULL NICKELSEE NULL !MESSAGE NICKELSEE Your eye is caught by a small shiny object under one of the beams. !MESSAGE ATTICM2 You're in the attic. !SWITCH NULL NICKELSEE NULL !MESSAGE BATHRM1 You are standing in a modern-style bathroom, whose floor is made up of a regular pattern of striped tiles. The usual sort of sanitary equipment surrounds you. !SWITCH DOORF DOORR DOORB DOORL !MESSAGE DOORF There is a door in front of you. !MESSAGE DOORR There is a door to your right. !MESSAGE DOORB There is a door behind you. !MESSAGE DOORL There is a door to your left. !MESSAGE BATHRM2 You're in the bathroom. !SWITCH DOORF DOORR DOORB DOORL !MESSAGE BEDRM1 You are in a comfortable looking bedroom with matching curtains and bedspread. !SWITCH DOORB DOORL DOORF DOORR !MESSAGE BEDRM2 You're in the bedroom. !SWITCH DOORB DOORL DOORF DOORR !MESSAGE BUSM1 You are sitting on a London Transport Diesel-engined 97-Horsepower Omnibus. The interior is covered with various advertisements. !MESSAGE BUSM2 You're on a bus. !MESSAGE BUSSTOP1 You are standing next to a dilapidated sign indicating a bus-stop. The remnants of a timetable may be seen attached to a partially vandalised shelter. Streets lead away in various directions, while the station is !SWITCH BM LM FM RM !MESSAGE BM behind you. !MESSAGE LM to your left. !MESSAGE FM in front of you. !MESSAGE RM to your right. !MESSAGE BUSSTOP2 You're at a bus-stop. The station is !SWITCH BM LM FM RM !MESSAGE CELLARM1 !SWITCH RATTRAP NORAT NORAT NORAT CELLAR11 !MESSAGE CELLAR11 You are standing in a musty, gloomy cellar. Scattered around you is the accumulated debris of several recent and not so recent owners, including cardboard boxes, pieces of firewood and empty wine bottles. I wouldn't try to pick anything up if I were you - it's all damp and dirty. A flight of steps leads up to the house. !MESSAGE RATTRAP You are standing in a dark cellar, partially illuminated by your torch. Amidst the undistinguished debris that you can see is a large rat, gaping at the torch as if paralysed. !SWITCH CELLCASK !MESSAGE CELLCASK There is a slightly unnatural pile of junk nearby including an old cask. !MESSAGE NORAT You are standing in a dark cellar, partially illuminated by your torch. Various pieces of unattractive debris adorn the cone of light in front of you left behind by recent or not so recent owners of the house. !SWITCH CELLCASK !MESSAGE CELLARM2 !SWITCH RATTRAP2 NORAT2 NORAT2 NORAT2 CELLAR22 !MESSAGE CELLAR22 You're in a cellar. A flight of steps leads up. !MESSAGE RATTRAP2 You're in the cellar. Amidst the cone of light emitted by your torch is a large rat, gaping at the torch as if paralysed. !SWITCH CELLCASK !MESSAGE NORAT2 You're in the cellar. Accumulated debris adorns the cone of light emitted by your torch. !SWITCH CELLCASK !MESSAGE CHIPM1 You are standing on a lonesome platform of a desolate railway station. A small sign attached to the crumbling, red brickwork reads "Welcome to LOOSE CHIPPINGS. estab. 1921." The place appears to be totally deserted apart from the occasional marsh-bird and a British Rail official. There is a train standing !SWITCH RM BM LM FM !MESSAGE CHIPM2 You're on the platform at Loose Chippings. There is a train !SWITCH RM BM LM FM !MESSAGE COMPCOM1 You are in a large, suburban house, which clearly forms the basis of a small computer firm. You don't notice the decor, as it is mostly covered with electrical equipment, old computer magazines and dirty coffee cups. It doesn't in the least resemble the houses you are used to. !MESSAGE COMPCOM2 You're in the computer company's house. !MESSAGE COOKERM1 !SWITCH ERROR FRIDGE1 COOKER1 ERROR FRIDGE1 COOKER1 ERROR FRIDGE1 COOKER1 !MESSAGE FRIDGE1 You are delicately balanced on top of a refrigerator. !MESSAGE COOKER1 You are perched somewhat precariously on top of a gas cooker. !MESSAGE COOKERM2 !SWITCH ERROR FRIDGE2 COOKER2 ERROR FRIDGE2 COOKER2 ERROR FRIDGE2 COOKER2 !MESSAGE FRIDGE2 You're on the fridge. !MESSAGE COOKER2 You're on the cooker. !MESSAGE FOOTM1 You are standing between a small crescent-shaped road and a green field. The grass appears a little damp. Rising up from the field is a small hill !SWITCH BM LM FM RM !MESSAGE FOOTM2 You're at the bottom of the hill, which rises up !SWITCH BM LM FM RM !MESSAGE GARDENM1 You are standing in what I suppose must be called a garden, though not much could grow under the concrete, rubble and general debris which covers it. It is surrounded by high walls and impenetrable hedges. A door leads back into the house !SWITCH BM LM FM RM !MESSAGE GARDENM2 You're in the garden. !MESSAGE HALL1M1 You are standing in a hallway leading away from the front door into the main house. A staircase leads upwards opposite a closed door !SWITCH LM FM RM BM !MESSAGE HALL1M2 You're in the hall by the front door, which looms !SWITCH BM LM FM RM !MESSAGE HALL2M1 You are standing in a hallway leading towards the front door. A staircase leads down opposite a curtain of hanging beads !SWITCH LM FM RM BM !MESSAGE HALL2M2 You're in the hall away from the front door. The hanging curtain is !SWITCH LM FM RM BM !MESSAGE HOUSENT1 You are standing on the pavement of a crescent-shaped street, next to the entrance to a house. The houses look uninspiringly similar and indeed, have no distinguishing marks such as numbers on the doors. Across the street a green hill rises above a field. The street continues towards an intersection, while the house is !SWITCH FM RM BM LM !MESSAGE HOUSENT2 You're by the entrance to a house. Its front door braves the world !SWITCH FM RM BM LM !MESSAGE INITM1 You are in a different part of the dater-base. Here, in contrast to the static part, everything seems to be buzzing with activity. The lights that dance around here seem to be doing more than just illuminating pieces of the wall, as the regions they shine upon appear subtly changed afterwards. !MESSAGE INITM2 You're in it - the active part of the dater-base. !MESSAGE JUNCTM1 You are standing at a T-junction of a wide road and a crescent-shaped smaller road on which some houses are visible. Opposite the main road is a hill. !SWITCH CLR CFB CLR CFB !MESSAGE CLR The crescent curves from your left to your right. !MESSAGE CFB The crescent curves in front and behind you. !MESSAGE JUNCTM2 You're at a road junction. !SWITCH CLR CFB CLR CFB !MESSAGE KITCHM1 You are standing in a reasonably tidy kitchen with three doors. A refrigerator, sink and gas cooker take up most of the space and there is a high shelf round part of the wall onto which you can't see. The only wall without a door in it lies !SWITCH LM FM RM BM !MESSAGE KITCHM2 You're in the kitchen. There is a door in each wall except the one !SWITCH LM FM RM BM !MESSAGE LANDM1 You are standing on the landing at the top of a flight of stairs.There is an attic or some such up a flight of old brick steps set into one wall. !SWITCH FBM LRM FBM LRM !MESSAGE FBM There are doors in front and behind you. !MESSAGE LRM There are doors to your left and right. !MESSAGE LANDM2 You're on the landing. Stairs lead up and down. !SWITCH FBM LRM FBM LRM !MESSAGE MORTM1 You are on a fairly busy main road down which traffic whines sporadically but ludicrously fast. You are standing outside a house like the ones you have grown to detest in the crescent, but this one proudly bears the number @x37. Its front door lies !SWITCH LM FM RM BM !MESSAGE MORTM2 You are outside number @x37 Mortlake Road. The door lies !SWITCH LM FM RM BM !MESSAGE PLATFRM1 You are standing on a long platform of what is presumably a main-line station. There is a train standing alongside the platform, which stretches in two directions and is choc-a-bloc with other passengers. Most of them are heading towards a ticket barrier at the end of the platform !SWITCH FM RM BM LM !MESSAGE PLATFRM2 You're on a platform. The ticket barrier is stationed !SWITCH FM RM BM LM !MESSAGE SHOPM1 You are standing a little bewildered in a fairly large shop. There are various goods on display for sale, and a number of assistants looking eager to please. !MESSAGE SHOPM2 You're in a large shop. !MESSAGE SITRM1 You are in a nicely-carpeted sitting room. A bulky, expensive looking Stereo system takes up most of one wall. Firmly attached to the mantlepiece is an ornate clock. !SWITCH DFR DRB DLB DFL !MESSAGE DFR There is a door in front of you and another to your right. !MESSAGE DRB There are doors to your right and directly behind you. !MESSAGE DLB There are doors to your left and directly behind you. !MESSAGE DFL There is a door in front of you and another to your left. !MESSAGE SITRM2 You're in the sitting room. !SWITCH DFR DRB DLB DFL !MESSAGE STATM1 You are inside the dater-base. There are walls of a sort surrounding you, but their fabric is such as to give them the appearance of an Apple core. Little lights dance around the walls illuminating small portions from time to time, and occasionally come to rest upon you, when a mild disruption to the otherwise static surroundings seems to occur. The ground beneath you is made of the same substance and looks slightly damaged. !MESSAGE STATM2 You're inside the static part of the dater-base. !MESSAGE STATION1 You are standing inside a massive train station. It is partially covered by a semi-transparent roof which leaks a little. There are various buildings and amenities associated with rail stations around you, including a large clock, high above your head. Were you to stand with the train platforms directly behind you, there would be a bus-stop in front of you, a taxi-rank to your right and a busy looking main street to your left. The platforms in fact stretch away !SWITCH BM LM FM RM !MESSAGE STATION2 You're at the station. The platforms stretch away !SWITCH BM LM FM RM !MESSAGE STLONM1 You are walking the streets of London. The place is crowded, dirty and dangerous, and it is remarkably easy to lose one's way. No-one seems to be smiling. Vehicles of all denominations, shops for all tastes and people of all descriptions surround you. Tasteless billboards advertising objects of little use abound, while a newspaper seller intermittently yells out something incomprehensible. From time to time you feel lonely and are convinced that the sun isn't shining for you. !MESSAGE STLONM2 You're walking the streets of London. !MESSAGE TAXIM1 You are in the back of a big, black taxi. Through a glass partition you can see the driver and a ferocious-looking ticking machine. !SWITCH NULL TAXIMOTION NULL !MESSAGE TAXIMOTION Through the windows you can see various city sights flashing past you. !MESSAGE TAXIM2 You're in a taxi. !SWITCH NULL TAXIMOTION NULL !MESSAGE TAXIR1 You are standing by a taxi-rank which is amply supplied with taxis. Streets lead away in various directions, while the station towers !SWITCH LM FM RM BM !MESSAGE TAXIR2 You're by a taxi-rank. A large rail station towers !SWITCH LM FM RM BM !MESSAGE TLOOM1 You are standing by (or possibly sitting on) a small toilet in the train. !SWITCH DOORR DOORB DOORL DOORF !MESSAGE TLOOM2 You're in the toilet in the train. !MESSAGE TOPM1 You are standing at the top of a small hill. There is a ring of identical houses surrounding the bottom of the hill, from which several roads lead directly and symmetrically away. The view would be astounding if it weren't for the smog. Protruding from the very summit of the hill is a gaily adorned metallic pole, upon which a few scratch-marks may be discerned. !SWITCH STRIPE STRIPE STRIPE STRIPE NULL !MESSAGE STRIPE There is a white stripe of some kind on the ground, leading down the hill !SWITCH FM RM BM LM !MESSAGE TOPM2 You're at the top of the hill. !SWITCH STRIPE STRIPE STRIPE STRIPE NULL !MESSAGE TRAIN1M1 You are in a railway carriage at the end furthest from the destination of the train. The main passageway continues through a black, rickety connecting tunnel into another carriage. !SWITCH TRAINF TRAINR TRAINB TRAINL !MESSAGE TRAINF You are facing the same way as the train. !MESSAGE TRAINR You are facing the left-hand side of the train. !MESSAGE TRAINB You are facing the rear of the train. !MESSAGE TRAINL You are facing the right-hand side of the train. !MESSAGE TRAIN1M2 You're at the rear of a train carriage. !MESSAGE TRAIN2M1 You are standing at the centre of a railway carriage, next to two doors on either side of the carriage. !SWITCH TRAINF TRAINR TRAINB TRAINL !MESSAGE TRAIN2M2 You're in the middle of a railway carriage, by the doors. !SWITCH TRAINF TRAINR TRAINB TRAINL !MESSAGE TRAIN3M1 You are standing at that end of a railway carriage nearest the destination of the train. There is a small toilet to one side, past which the passageway continues into another carriage. The toilet, whose door doesn't seem to close properly, is !SWITCH LM FM RM BM !MESSAGE TRAIN3M2 You're at the front of a railway carriage by the toilet, which is !SWITCH LM FM RM BM !MESSAGE ACHEHEAD You have a splitting headache. !MESSAGE ADDRESS1 There is some faded writing in pencil on the paper. You can make out the words "7 Gloucester Crescent." The words stir a dim chord in your mind and you are filled with a strange sense of urgency. !MESSAGE ADDRESS2 With the magnifying aid of the piece of glass you can easily read the writing on the paper. It says "7 Gloucester Crescent. Buses from station 23 & 53 past. 13 Mortlake Road." There is a small cross in green biro at the bottom of the paper. The sight of these two addresses in juxtaposition stimulates your deficient memory a little. You recognise the handwriting as your own, and feel sure that it was your intention to visit these places, though for what purpose you cannot say. !MESSAGE ADDRESS3 That sounds like a street name. !MESSAGE ALRCLEAN You wash, showing great fastidiousness. !MESSAGE ALRCLIMBED You've already climbed as far as you can manage. !MESSAGE ALRGOTONE You've already got that! Don't be greedy. !MESSAGE ALRHELD You're already holding that! !MESSAGE ALRINBAT The batteries are already in the torch. !MESSAGE ALRINSHOP You're already in the shop! !MESSAGE ALRINTAXI Don't your immediate surroundings look a bit like a taxi already? !MESSAGE ALRKNOWADDRESS The driver looks irritated and snaps "Alright, I already know where to go." !MESSAGE ALRONBUS You're already on a bus, you cretin. !MESSAGE ALRONTORCH The torch is already on! !MESSAGE ALRPAID You've already paid! Don't be overgenerous. !MESSAGE ALRPOLICE The police are already here! !MESSAGE ALRTHERE "You're already there!" admits the driver honestly. !MESSAGE ALR1THERE I think you're already there! !MESSAGE AMNESQ Yes, you do seem to be more than a little amnesiac at the moment. Do you want to seek professional help? !MESSAGE AMNESDIE You explain your predicament to some suitable human. They are skeptical to begin with, but your bewilderment convinces them eventually. You are taken to a psychiatric hospital and gradually recover your memory under the gentle supervision of the staff. Of course, by the time you remember what it is that you were supposed to be doing in London, it is too late. !MESSAGE ANSWERQ Please answer the question. !MESSAGE ARRESTED Your failure to comply with a reasonable request by one of Her Majesty's police officers renders you a suspicious character, and the policeman decides to arrest you. You are taken to the police station and charged with obstructing a police officer in the course of his duty. !MESSAGE ARSONDIE The smoke and flames rapidly overcome you, I'm afraid. That's what you get for arson around. !MESSAGE ASKBUY Do you want to buy something? !MESSAGE ASKMESS Whenever you try to ask anyone anything they obviously think you're after their money and they move off sharply. Looks like you're on your own! !MESSAGE ASKPOLICE "Ve ask ze questions!" snaps the policeman and then adds "Just my little joke, sir." !MESSAGE ASKTAXI The taxi driver gives a grunt of acknowledgement, but otherwise ignores you. !MESSAGE ASPARACET There appear to be two essentially similar types of drugs available in the shop in identical brown, plastic pill-bottles. Which would you like to buy, the aspirin or the paracetamol? !MESSAGE ASPJUNGQ Do you know why you can't buy aspirins in the jungle? !MESSAGE ASPJUNGA Because the parrots eat 'em all. !MESSAGE ATTICDEATH A little recklessly, you head out over the plaster. Sure enough, it gives away suddenly and you crash through the ceiling onto the floor below, or to be more accurate, onto the sharp pieces of broken plaster that have preceded you. You recover consciousness on a stretcher, surrounded by police and white-coated officials. As you are taken away you hear someone shouting irately, "But what about my ceiling?" !MESSAGE BAREHANDS What? With your bare hands? !MESSAGE BARRIER The guard refuses to allow you back onto the platform. "Anyway, that train's not going anywhere," he adds. !MESSAGE BEGINCLIMB You start clambering up the hill. !MESSAGE BLOWHISTLE You blow the police whistle, which emits a loud, high-pitched shriek. !MESSAGE BOGROLLDOWN Having no other means of distinguishing directions, you define North to point along the white stripe. You then set off at the appropriate angle. !MESSAGE BOUGHTBALL "Well, we don't actually have any tickets, as such," says the policeman as he takes your money, "but I'll just add your name to the list of invitees. See you there, sir," he adds as he moves off. !MESSAGE BOUGHTDRINK You buy some @x33 for the sum of 45p, and drink it on the premises. Your thirst is sated. !MESSAGE BOUGHTFOOD You buy some FAST FOOD and gobble it down quickly. You then leave the cafe without being sick. !MESSAGE BOUGHTM "Thank you sir. Do come again!" beams an assistant. !MESSAGE BOUGHTNEWS The newspaper seller takes your money and utters another of his incomprehensible cries. !MESSAGE BOUGHTTICKET Stricken with conscience by your illicit train journey you buy a ticket from the ticket office. !MESSAGE BREAKFALL As you reach for the rod, there is a sudden sonic boom, presumably caused by some passing aircraft. You are startled and overbalance. Many things flash through your mind as you crash through the plaster, but prominent among them is anger at your incredible malfortune. The rod you picked up wedges itself between two beams thus breaking your fall somewhat. With a yelp you are forced to relinquish your hold on the rod, but land on the sharp, broken pieces of plaster with slightly less personal damage than you might otherwise have accrued. !MESSAGE BREAKMIRROR You attempt to break the mirror using all the brute force at your disposal. I hope you realise that it isn't meant to be a very lucky thing to do. Perhaps fortunately, you are unable to do more than crack it a little. !MESSAGE BREAKPAPER Paper, cardboard and so on are actually quite difficult to break. You could try putting them under some kind of sheer stress, however. !MESSAGE BREAKWINDOW I wouldn't do that if I were you - you'll only end up in hospital or prison. !MESSAGE BRIBEHUMAN Your puny attempts at corruption are met with a scornful "I'll pretend I didn't hear that." !MESSAGE BRIBEPOLICE The policeman looks outraged. Without stopping for the customary polite question he drags you off to the nearest police-car and you are taken to the station and charged with attempting but failing to bribe a police officer. !MESSAGE BRIBEQ How much are you going to offer? !MESSAGE BROKEOBJ With great gusto, you @x32 the @x33 into a worthless, discardable heap. !MESSAGE BROKEMESS You're now stone broke. !MESSAGE BROKEMIRROR The mirror shatters into tiny fragments except for one large piece which falls on top of your head and leaves you feeling a little dazed and more than a little apprehensive at the traditionally heinous crime that you have committed. !MESSAGE BROUGHTHEM "Have you brought them?" she asks impatiently. !MESSAGE BURNOBJ The @x33 burns readily and the ash disperses. !MESSAGE BURNSELf You are forced to drop the @x33 as it burns, and sustain minor injury. !MESSAGE BUS100 A rather special-looking bus arrives at the stop. It proudly bears the number 100. !MESSAGE BUSCOMES A number @x34 bus draws up at the stop. !MESSAGE BUSOUCH !SWITCH BUS0OUCH BUS1OUCH !MESSAGE BUS0OUCH You enter the bus almost without mishap. Just as you are sitting down, however, !SWITCH BUSOW0 !MESSAGE BUS1OUCH You make moves to enter the bus, but there seems to be some kind of a jinx or curse upon you. First of all, !SWITCH ERROR BUSOW1 BUSOW2 BUSOW3 BUSOW4 BUSOW5 BUSOW6 !MESSAGE BUSOW6 an old lady jabs you with a sharp, folded umbrella, and then !SWITCH BUSOW5 !MESSAGE BUSOW5 a passer-by treads on your toe with a stiletto heel, just as !SWITCH BUSOW4 !MESSAGE BUSOW4 one of the station pigeons overhead recalls to your attention the ancient Chinese proverb "Love is not the only thing that falls out of the sky." You soon wipe yourself clean, but then !SWITCH BUSOW3 !MESSAGE BUSOW3 a passing youth wearing an NF badge elbows you off the pavement into the street, spraining your ankle. You curse him, but !SWITCH BUSOW2 !MESSAGE BUSOW2 as you grab hold of the rail by the entrance to the bus to pull yourself up, it comes off in your hand with a nasty wrenching sound, and you fall backwards onto the ground. Jumping up, !SWITCH BUSOW1 !MESSAGE BUSOW1 you slip on a banana skin which some fool has left lying around. Finally, as you successfully board the bus and sit down, !SWITCH BUSOW0 !MESSAGE BUSOW0 a large and heavy suitcase falls on top of you from the luggage rack. This causes a momentary loss of consciousness. You find you cannot dissuade the people around you from summoning an ambulance and you are taken to hospital amid much sympathy at your misfortune. It's enough to make one believe in horoscopes. !MESSAGE BUSGOES The bus pulls away from the stop. !MESSAGE BUSMOVES The bus crawls away from the stop. !MESSAGE BUSSTOPS The bus comes to a stop. A burly bus-conductor wanders by shouting "Any more fares, please." !MESSAGE BUYBALLQ "That's very good of you, sir," rejoins the policeman. "We're holding a ball in just a few weeks. Tickets are very cheap - $0.50 each." !MESSAGE BUYFOODQ London seems to have been taken over by so-called FAST FOOD chains. You approach one such place in your quest for @x33. All they have on offer, however, is some "Dish of the Day" which costs $1.35. !SWITCH STILLBUY !MESSAGE BUYWHAT What do you want to buy, then? !MESSAGE CALLEDPOLICE You do your best to call the police. Sure enough, a policeman eventually appears. He listens briefly to you, but takes greater interest in yourself than in your reason for calling him. He begins questioning you. !MESSAGE CANTDO You can't do that. !MESSAGE CANTINSERT You can't insert that into anything around here. !MESSAGE CANTTAKE You can't take that! !MESSAGE CARRCHANGE You walk through the connecting tunnel and find yourself in another carriage. !MESSAGE CASKBOUND The cask is firmly stoppered - I suspect it's quite an old vintage. !MESSAGE CASHMESS You have @x31. !MESSAGE CASKOUCH As you start to climb the stairs you step on something soft and mobile, which lets out a loud mixture of a squeak and a squawk. You overbalance somewhat, dropping the cask which shatters into a sharp, wet mass on the floor. You are all but overcome with anger at the injustice of the world, especially in its relations to you, and perhaps that is why you bump your head against the doorway as you clamber up the stairs screaming blue murdac. !SWITCH EUREKA1 NULL NULL EUREKA2 NULL !MESSAGE CATCHMESS No-one seems to be throwing anything around here. !MESSAGE CELLAR0DARK You walk down the steps into darkness. !MESSAGE CELLAR1DARK You walk down the steps into darkness. It seems that unlike the other cellars on this street, which are dimly illuminated through windows above ground level, this one has had the windows bricked up sometime in the past. !MESSAGE CELLARFIRE You strike a match but carelessly allow a piece of sacking which is draped over a tea-chest to catch fire. Your reactions are slow, and the fire spreads surprisingly rapidly, considering how damp the cellar feels. The conflagration grows cutting off your retreat. It's beginning to get difficult to breathe. Any ideas? !MESSAGE CHIPARRIVE You open the door and step out onto the platform beneath you. You are greeted by a shout from an official of British Rail, "You can't get off, the train doesn't stop here!" !MESSAGE CHIPDIE The train pulls out of the station. You are left behind with the British Rail official, whose expression changes subtly. "Well," he begins, "Looks like you'll have to stay with me until the next train arrives. Never mind. I've got this fascinating story about a shaggy dog. You simply must hear it!" So saying, he takes you to his little office and starts talking to you merrily. I hope you're enjoying yourself, because you're going to be there a while. !MESSAGE CHIP1GUARD The guard refuses to allow you to get off the platform. "The train doesn't stop here!" he repeats. !MESSAGE CHIP2GUARD The guard follows you down the platform. "You can't get off here!" he shouts despairingly. !MESSAGE CHIPSTART The train pulls away from the forsaken station, reaching a much higher speed than previously. !MESSAGE CHIPSTOP The train has being going a bit slowly recently, and finally it grinds to a complete halt. There seems to be a platform of some sort on the left hand side of the train. Some of the other passengers appear surprised that the train has stopped and comment to this effect at length to one another. !MESSAGE CIRCBMESS With the aid of the flashing lights you manage to read the compass. You set off in the direction it indicates, but have a feeling that all you have done is walk round in a circle, in true Biot-Savart fashion. !MESSAGE CLIMBCOKER You clamber precariously on top of the cooker. !SWITCH NOSCISS SCISSEE !MESSAGE NOSCISS >From your new vantage point you can see that the shelf is bare. !MESSAGE SCISSEE >From your new vantage point you can see that there is a pair of scissors some way along the shelf. !MESSAGE CLIMBFIDGE With a great effort you leap onto the fridge. !SWITCH NOSCISS SCISSEE !MESSAGE CLIMBDATER You attempt to clamber on top of the machine. Before you make any progress your companion snaps at you "What do you think you're doing? That's for clocking in employees. You'll break it at this rate." You sheepishly descend. !MESSAGE CLIMBPOLE The pole is too thin and slippery to climb. !MESSAGE CLIMBSINK You haul yourself up onto the @x33, but find nothing to interest you there and so descend, taking care not to slip. !MESSAGE CLIMBFENCE As you move towards the fence with obvious climbing intentions he takes fright, shouting "Hey! What's the big idea!" and runs off. !MESSAGE CLIMBOBJ Well, it wasn't very challenging as climbs go, but you managed it. !MESSAGE CLIMBWHAT What is it you want to climb, anyway? !MESSAGE CLOSEDOOR Showing some signs of agrophobia, you make sure all the doors around you are properly closed. !MESSAGE CLOSEFRIDGE You ensure that the fridge is closed and not wasting any power. !MESSAGE COMPNORTH You consult your antique compass, and discover that North lies !SWITCH FM RM BM LM !MESSAGE CONFUSEDCOMP The compass seems unsure as to which direction is North! !MESSAGE CLOCKSAYS The clock says @x31. !MESSAGE CONTAINED That seems to be attached to something at the moment. !MESSAGE COOKEROUCH As you reach for the scissors, you accidentally brush one of the cooker controls with your leg. Unfortunately, it has one of those self-lighting devices. Your fingers close round the scissors just as a jet of flame sets light to your clothing. You let out a shriek and fall off the cooker, sustaining further injuries, but without dropping the scissors. !SWITCH EUREKA1 NULL NULL EUREKA2 NULL !MESSAGE CUREHEAD If that doesn't cure your headache, I don't know what will. !MESSAGE CUTMONEY Showing an admirable contempt for materialism you cut all the notes in your possession into worthless pieces. The coins prove too tough for the scissors, however. !MESSAGE CUTOBJ For some reason best known to yourself, you @x32 the @x33 into shreds. !MESSAGE CUTTAPE Tossing the reel aside, you cut the tape into a million pieces which scatter away like the snows of yesteryear. !MESSAGE DANCEMESS You perform a merry little dance to gladden your heart. !MESSAGE DANCEMUD You commence what you imagine is an appropriate ceremonial dance around the pole. Unfortunately, it is very slippery, and you fall over several times in the mud, emerging a sorry sight from your escapade. !MESSAGE DARK0 You notice the remains of a beautiful sunset in the sky. !MESSAGE DARK1 It's beginning to get a little dark. !MESSAGE DARK2 You can now only barely see without a light. !MESSAGE DARK3 It is now too dark for you to see unaided. !MESSAGE DATEMESS You tear the @x33 into a suitable shape for inserting into the machine. There is a loud click and a moderately loud ching and finally a soft grinding noise from the base under the machine. The @x33 is returned to you and you observe that neatly printed on it is the message, 17 SEPT 1986 @x31. The woman explains that it's for the employees of the computer firm who are on flexi-time. !MESSAGE DATERBROKEN The machine seems to be out of commission, as though it had recently received a heavy knock. !MESSAGE DATERLOCKED The base of the machine seems to be locked by some internal mechanism. !MESSAGE DEADBUS Although the bus isn't exactly breaking the land speed record, as you step off you lose your balance and sustain moderate head injuries and cuts. You regain consciousness in hospital, where we leave you to recuperate. Get well soon. !MESSAGE DEADTAXI Despite the driver's shouted warning, you get out of the taxi just as he turns a sharp corner. I hope the ambulance gets to you in time. Do be more careful in future. !MESSAGE DEADTRAIN As you step out of the train you are flung against those sharp pieces of gravel that adorn the tracks, and are badly injured. No help arrives, and you die shortly after, I'm sorry to say. !MESSAGE DEAD2TRAIN Although the train isn't moving, it's a long way down and you fall onto those those sharp pieces of gravel that adorn the tracks. It is fortunate that a train is not coming in the opposite direction, for you are merely battered and bruised rather than killed. You don't look in a fit state to indulge in anything active, however. !MESSAGE DIGMESS Don't be ridiculous. I'm not going to get my hands needlessly dirty. !MESSAGE DIRTAXISNUB The driver takes one look at you and refuses to allow you into his car in your present condition. !MESSAGE DIRTBUSNUB The conductor takes one look at you and refuses to allow you aboard. "I've got the comfort of the other passengers to take into account," he explains. !MESSAGE DONTDRINK I wouldn't drink the water here if I were you. There's even a tatty little sign that I forgot to mention that explicitly disadvises it. !MESSAGE DONTGOMESS "Don't go yet, I haven't tried them!" says the woman. You feel compelled to wait. !MESSAGE DONTSEE I don't see that around here! !MESSAGE DONTUNDER Before you can do anything, the intermittent lights around you burst into activity. One of the beams hits you on its way across the room. I don't understand that! !MESSAGE DOORCHAINED You insert the key in the lock and open the door a few inches, meeting sudden resistance. On inspection you find that the door is held by a short, firm chain. The door closes again when you relax the pressure upon it. !MESSAGE DOORJERKS As you open the door the train jerks and you overbalance. !MESSAGE DOORLOCKED The front door is locked and bars your way. !MESSAGE DOORSHUTS As you move towards the door the old man turns round and goes back inside, only noticing you as he shuts the door behind him. !MESSAGE DOORRECHAINED You hear a vague rattling noise. !MESSAGE DOORUNBARRED The old man reenters the house visibly unsure as to whether you are capable of such childish behaviour. !MESSAGE DRANK You drink your fill from the tap. !MESSAGE DRINKCOMPCO You locate a coffee cup which is still half-full. The milk has started to congeal on the top of its surface, but you drink it anyway. It tastes horrible, but does at least cure any thirst you might have possessed. !MESSAGE DRIVERANGRY The taxi-driver looks a bit annoyed and moves off. !MESSAGE DRIVERHAPPY "Thank you very much," says the driver, getting back into the taxi and leaving. !MESSAGE DRIVER2HAPPY "Ta mate," says the driver, and the taxi moves off. !MESSAGE DROPOBJ1 You dropped @x37 objects. !MESSAGE DROPPOLICE "Excuse me sir, I think you dropped this," observes the policeman as he hands it back to you. !MESSAGE DROPTORCH As you drop the torch it bounces and ends up pointing in a different direction. !MESSAGE EATCANNABIS You swallow the resin. You experience a strange feeling of well-being and the world about you seems much less important than previously. !MESSAGE EATKEY It's a bit of a struggle, but you manage to swallow the key. Good roughage, I suppose if your stomach acids don't get it first. !MESSAGE EATPAPER The things you do to yourself! You masticate the papery mass and swallow it bit by bit, feeling totally sickened and exhausted at the end of it. !MESSAGE EATENFOOD You open the fridge and nosh away at the contents to your satisfaction. !MESSAGE EATTABLETS You open the bottle and pour the contents down your throat. You find you can swallow the pills without water, and when you have finished you dispose of the empty bottle. !MESSAGE ECCENTRIC It's a slightly eccentric way to find one's way around, but I dare say you have your reasons. !MESSAGE ENDFAIL On the screen appears the message: Incorrect password. If you have forgotten the password to a game which is truly "yours," contact AJM8 who should be able to reset it. The woman looks at you with dark suspicion. "This game isn't yours! You must have stolen it. Do you want to get me arrested? Get away this minute." So saying, she bundles you out of the front door and you find yourself back on Mortlake road. This is particularly galling since you can remember setting the password yourself, as a protection against program thieves. Naturally, you can no longer remember it. !SWITCH FAILED !MESSAGE ENDSUCCEED The woman starts playing the game and does moderately well for a first trial. She attempts to dodge the ticket inspector by hiding in the toilet, admitting that she used to do that herself as a teenager. She is disappointed in the sexism displayed by her being assumed to be male, but you promise to alter that at the next update. Apart from that, she is very impressed, and offers to buy it and the other games on the tape for a princely 5-figure sum. You accept, after some haggling, and part the best of friends. As you leave the house the sun is shining and you feel content as after a job well done. You spend a considerable proportion of your money in reimbursing the occupants of Gloucester Crescent for the extensive damage you caused, but that still leaves enough to establish yourself in the software business. You spend your life and fortune in a manner which is simultaneously enjoyable, fulfilling and a positive boost to humanity at large. You live moderately happily for quite a while. You are buried sometime in the 21st century, mourned by thousands. Well done! Please get in touch with AJM8 to claim your prize. !MESSAGE ENDTRAIN You've reached the end of the train. !MESSAGE ENDPLATFORM You've reached the end of the platform. It is dangerous and illegal to proceed further. !MESSAGE ENTERBUS You get on the bus and sit down. !MESSAGE ENTERDB You open the base of the dater with a supreme effort. Half climbing, half falling inside, you narrowly miss being crushed by the falling oak lid, which clicks behind you with an air of finality. You feel dazed for a while, and imagine you can see lights flickering around you in the dark. After a while you realise that you can see lights flickering around you in the dark, but the place has a certain unreal air about it, almost as if it were part of someone's or something's imagination. !MESSAGE ENTERSPECBUS You enter the special looking bus without mishap. How can I describe the sense of relief which overtakes you as you leave behind the tedious crescent and all those over-zealous policemen? You collapse exhausted onto a seat. !MESSAGE ENTERTAXI You enter the taxi and sit down on the back seat. The driver looks at you expectantly. !MESSAGE ENTER1TRAIN You open the door of the nearest carriage and slam it shut behind you. !MESSAGE ERROR This message should never be printed. Please make a note of what you have just done and inform AJM8. The game may become illogical now and perhaps you should quit. !MESSAGE EUREKA1 You have taken quite a severe knocking about recently. As if in sympathy with your suffering, your memory returns still further, and you find you can recall some of the events leading up to your awakening on the train. You were in the middle of a commercial deal involving some computer programs which you had on offer, when for some reason you were overtaken by a fear that a rival would attempt to steal them from you. Thinking you saw them following you down the street with murderous intent, you ducked into a building and took steps to dispose of the programs in moderate safety. Contacting your buyer the following morning, you promised to bring the programs round for inspection. On boarding the London train, however, you have but a hazy recollection of a wall spinning round and hitting you. !MESSAGE EUREKA2 Your memory seems gradually to be returning as you suffer your outrageous malfortune. You can remember that you have come to London in order to collect something and deliver it to someone. What it is, who they are, and how all this came about escapes you still. !MESSAGE EWEMESS That's only got 3 letters. The answer is 4 letters long. !MESSAGE EWESMESS Very good. However, doing crosswords really is a bit of a waste of time. It certainly won't help you in your current endeavours. !MESSAGE FAILED Outside it has started to rain. Your nagging sense of having failed in some endeavour is not diminished by this transparent ganging up of natural forces against you. You feel miserable. Eventually, the Gloucester Crescent Residents Association tracks you down and you spend a considerable time earning sufficient to repay them for the damage you wreaked upon them. !MESSAGE FLUSHLOO You flush the toilet which goes through the familiar sequence of gurglings, swooshes and hisses. !MESSAGE FLUSHINSTATION How antisocial! Didn't I mention a tatty little sign requesting you not to use the toilet while the train was at a station? !MESSAGE FLUSHM0 You give the toilet chain a hefty tug. As you do so, you dislodge from the rim of the toilet reservoir a small brown, resinous lump which someone has concealed there, for reasons which can be imagined. It falls onto the floor. !MESSAGE FLUSHM1 You give the toilet chain a hefty tug. As you do so, the entire toilet, plumbing and all comes crashing down from the wall half-burying you in rubble. Your legs are nastily grazed, but you don't appear to be seriously injured. You must be the unluckiest person in the world! !SWITCH EUREKA1 NULL NULL EUREKA2 NULL !MESSAGE FLUSHM2 Not very surprisingly, the toilet doesn't function properly. Some vandal seems to have pulled it away from the wall. !MESSAGE FOCALENGTH As you look through the piece of glass, you see that near things look bigger, while far things appear upside-down. !MESSAGE FRIDGEOUCH As you reach for the scissors you accidentally place one of your feet on the opening part of the fridge, and the other on its main body. As you strain to pick up the scissors, the fridge door flies open unexpectedly, and you, not surprisingly, end up in a slightly concussed heap on the floor, narrowly missing impaling yourself on the scissors clutched in your hand. !SWITCH EUREKA1 NULL NULL EUREKA2 NULL !MESSAGE FRONTRAIN You're at the front of the train. !MESSAGE GETSTEREO I'm afraid that's a bit bulky and inconvenient to carry. What would you do with it anyway? !MESSAGE GIVEMESS It is very difficult to persuade strangers to accept gifts - a curious reflection on humankind. !MESSAGE GIVEPOLICE "I trust that isn't intended as some kind of a bribe," warns the policeman severely. !MESSAGE GLOUCBUS "Sorry," says the conductor. "This bus doesn't go anywhere near there, as far as I know." !MESSAGE GLOUCMESS No, no, I think this is London. !MESSAGE GOAWAY You have barely finished speaking before the door is brusquely slammed in your face, "Not today, thankyou." you hear through the door. !MESSAGE GOTCASK You bend down and pick up the cask. It proves to be Amontillado! As you do so you disturb the torch beam, and the rat runs away, looking somewhat dazed. !MESSAGE GOTNICKELROD As you pick up the rod the coin remains attached to it. !MESSAGE GOTROD You grab the pole and tug violently. Suddenly there is a loud snap, and you are left holding the upper part of it. You soon realise that the star at the end of the pole only looks golden from afar, and is in fact somewhat rusty. !MESSAGE GOTSCISS With a monumental stretch, you manage to pick up the scissors. !MESSAGE GRABMESS You grab the @x33, and sidle innocently away. !MESSAGE HANDSBETTER I think you'll find your bare hands are more effective. !MESSAGE HELPMESS Type in commands when prompted by a colon. These should be of one or two words, and will be truncated to five letters each by the program. On occasion you will be asked questions, which may require the answers "y" or "n" or something more general. Generally speaking, the first word should be a verb and the second a noun, though this is not always the case. Words you may find useful include "N(orth)","S","E","W","LOOK", "F(orward)","L(eft)","R","B(ack)","INV(entory)","GET/TAKE","DROP", and many others which you may work out for yourself. If you have problems contact AJM8. !MESSAGE HIDEMESS No obvious hiding place suggests itself. !MESSAGE HILLROLL Holding onto the end of the bogroll, you throw the remainder down the hill. It begins to unwind, rotating faster and faster. As it adheres to the ground in a dissipationless manner, it occurs to you that its original potential energy is being translated into kinetic energy of a mass which is growing smaller and smaller. Just as the paradox is beginning to trouble you there is a loud CCRAAACKK and you drop the end of the roll in surprise. On inspection, you find that the bogroll is now firmly affixed to the ground forming a white stripe down the hill. !MESSAGE HITHUMAN Overcome by agressive fervour, you lay into your chosen adversary, whom you take by surprise. They put up a spirited defence, however, and make a great deal of noise. The fight is ended by the arrival of a massive policeman, who pulls the two of you apart and escorts you both down to the police station, where you are charged with breaching the peace. !MESSAGE HOLDING You are holding: !MESSAGE HOMEMESS I'm afraid you seem unable to remember where that is! !MESSAGE HOROSCOPE Strangely enough, you think you can remember your birthday. You consult the relevant portion of the newspaper, and read as follows: !SWITCH HOR0 HOR123 HOR123 HOR123 HOR456 HOR456 HOR456 HOR7 !MESSAGE HOR0 There seems to be no reason why you should not have a good day, today. !SWITCH HOREND !MESSAGE HOREND Should things start going wrong, always remember to choose the least of all evils. Your unlucky number is @x34. !MESSAGE HOR123 You are in for a modicum of ill-fortune today, according to the stars. !SWITCH HOREND !MESSAGE HOR456 The planets are ganging up against you right now. If you feel unable to spend the rest of the day in bed, take care in all things. !SWITCH HOREND !MESSAGE HOR7 The stars predict that today will be one of the worst days in your life. As calamity upon calamity befalls you, remember it could be more important things that are going wrong. Always try to choose the least of all evils. Your unlucky number is @x34. !MESSAGE HOUSEMPTY The house has a curious empty feeling about it. !MESSAGE HOUSESAME At first glance the house you have entered appears identical to the last one you visited - typical GLC planning. !MESSAGE HOWMESS How, pray? !MESSAGE HUNGRYMESS You are feeling a bit peckish. !MESSAGE INDOORSNICK Suddenly two characters burst into the room. One is easily recognisable because of his helmet and blue uniform, while the other seems to be behaving like an irate houseowner. You are unable to think of a convincing explanation for your presence in the house. !MESSAGE INSERTBATTERY You insert the batteries into the torch and snap it shut. !MESSAGE INSPCENTRE There is a ticket inspector inspecting tickets in the middle of the carriage, effectively blocking the passage. !MESSAGE INSPOTHEREND At the other end of the carriage from where you are standing you can see a ticket inspector moving towards you. !MESSAGE INSPT1 A ticket inspector has come into view at the rear of your carriage. He is inspecting the tickets of the passengers. !MESSAGE INSPT2 A ticket inspector emerges from the front of your carriage by the toilet. !MESSAGE INSPECPAY "Ah-ha!" says the inspector. "So you don't have a ticket. Well, normally I'd have to report you to the authorities, but I'll let you off this time. Give me $5.10." !MESSAGE INSPLOO You hear a nearby sound of "Tickets please!" !MESSAGE INWHATMESS Explain what you're trying to get into. !MESSAGE JAILHAHA "Well, we've got a right comedian here," chuckles the policeman as he glances at the card he takes from you. "Try to keep out of trouble, will you?" He moves off. !MESSAGE JUMPMESS You jump, whether with joy or frustration. !MESSAGE KILLHUMAN You appear to have been seized by a homicidal impulse. You attempt to satisfy it on your unfortunate victim. I hope they're OK, but frankly I don't care what happens to you. !MESSAGE KILLMESS I feel I should warn you I'm a vegetarian. !MESSAGE KNOCK0 You knock, briefly. Nothing seems to happen. !MESSAGE KNOCKTWICE A voice shouts "Alright, I'm coming!" from the other side of the door. !MESSAGE KNOCKDOOR You give several short, sharp knocks on the front door. !MESSAGE KNOCKENTRY You are just about to insert your key in the lock when you hear footsteps. !MESSAGE KNOCKSUSPECT With childlike glee you rush away and then attempt to look nonchalant. The front door of the house you just left opens and an old man emerges. He seems surprised that there is no-one outside and looks around the street eyeing you with some suspicion. !MESSAGE KNOCKSITTING >From the other side of the closed door a fearful cry of "Help! Police!" reverberates. !MESSAGE KNOCKWALK The door you have just left opens and an elderly man sees you walking away. "I suppose you think that's funny you vandal!" he shouts after you, in a tone which is far from friendly. !MESSAGE KNOCKOBJ As you get down, you knock everything onto the kitchen floor. !MESSAGE LEAVEQTRAIN Your nerve fails you at the last moment. Are you sure that's what you want to do? !MESSAGE LEFTBUS You step off the bus onto the pavement. !MESSAGE LEFTTAXI You open the door of the taxi and step out onto the pavement. !MESSAGE LIGHTFLASH There is a momentary burst of activity around you, as lights flash all around before subsiding again. !MESSAGE LITMATCH You strike a match which glimmers away in your fingers. !MESSAGE LIVERDIE For a while now, you have been conscious of a slight pain around your stomach and increasing drowsiness, but it didn't seem worth mentioning. Suddenly, however, the pain becomes much more acute and prevents your passing out for several agonising moments. The next thing you hear is some distant muttering about your liver and how something is inoperable. Then you fall blissfully asleep once more. !MESSAGE LOADTAPE "Ah, at last!" sighs the woman, taking the tape from you. She leads you over to some kind of miniature computer, switches it on, and slots the tape into one of the accessories. "It'll take a few minutes to load," she says. !MESSAGE LOOKMESS You stand at the edge of the road, look down it to the @x33, and ascertain that nothing is coming. !MESSAGE LUMINOUS Despite the darkness, you have no difficulty reading your luminous watch. !MESSAGE MAPREAD You consult the map and plan a plausible route to your destination. !MESSAGE MAPREAD2 You consult the map and discover that you are not far from your destination. !MESSAGE MATCHGONE You shake the match out before it burns your fingers. !MESSAGE MEETBOGROLL Half way up, you come across the end of a white stripe on the ground. !MESSAGE METERMESS The meter reads $@x31. !MESSAGE METERUNSET The meter isn't set yet! !MESSAGE MIDNIGHT Dimly, you hear the distant chimes of a clock striking midnight. The sound has a mesmeric effect on you; your eyelids close and you fall asleep. Pleasant dreams! !MESSAGE MINDACCOMPANY "Would you mind accompanying me to the station?" asks the policeman in a tone of forced politeness. !MESSAGE MONEY01 @x34.@x35 !MESSAGE MONEY010 @x34.0@x35 !MESSAGE MORTCROSS You cross the road in complete safety. !MESSAGE MORTDEATH You begin crossing the road, but are hit by a black taxi being driven at a ludicrous velocity which suddenly appears !SWITCH MORR MORL MORR2 !MESSAGE MORR from your right. I think it's scandalous, but people have been !SWITCH MORB !MESSAGE MORB complaining that taxi journeys are too slow round London. Sorry. !MESSAGE MORL from your left. I think it's scandalous, but people have been !SWITCH MORB !MESSAGE MORR2 from your right. You must have missed it first time you looked. !MESSAGE MORTARRIVE "OK. I'll tell you when we get there," promises the conductor. He calls you after a while and you dismount from the bus to find yourself in what he tells you is Mortlake Road. !MESSAGE MORTENTRY You head towards the door to number 13 Mortlake road. Before you get there, however, the door opens and a young woman appears. "About time!" she snarls at you, "Do you realise you're two hours late?" She ushers you into the house, shutting the door behind her. !MESSAGE MORTLOCKED The front door bars your way. The lock seems to be of a different make to the one you are used to! !MESSAGE MUDMESS Near the top of the hill, the going becomes steep and slippery. You fall over and roll in the bog before you reach the summit, feeling somewhat disorientated. !MESSAGE MUGDIE You assail your chosen victim in search of gain. Unfortunately for you, they put up considerable resistance and reinforecments arrive in due course. You are taken to the police station and there we must leave you. !MESSAGE MYKEY "That's my key!" screams the fence, "I thought I'd left in on the train but now I understand, you lousy thief!" So saying, he begins throwing at you pieces of junk which abide in the garden. You spend a while dodging most of these and marvelling at the unlikely and unfortunate coincidence. Eventually he tires, and runs off shouting "I'll call the police. I will. I will!" You are feeling slightly bruised but are otherwise unharmed. !SWITCH EUREKA1 NULL NULL EUREKA2 NULL !MESSAGE NEWGAMEQ Do you want another game? !MESSAGE NEWSWHICH The Guardians are all sold out, the distributors are blacking the Sun and the Times and I wouldn't insult you with an Express, Mail or Star. So you choose an Evening Standard. !MESSAGE NICKELMOVES As you wave the rod, you notice that the five-cent piece twitches in sympathy. !MESSAGE NICKELROD You throw the rod so that one end (the one with the rusty star, to be precise) lands neatly on top of the five cent piece, which seems to move slightly as the rod approaches it. !MESSAGE NOBILL You don't seem to have anything to pay! !MESSAGE NOBREAK You can't break that! !MESSAGE NOBREAKTHAT You can't break that! !MESSAGE NOBURN You attempt to set fire to the @x33, but it doesn't seem to be flammable. !MESSAGE NOBUSHERE There isn't a bus here! !MESSAGE NOBUYER No-one around here seems interested in buying that. !MESSAGE NOBUYTICKET You can't buy a ticket here. Try the station, or a policeman. !MESSAGE NOCHANGE The fence shows you some notes. "O.K. Let's see the change then!" he demand suspiciously. !MESSAGE NOCLIMB You can't climb that! !MESSAGE NOCLIMBHILL You're not at the bottom of any hill! !MESSAGE NOCLIMBTOILET Strangely enough, the toilet design does not permit climbing. !MESSAGE NOCLOCK There isn't a clock here! !MESSAGE NOCLOSEDOOR The door refuses to close properly, as someone has ripped out the lock. !MESSAGE NOCOMPASS Sorry, I have no way of knowing which way that is! !MESSAGE NOCUT You can't cut that! !MESSAGE NODOPE You seem to be missing a vital ingredient. !MESSAGE NODRINKHERE There's nothing to drink around here! !MESSAGE NOFOOD There doesn't seem to be anything to eat around here! !MESSAGE NOMATCH You don't seem to have a source of fire - try rubbing two sticks or something. !MESSAGE NOMONEY You don't have any money on you! !MESSAGE NOMORTAXI "I'm not going out there, mate," states the taxi-driver. "It's not even on my map!" !MESSAGE NOPAYSNUB You are just about to get into the taxi when the driver gives a start and says into his microphone, "I think I've found him! My current position is..." It then occurs to him that you might be dangerous and he drives off. !MESSAGE NOPLAYHERE There's nothing to play it on here. !MESSAGE NOPOLICE You attempt to call a policeman but none turns up. !MESSAGE NOREAD You can't read that! !MESSAGE NORINGHERE There doesn't seem to be anything to ring around here. !MESSAGE NOSCISSORS You don't have anything to cut with! !MESSAGE NOSEATS There don't seem to be any spare seats in the train. !MESSAGE NOSELLER No-one's selling anything around here! !MESSAGE NOTAKEFOOD It's a bit of a pain lugging bits of food around. Why don't you just eat when you're hungry, and not otherwise? !MESSAGE NOTAPEDIE She takes a quick look at your possessions and realises, of course, that you are lying. "That's a fine way to behave, I must say!" she shouts. "Get out of here, and don't you ever waste my time again. I cancelled an evening out because of this, I'll have you know." She ushers you back out again, and slams the door firmly in your face. !SWITCH FAILED !MESSAGE NOTAXI You wait for a while, but no taxi turns up. !MESSAGE NOTAXIDIOT You wait for a while, but no taxi turns up. That's not very surprising, is it? !MESSAGE NOTAXIMORT The taxis that pass down Mortlake road are going much too fast for you to attract their attention. !MESSAGE NOTHELD You're not holding anything! !MESSAGE NOTHNGCLIMBHERE There's nothing to climb around here! !MESSAGE NOTHNGHERE There's nothing here you can take easily. !MESSAGE NOTHOLDING You're not holding that! !MESSAGE NOTIMEPIECE You could try building a sundial or something. !MESSAGE NOTIPBUS The conductor gives you a look which seems to say "I'm not a paid lackey. Go and jump in the Serpentine." !MESSAGE NOTIPSNUB You are just about to get into the taxi when the driver says "Oh, I've heard about you! Hardly worth my while giving you a lift," and drives away. !MESSAGE NOTOILET There isn't a toilet around here. !MESSAGE NOTOWNEDSHOP That's not owned by the shop! !MESSAGE NOURINE You don't feel any need to do so. !MESSAGE NOTONBUS You're not on the bus. !MESSAGE NOTONMAP You don't seem to be able to locate that on the map! !MESSAGE NOTORCH You haven't got anything to switch on or off! !MESSAGE NOTPAIDBUS As you leave, the conductor shouts after you "Hoy! What about your fare? It's people like you make it hard for the rest of us." !MESSAGE NOTPAIDTAXI As you step out of the taxi, the driver shouts. "Hey, you haven't paid yet!" !MESSAGE NOTPAIDYET "I don't believe you've paid your fare yet," states the conductor. !MESSAGE NOTSHOWNTICKET You are carried past the barrier amidst the throng of other passengers. The collector at the gate shouts after you as you pass the barrier. Everyone turns to look at you with disapproval. Someone heads off towards a nearby policeman. !MESSAGE NOTSTOCKED Not seeing any @x33 around, you ask one of those helpful shop assistants. "I'm terribly sorry, they reply. "We're fresh out of them. We should be getting some more on Thursday." !MESSAGE NOWASHERE There doesn't seem to be anywhere to wash around here! !MESSAGE NULL !MESSAGE OBEYMESS Illuminated mysteriously in front of you appear the words !SWITCH OB0 OB1 OB2 OB3 OB4 OB5 OB6 OB7 OB8 OB9 OB10 OB11 OB12 !MESSAGE OB0 "SAVE OBEY SAVEPROG CANT MAGSPEC" !MESSAGE OB1 "DROP OBEY DROPPROG MAY REC ENDSPEC" !MESSAGE OB2 "EAST OBEY EPROG CANT E3 ENDSPEC 1" !MESSAGE OB3 "GET OBEY TAKEPROG MAY REC ENDSPEC" !MESSAGE OB4 "INVENTORY OBEY INVPROG CANT ENDSPEC 3" !MESSAGE OB5 "LIGHT OBEY LIGHTPROG REQUEST OBJ TORCH ENDSPEC" !MESSAGE OB6 "LOOK OBEY LOOKPROG MAY SPECIAL LOOKSPEC" !MESSAGE OB7 "NORTH OBEY NPROG CANT N0 ENDSPEC 1" !MESSAGE OB8 "SOUTH OBEY SPROG CANT S2 ENDSPEC 1" !MESSAGE OB9 "STRIKE OBEY STRIKEPROG REQUEST REC ENDSPEC" !MESSAGE OB10 "TAKE OBEY TAKEPROG MAY REC TAKESPEC" !MESSAGE OB11 "WEST OBEY WPROG CANT W1 ENDSPEC 1" !MESSAGE OB12 "SETP OBEY SETPPROG CANT MAGSPEC" !MESSAGE OBJSTOLEN !SWITCH NULL OBJS1 OBJS2 !MESSAGE OBJS1 As you pass under the metal frame of the door there is a buzzing noise. Someone who looks nonchalant enough to be a store detective gives you a quick glance and heads towards you. !MESSAGE OBJS2 As you pass under the metal frame of the door there is an extremely loud buzzing noise. All eyes in the shop turn to give you suspicious looks. Several assistants, looking slightly less friendly than normal, converge in your direction. !MESSAGE OBJTHRUST !SWITCH NULL OBJT1 OBJT2 !MESSAGE OBJT1 As you turn to leave, a helpful shop assistant approaches you. "Excuse me!" they say, "I think you dropped this." So saying they thrust an object into your hands and move off, smiling continuously. !MESSAGE OBJT2 As you turn to leave, a couple of helpful shop assistants converge on you. "Excuse me!" they say in unison, "I think you left a few things behind." So saying, they thrust some objects into your hands and move off, chatting to each other. !MESSAGE OKMESS OK. !MESSAGE ONTOPLATFORM You open the door and step onto the platform of a large rail-station. !MESSAGE OPENDOOR You try the door and find that it opens. It shuts again when you let it go, however. !MESSAGE OPENFRIDGE You open the fridge door and discover that it is filled with the usual sort of left-over comestibles. The door shuts automatically when you let it go. !MESSAGE OPENPARCEL You cut the tape away from the parcel and unwrap a reel of magnetic tape. You are filled with a feeling of Deja Vu as you stare at it, almost as though you had seen it before. !MESSAGE OPENWINDOW All windows around are firmly sealed - doubtless for security reasons. !MESSAGE OUTOFREACH You can't quite reach that from here. !MESSAGE PAIDBUS You pay your bus fare of 40p. !MESSAGE PAIDTAXI You give the driver the amount indicated on the meter. !MESSAGE PASSEND The password for this saved game is: Z V X Y !MESSAGE PASSWIS The password for this saved game is: !MESSAGE FIRSTLETTER What is the first letter of the password? !MESSAGE NEXTLETTER Next letter? !MESSAGE PARCELBOUND The parcel is firmly bound by pieces of insulating tape. I'd say you need a pair of scissors. !MESSAGE PARCELOUCH You insert your key in the lock and enter the house, which is no longer barred by the chain. You examine it as you are going through the door and perhaps that is why you fail to see a brown paper parcel which someone has left lying about on the floor. Tripping over this minor obstruction, you all but fall headlong, managing to keep your balance by running down the hallway into the wall at the other end. You feel somewhat dazed - I hope you haven't got concussion. It strikes me that the gods have it in for you more than somewhat. !SWITCH EUREKA1 NULL NULL EUREKA2 NULL !MESSAGE PASSBARR You are passing through a ticket barrier being carried along by a throng of other people. A bored-looking ticket collector is giving you a casual but expectant glance. !MESSAGE PASSNOWSET You will now be given the option of setting passwords on Saved games. !MESSAGE PASSUNSET No password will now be set on any Saved games. To change the default type "SETP". !MESSAGE PASSWQ Do you want to set a password? !MESSAGE PASSWRONG Incorrect password. If you have forgotten the password to a game which is truly "yours," contact AJM8 who should be able to reset it. You should now quit, ignoring any error message which may occur. !MESSAGE PASSVXYZ !SWITCH PZ PY PX PV !MESSAGE PV V !MESSAGE PX X !MESSAGE PY Y !MESSAGE PZ Z !MESSAGE PAYCOLLECTOR You are given no chance to initiate financial dealings with the ticket collector before you are swept past him by the crowd. !MESSAGE PAYFIRST You haven't paid the main fare yet! !MESSAGE PLAYHAHA You play for a while, enjoying your fourth childhood, at least. !MESSAGE PLAYTAPE You play the tape on the extensive Stereo equipment. The cacophony it produces would have Stockhausen revolving in his grave. Half way through the sound grinds to a halt as if the power had run out. You pick up the tape again and it seems undamaged. !MESSAGE PLAY2TAPE You are unable to get the tape player to work - there doesn't seem to be any power. !MESSAGE PLEASEMESS Please report bugs, complaints and suggestions to AJM8. Suggested vocabulary increases are especially welcome. Note that $ means (pound) and try the different effect of Q,QQ,QQQ. Next recompilation should be about June 1989. There is a rudimentary password system in operation for the protection of saved games. Other differences between this and other adventures include the fact you are not assumed to know in which direction North lies, and that commands such as SAVE do not take a unit of game time. Note if you try to move to the left you are assumed to be facing that way whether or not your move succeeds. Please send any comments, however trivial, especially if you wish to see your name in lights in the file AJM8.XENO.MESS. Have fun. !MESSAGE POLEBROKEN An insufficient amount of the pole protrudes above the ground for you to be able to break it any further. !MESSAGE POLICEBUS The policeman you have left behind on the pavement seems very agitated at your escape from his questioning, and seems undecided whether to summon reinforcenents or to run after the bus on foot. !MESSAGE POLICEMOVE "Hey! I'm talking to you!" shouts the policeman as he rushes up behind you. "You're behaving very suspiciously if you ask me." !MESSAGE POLICEQ !SWITCH PQ0 PQ1 PQ2 PQ3 PQ4 !MESSAGE PQ0 "Your name please sir?" asks the policeman, opening a small notebook. !MESSAGE PQ1 "And what is your current age?" continues the policeman. !MESSAGE PQ2 "What is your home address?" enquires the policeman. !MESSAGE PQ3 "And where are you heading for just now?" asks the policeman. !MESSAGE PQ4 "And now, just a routine check, sir," begins the policeman reassuringly. "Would you mind showing me the contents of your pockets?" !MESSAGE POLICEA !SWITCH PA0 PA1 PA2 PA3 ERROR !MESSAGE PA0 The policeman begins writing slowly in his notebook. !MESSAGE PA1 The policeman records your words exactly, but a little confusedly. !MESSAGE PA2 With scarcely concealed disbelief, the policeman continues writing. !MESSAGE PA3 The policeman finishes writing in his book, but seems about to say something further. !MESSAGE PRICEMESS That costs @x31. !MESSAGE PRISONMESS You are locked up in a cell and there we must leave you until your plea for bail is heard. !MESSAGE PURPOSEWANDER Following the map, you move off in a purposeful manner. !SWITCH CARDM1 NULL !MESSAGE PUSHSCISSORS You try to pick up the scissors, but only succeed in pushing them further away along the shelf. !MESSAGE QUITQUERY Are you sure you want to quit? !MESSAGE RANDOMRUN You choose a direction and run. !MESSAGE RAT0SCRATCH You hear sounds of scratching from a set of steps leading down. !MESSAGE RAT1SCRATCH You hear the sounds of scratching from somewhere around you in the dark. !MESSAGE RATCASKDIE As you lean down to pick up the cask, you see it is surrounded by wood shavings and small dry lumps of animal excreta. Suddenly you receive a sharp bite on your arm and find yourself engaged in combat with a creature a tenth your size but even more vicious. You make a surprising amount of noise, and I suppose that's why the fight is interrupted by the arrival of a timid houseowner and a policeman. The latter shows considerable interest in the reasons for your presence in someone else's cellar with a torch and is unsatisfied by your explanations. !MESSAGE RATDARKDIE As you grope on the floor in darkness there is a sudden rustling sound. This is followed by you receiving an unpleasant bite on your hand. To cut a long story short, the yell you make leads to someone calling the police who take you away. !MESSAGE RATDIE You land a heavy blow on the rat. This seems to jerk it out of its trance, and perceiving itself cornered, it begins to fight viciously, landing a severe cut on your neck. You let out a scream which must be audible a mile away and you can hear cautious footsteps approaching as you faint from loss of blood. But don't worry, your finder is an expert in first aid and gets you to hospital in time. !MESSAGE RATESCAPES As you move towards the rat, you jog the torch a fraction. The rat recovers from its trance and scurries off into the gloom. !MESSAGE RATSEE As you move the torch around you catch a glimpse of a large rat scuttling amid the darkness. !MESSAGE RATTLEWHISTLE Everything that isn't firmly nailed down seems to rattle in sympathy. !MESSAGE READAD You choose an advertisement to look at. It reads: !SWITCH AD0 AD1 AD2 AD3 AD4 AD5 AD6 AD7 !MESSAGE AD0 Do you suffer from migraines, colds, flu? Nothing works faster than anadin. !MESSAGE AD1 Do you feel left out of current affairs? Buy a newspaper and read the "Lonely Hearts" section. !MESSAGE AD2 Is your life a dark void? Buy an Evening Standard lamp! !MESSAGE AD3 Is your car battery flat? We charge more than any other garage! !MESSAGE AD4 Our antique shops encompass tastes in all directions. !MESSAGE AD5 Lost in London? Our A-Z will tell you where to get off! !MESSAGE AD6 Do you burn with desire for the latest football scores? Why not go and see the match for yourself! !MESSAGE AD7 Don't miss the Policemen's Balls...coming your way soon. !MESSAGE READCARD The card has the words "Get out of Jail Free" printed on it. !MESSAGE READMAPTAXI You find you are unable to follow your progress on the map. The real world is much too complex given the speed of your vehicle. !MESSAGE READHEADL A typical headline reads: !SWITCH HEAD0 HEAD1 HEAD2 HEAD3 HEAD4 HEAD5 HEAD6 HEAD7 HEAD8 !MESSAGE HEAD0 "Computer Games Industry Booming" !MESSAGE HEAD1 "Everest Team Lose Map in Blizzard" !MESSAGE HEAD2 "Amnesia on the Increase - Official" !MESSAGE HEAD3 "Scientists Report Large Changes in Earths Magnetic Field" !MESSAGE HEAD4 "Power cuts likely in some areas of London" !MESSAGE HEAD5 "Man chases unrolling ball of string down Primrose Hill" !MESSAGE HEAD6 "Scientific basis to old Superstitions Claim" !MESSAGE HEAD7 "Vicious Assault on Hit and Run Doorbell Nuisance" !MESSAGE HEAD8 "Teenage overdose tragedy" !MESSAGE READNEWS You start reading the newspaper which contains the usual sort of thing. Boring articles follow sensational headlines which fill up half a page, while a small crossword on the last page includes such clues as "Female Sheep; First letter E." There are various advertisements scattered liberally around the paper, and a horoscope section on the penultimate page. !SWITCH READHEADL !MESSAGE READ1POLE The scratches on the pole are difficult to read, but you think you can make out "may pole 5." !MESSAGE READ2POLE With the aid of the magnifying glass you can easily read the scratch-marks on the pole. They say "mag. pole S." !MESSAGE READTICKET The ticket reads, "Special one-day Rover - valid everywhere. Adult. Price $3.45. This is the age of the train." !MESSAGE READTMTAB The timetable reads as follows: TIMETABLE FOR BUSES NUMBERS 15,22,29,30,36,37,44,45,51,52, 59,60,66,67,74,75,81,82,89,90,96,97,104,105,111,112,119,120 (the actual timetable appears to have been torn out of the middle of the paper and so there is a blank space here. In small print at the bottom you can read:) N.B. London Transport does not guarantee to provide buses at any of the above times. !MESSAGE REMEMMESS That's something that's very hard to do consciously, I'm afraid. !MESSAGE RINGBELL You press the old looking doorbell, but don't hear any sound. !MESSAGE RODWAVE With an inexplicable feeling of deja vu, you wave the rod. !MESSAGE ROLLDOWN You throw the bogroll which proceeds to roll down away from you. !MESSAGE ROLLEDJOINT Showing surprising skill you form a paper tube from unsavoury looking pieces of litter and crumble the resin into it. I'd say those were the hands of experience. !MESSAGE ROLLINBOG You take a refreshing roll in the bog. !MESSAGE ROLLMESS You roll around on your back for a while. It's quite soothing, but I hope there's no-one watching. !MESSAGE ROLLROLL You roll the roll a short distance but then it stops. !MESSAGE RUNPOLICE You dash away from the policeman who is busy writing in his book. "Stop that man!" he shouts. !MESSAGE SAVEDINIT Suddenly you and your entire surroundings are lifted up and thrown outwards with mind-boggling speed. You feel yourself gyrating around uncontrolledly until without warning, you are dumped onto a circular disc. A vaguely familiar voice chides you with "Will you stop messing around? You'll break something, if you're not careful." !MESSAGE SAVENDDB Everything goes blurry for a while amid a confused flurry of lights. Eventually you see that: You're sitting at a Phoenix terminal. !MESSAGE SAVESTAT Suddenly there is a burst of activity. From nearby there is a flash of light and you are knocked off your feet. You recover to find that nothing has changed. !MESSAGE SCOR1MES You've scored @x34 points out of about 300. !MESSAGE SCOR2MES !SWITCH SCOR1MES !MESSAGE SCOREDOPE You've already got some! Don't be greedy. !MESSAGE SEARCHOK The policeman performs a quick and efficient search quoting some recent law as authority for his actions. He finds nothing he regards as suspicious, and so he moves off. His parting words are, "Try to keep out of trouble - I hate to think of basically decent people like you ending up in jail." !MESSAGE SEARCHNOTOK The policeman performs a quick and efficient search quoting some recent law as authority for his actions. "And what a good law it is too!" he cries, as his attention focusses on one of your possessions. !MESSAGE SEATAKEN As you return to your seat you find that someone has taken it who glowers at you meanacingly. All the other seats seem to be occupied. !MESSAGE SEESCISS As you leave the kitchen you vaguely notice something out of the corner of your eye. !MESSAGE SEERESIN As you leave the bathroom you catch a glimpse of something on top of the toilet. !MESSAGE SELLQUERY !SWITCH SELL0 SELL1 SELL2 SELL3 SELL4 SELL10 !MESSAGE SELL0 "That doesn't look as though it's worth very much," says the fence. "I'll offer you @x35p. Take it or leave it." !SWITCH SQ2 !MESSAGE SELL1 "I suppose I could find a use for that," concedes the fence. "I'll give you $@x34.@x35 for it." !SWITCH SQ2 !MESSAGE SELL2 "If my memory serves me right, that's worth a bit," ponders the fence. "But not very much, of course," he adds hastily. "I'll give you $@x34.@x35." !SWITCH SQ2 !MESSAGE SELL3 "Goodness, Is that a genuine cask of Amontillado? Well I'll be damned. I'll give you $@x34.@x35 for that," says the fence. !SWITCH SQ2 !MESSAGE SELL4 "Panama Red! Very nice!" exclaims the fence, sniffing the resin. "I've searched every joint in town looking for some of that. I'll give you $@x34.@x35 for it - it seems to be about one ounce." !SWITCH SQ2 !MESSAGE SELL10 "Wow! A Yale master key!" exclaims the fence. "That could be very useful in my line of business. I'll give you a tenner for it. That's my final offer, mind!" !SWITCH SQ2 !MESSAGE SQ2 Do you still want to sell? !MESSAGE SETCLOCK There is no obvious mechanism for doing that. !MESSAGE SETWATCH You adjust your watch to the time shown on the clock. !MESSAGE SEVENMESS Is that the time? I wonder. !MESSAGE SHOWNPAPER The ticket collector gives a bored glance in your direction. Knowing that all the tickets have been inspected on the train he feels no pressing duty to examine them closely. !MESSAGE SHOWNTICKET The ticket collector gives a bored glance in your direction scarcely examining your ticket and makes no move to prevent your passage onto the station. !MESSAGE SITTINGMESS As you enter the room you see an old man sitting melancholily. He lets out a scream of "Help! Police!" !MESSAGE SITTING2MESS As you enter the gloomy room a cry goes up from the darkness of "Help! Police!" !MESSAGE SHOPCLOSING The shop assistants start packing things away and seem anxious that you should leave. !MESSAGE SHOPENTER You enter what appears to be a suitable shop. !MESSAGE SHOPSHUT All the shops seem to be closed - it is getting a little late. !MESSAGE SHOPMORT Most of the shops seem to be closed and you wander about despondently for a while, before locating a friendly late-night Indian delicatessen. !MESSAGE SITLOO You sit down upon the yoilet. !MESSAGE SITTAXI You sit down comfortably on the back seat of the taxi. !MESSAGE SITMESS You take the weight off your feet for a while. !MESSAGE SOLDM You complete your transaction. !MESSAGE SMOKEDIE The policeman stares at you with unconcealed wonder in his eyes at your amazing chutzpah. He recovers sufficiently to arrest you - I fear you'll be convicted as well. Remember - It may or may not be wrong, but it sure is against the law. !MESSAGE SMOKEJOINT You light the joint and smoke it quietly to yourself. You feel great for the remainder of this game. !MESSAGE SPEAKMESS You @x32 a little, but no one takes any notice. !MESSAGE STAIRSBLOCKED The stairs to the attic seem to have been blocked by a recent fall of plaster. !MESSAGE STANDMESS You stand up. !MESSAGE STARATTACHED Despite its rustiness, the star seems to be firmly attached to the rod. !MESSAGE STARTPLAY You start to play the tape, which begins with several seconds silence, but are rudely interrupted by a noise outside the room. !MESSAGE STEALDIE The policeman stares at you with amazement at your nerve and stupidity. Sadly he shakes his head and arrests you. !MESSAGE STEALNEWSDIE You grab a newspaper and try to dash away, but the newspaper seller is ready for you and lands a heavy blow on your stomach. Unfortunately, the whole episode has taken place in front of a policeman on the other side of the street, whom you failed to notice. !SWITCH STEALDIE !MESSAGE STILLBUY Do you still want to buy? !MESSAGE TAKEFENCE As you move towards the fence with hands outstretched to pick him up, he gives a cry of fear and runs away. I think he must have taken a fence. !MESSAGE TAPEOUCH You attempt to insert the tape into the tape recorder. Unfortunately, some idiot has wired the earth-wire of the Stereo to the live-wire of the mains. You recover consciousness almost instantly to find you are lying alongside the tape, which doesn't seem badly damaged. That really was a bit unlucky. !SWITCH EUREKA1 NULL NULL EUREKA2 NULL !MESSAGE TAPELIEDIE "Well what the hell have you been wasting my time for?" she screams at you. She drives you out of the house and refuses to listen to your claim that you were only joking, and that you really had them all the time. !SWITCH FAILED !MESSAGE TAPELOADING There is a tape player whirring away in the background. !MESSAGE TAXIGONE The taxi doesn't seem to be here any more! !MESSAGE TAXIPOLICE The driver gives you a look of surprise mingled with fear and anger. As you move off you see him talking into his radio. !MESSAGE TAXISIGNAL You attract the attention of a passing taxi which duely performs a hair-raising U-turn and stops beside you. !MESSAGE TAXISTART The driver gives a short nod and starts the taxi, the meter and whistling. !MESSAGE TAXISTOP The taxi comes to a sudden halt. "Here we are then," observes the driver. !MESSAGE TAXIJUNCT "Number seven is one of those houses over there. I couldn't tell you which one - they all look the same to me." !MESSAGE TAXIWAIT The taxi-driver seems to hang around a fraction longer than seems natural. !MESSAGE THATSHIM You are met in the hallway by an irate houseowner and a policeman. "That's him!" they cry exuberantly. "He's the one who ruined my !SWITCH TH0 TH1 TH2 TH3 TH4 TH5 TH6 TH7 !MESSAGE TH0 Stereo!" !MESSAGE TH1 bedroom mirror!" !MESSAGE TH2 kitchen!" !MESSAGE TH3 bathroom!" !MESSAGE TH4 ceiling!" !MESSAGE TH5 cask of Amontillado!" !MESSAGE TH6 vegetable patch!" !MESSAGE TH7 hallway paintwork! !MESSAGE THIRSTMESS You are feeling a trifle thirsty. !MESSAGE THROWROLL The roll rolls away from you, gathering momentum as it does so. It disappears from sight having scarcely unrolled at all. !MESSAGE WATCHSAYS Your watch says @x31. !MESSAGE TIME01 @x34:@x35 !MESSAGE TIME010 @x34:0@x35 !MESSAGE TICKETBOUGHT You pay for your ticket and the inspector shifts his attention from you, grumbling as he does so about the amount of his time you've wasted. !MESSAGE TICKETDIE "Well in that case I'll have to turn you over to the police when we arrive in London," says the inspector calmly. A long-moustached retired Major-General who has been eyeing you with severe distaste, offers the inspector his assistance and you are given no chance to escape. !SWITCH TICKET2DIE !MESSAGE TICKET2DIE Eventually the train arrives at a station and you are delivered into custody. Your inability to give any form of self-identification leads to you being locked up in a cell, where we must leave you pending your application for bail. !MESSAGE TICKETMOVE "Hoy! Stop that man!" shouts the ticket inspector. A retired Major-General with a long moustache and a distaste for criminals trips you up as you move away. Foolishly you struggle with him and are quickly subdued, losing all sympathy from the onlookers. !SWITCH TICKET2DIE !MESSAGE TICKETPLEASE A friendly looking ticket inspector addresses you. "Could I see your ticket please, sir?" !MESSAGE TICKET2PLEASE "Your ticket, if you don't mind sir," states the inspector in a slightly less friendly tone. !MESSAGE TICKETLOO A friendly looking ticket inspector opens the door of the toilet and sees you inside. "Oh, I'm so sorry sir," he begins. "Would you be so kind as to show me your ticket?" !MESSAGE TICKET2LOO A friendly looking ticket inspector approaches you just as you are entering the toilet. "Excuse me sir," he addresses you, "Could I see your ticket please?" !MESSAGE TICKETBUY "If you haven't got a ticket you'll have to buy one. That'll be $5.10, if you don't mind," glowers the inspector. Are you going to pay him? !MESSAGE TIPQUERY A suitable tip would be @x34.@x35. Do you still wish to give one? !MESSAGE TOILETMESS You are in need of going to the toilet. !MESSAGE TOOKOBJ1 You took @x37 object(s). !MESSAGE TOOPOOR I'm afraid you don't have enough money. I know what it's like. !MESSAGE TORCHBATTERY You open up the torch and see that it has some battteries in it. You snap it shut again afterwards. !MESSAGE TORCHEMPTY You open up the torch and find that it is empty. You snap it shut again. !MESSAGE TORCHOFF The torch is now off. !MESSAGE TORCHON The torch is now on and producing a cone of light. !MESSAGE TORCHDARK The torch is now on, but not producing any light. !MESSAGE TORCH2DARK The torch is now on but not producing any light - I think you must have broken the bulb when you clambered inside. !MESSAGE TRAINSLOWING The train gives a sudden jolt and starts to slow down somewhat. You receive a mild knock as you overbalance a little, which reminds you of the headache you'd managed to forget about. This time it doesn't go away, I'm afraid. !MESSAGE TRAINSTOPPED The train screeches to a stop next to a platform on its left. !MESSAGE TROUBLEMAKER "You really are a bit of a troublemaker, aren't you? I'm afraid you'll have to come with me to the station," says the policeman. !MESSAGE UNLOCKDOOR You insert the key in the lock and unlock the door. !MESSAGE UNROLLROLL You start unwinding the roll, but it'S very long, and you soon get bored and stop. I wonder if it could be done any faster, somehow. !MESSAGE UNSTICKNICKEL With a slight effort, you prise the nickel away from the rod. !MESSAGE UNWINDWATCH Oh yeah? Perhaps you'd better explain how. !MESSAGE USEDBOGROLL I naturally assumed you would use such if and when appropriate. !MESSAGE USEDTOILET You didn't feel any great need to do so, but you do anyway. !MESSAGE USED2TOILET You relieve yourself, and feel much relieved. !MESSAGE VIOLENCE Temper, temper. !MESSAGE WALKEDEST Following the map almost faultlessly, you have arrived at what should be your intended destination. !MESSAGE WALKWHERE To where are you trying to plan a route? !MESSAGE WALLBMESS With the aid of the flashing lights you manage to read the compass. You set off in the direction it indicates, but find you have walked into the choking material which makes up your surroundings. You fight your way out, however, causing further damage. !MESSAGE WANDERCMESS You wander about the house a bit, but all the rooms are deserted and full of the same sort of computer junk as the first one you entered, and so you return there. !MESSAGE WARNMESS !MESSAGE WASHMESS You clean off all the grime which has accumulated on your person during your wanderings. !MESSAGE WASHOBJ It doesn't look very dirty - I shouldn't bother if I were you (which I am, more or less.) !MESSAGE WASHPAPER Don't do that - it'll get all soggy. !MESSAGE WATCHSTART As you wind the watch, you think you can hear it start ticking. !MESSAGE WAVEDMESS You wave, but no-one seems to notice. !MESSAGE WAVEDOBJ You wave it around, feeling a little silly. !MESSAGE WELCEND Suddenly the tape player stops whirring. The woman types something on a keyboard and a nearby screen is illuminated. On the screen appears: Welcome to adventure! If you want to restore a saved game, type the name of the file it was saved in: : !SWITCH FIRSTLETTER !MESSAGE WELCOMEM XENOPHOBIA Version 3.7 This is the fourth released version, so should be relatively bug-free. Please type PLEASE. If you are new to this type of game type HELP. !MESSAGE WELCOMEQ Should I describe your predicament? !MESSAGE WELCOME2 You wake up slowly with a frightful headache to vaguely familiar surroundings. There is a loud and curiously soothing swishing noise in your ear. After a while you realise that you are on a train, and that the noise you can hear is your watch as you prop up your head. You are lying on an entire seat and feel lousy. Slowly you sit up and look around you. As you do so, someone badtemperedly occupies the half of the seat you just vacated. You can remember next to nothing about yourself and how you came to be where you are. It is a disturbing feeling. There are various people around, but most of them are showing a deliberate lack of interest in you. I imagine you are an unattractive sight. !MESSAGE WHATFOR What for? !MESSAGE WHATNUMBER "Ah yes, we're going that way," says the conductor. "Which number are you looking for?" !MESSAGE WHICHDIR In which direction? !MESSAGE WHATWANT The front door opens and an old man appears. He seems surprised and doesn't recognise you. "What do you want?" he asks in an unwelcoming tone of voice. !MESSAGE WHATWITH With what, then? !MESSAGE WHISTLEMESS You whistle a tuneful air whose name, in your present state, you are unable to remember. !MESSAGE WHOLECASK What? A whole cask? Anyway, it seems to be firmly stoppered. !MESSAGE WHOFROM >From whom? !MESSAGE WHOTO To whom? !MESSAGE WHOMMESS @x32 whom? !MESSAGE WINDWATCH You give the watch spring several vigorous half-twists. !MESSAGE WORTHLESS The fence takes one look at the @x33 and turns his head away in disgust. "That's not worth the time of day," he dismisses it scornfully. !MESSAGE WTGROYT See you anon. !MESSAGE XENOMESS That's the name of the game. !MESSAGE YOUJOKE Surely you're only jesting? !MESSAGE YOURENICKED Suddenly a tall young man wearing a blue uniform taps you on the shoulder. "Excuse me," he begins, "I wonder if you'd mind answering a few questions." !MESSAGE YOUUNWIND You take a few deep breaths and dispel all that inner tension. You feel much better now. !MESSAGE ZAHMESS houseno @x34 s(player)r @x35 v facing @x36 s ()o @x37 !END