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.
RESOLVE VAR0 (PLAYER)R
RESOLVE VAR0 (VAR0)O
TAKEA1:
LOAD V VAR2 V VAR0
ADD V VAR2 I 1536
RESOLVE VAR2 (VAR2)O
GOSUB TAKESUB
SKIP UNLESS V VAR1 EQ 1
ADD V VAR3 I 1
LOAD V VAR0 V VAR2
SKIP IF V VAR0 EQ 0
GO TAKEA1
PRINTRET TOOKOBJ1 VAR3
GETBUS:
SKIP UNLESS S BUS EQ 5
PRINTRET NOBUSHERE
SKIP IF S BUS EQ 4
PRINTRET ALRONBUS
SKIP UNLESS V BUSNO EQ 100
GO GETSPECBUS
SKIP UNLESS V DIRTCOUNT GT 6
PRINTRET DIRTBUSNUB
MOVE PLAYER WITH TO BUS
LOAD S BUS I 0
PRINT ENTERBUS
RETURN ABORT
GETSPECBUS:
SKIP4 UNLESS V BADLUCK EQ 0
MOVE PLAYER WITH TO BUS
LOAD S BUS I 0
PRINT ENTERSPECBUS
RETURN ABORT
LOAD V VAR0 V BADLUCK
PRINT BUSOUCH VAR0
SET CUTTABLE PLAYER
GO ENDPROG
GETCASK:
SKIP2 IF M LIGHT
SET CUTTABLE PLAYER
PRINTRET RATDARKDIE
SKIP2 IF S CELLAR EQ 0
SET CUTTABLE PLAYER
PRINTRET RATCASKDIE
MOVE CASK WITH TO PLAYER
LOAD S CELLAR I 4
SET NOFACING CELLAR
SET TAKEN CASK
PRINTRET GOTCASK
GETPOLE:
SKIP IF R (PLAYER)R EQ HILLTOP
PRINTRET DONTSEE
SKIP UNLESS P TAKEN ROD
PRINTRET POLEBROKEN
SET TAKEN ROD
MOVE ROD WITH TO PLAYER
LOAD S DUMMYSTAR I 1
PRINTRET GOTROD
GETRAT:
SKIP2 UNLESS R (PLAYER)R EQ CELLAR
SKIP UNLESS S CELLAR EQ 0
SKIP IF V HOUSENO EQ 5
PRINTRET DONTSEE
GO WTGRORAT
GETTAXI:
SKIP UNLESS R (PLAYER)R EQ TAXIRANK
GO GOTTAXI
SKIP UNLESS R (PLAYER)R EQ TAXI
PRINTRET ALRINTAXI
SKIP UNLESS R (PLAYER)R EQ MORTLAKE
PRINTRET NOTAXIMORT
SKIP IF P MAYBETAXI (PLAYER)R
PRINTRET NOTAXIDIOT
LOAD V VAR0 R 2
SKIP IF V VAR0 EQ 0
PRINTRET NOTAXI
PRINT TAXISIGNAL
GOTTAXI:
SKIP UNLESS S TAXI EQ 6
PRINTRET NOTIPSNUB
SKIP2 UNLESS S TAXI EQ 7
ADD V POLICECALL I 1
PRINTRET NOPAYSNUB
SKIP UNLESS V DIRTCOUNT GT 6
PRINTRET DIRTAXISNUB
RESOLVE TAXILOC (PLAYER)R
MOVE PLAYER WITH TO TAXI
PRINT ENTERTAXI
RETURN ABORT
TAXIFARE:
SKIP3 IF R (TAXILOC)R EQ STLONDON
LOAD V VAR0 I 2
LOAD V VAR1 I 25
RETURN
LOAD V VAR0 I 0
LOAD V VAR1 I 95
RETURN
TEARPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHOLDING
SKIP IF P CUTTABLE ()O
PRINTRET CANTDO
MOVE ()O WITH DESTROY
PRINTRET CUTOBJ
THROWPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHOLDING
SKIP4 UNLESS R ()O EQ BOGROLL
SKIP3 UNLESS R (PLAYER)R EQ HILLTOP
MOVE BOGROLL WITH TO FOOTHILL
LOAD S BOGROLL R 7
PRINTRET THROWROLL
SKIP UNLESS R ()O EQ ROD
GO THROWROD
GO DROPPROG
THROWROD:
SKIP2 UNLESS R (NICKEL)R EQ (PLAYER)R
SKIP IF P INVIS NICKEL
SKIP UNLESS E (NICKEL)U
GO DROPPROG
MOVE NICKEL WITH TO ROD
MOVE ROD WITH TO (PLAYER)R
LOAD S ROD V HOUSENO
PRINTRET NICKELROD
TIPPROG:
SKIP UNLESS M W2SP BUSSPEC
PRINTRET NOTIPBUS
SKIP IF M W2SP TAXISPEC
PRINTRET CANTDO
TIPTAXI:
SKIP UNLESS S TAXI GT 5
PRINTRET TAXIGONE
SKIP UNLESS S TAXI LT 4
PRINTRET PAYFIRST
LOAD V VAR0 I 0
LOAD V VAR1 I 25
SKIP IF Q TIPQUERY
PRINTRET OKMESS
GOSUB PAYSUB
LOAD S TAXI I 8
SKIP2 IF R (PLAYER)R EQ TAXI
GOSUB TAXIEMPTY
PRINTRET DRIVERHAPPY
MOVE PLAYER WITH TO (TAXILOC)R
LOAD V FACING I 0
GOSUB TAXIEMPTY
PRINTRET DRIVER2HAPPY
TAXIEMPTY:
SKIP IF E (TAXI)O
RETURN
MOVE (TAXI)O WITH DESTROY
GO TAXIEMPTY
TICKBARR:
PRINTRET BARRIER
TURNPROG:
SKIP UNLESS M W2EX
SKIP2 UNLESS M W2SP LOOKSPEC
ADD V FACING I 2
GO TURNTEST
SKIP2 UNLESS M W2SP LEFTSPEC
ADD V FACING I 1
GO TURNTEST
SKIP2 UNLESS M W2SP RIGHTSPEC
ADD V FACING I 3
GO TURNTEST
PRINTRET CANTDO
TURNTEST:
SKIP IF V FACING LT 4
SUB V FACING I 4
PRINTRET OKMESS
UNWINDPROG:
SKIP IF M W2EX
PRINTRET YOUUNWIND
SKIP UNLESS R ()O EQ WATCH
PRINTRET UNWINDWATCH
UNROLLPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHOLDING
SKIP IF R ()O EQ BOGROLL
PRINTRET CANTDO
MOVE BOGROLL WITH DIR D
SKIP UNLESS R (BOGROLL)R EQ (PLAYER)R
PRINTRET UNROLLROLL
SKIP2 IF R (PLAYER)R EQ HILLTOP
LOAD S BOGROLL V HOUSENO
PRINTRET ROLLDOWN
UNSET NOFACING HILLTOP
LOAD S BOGROLL R 3
MULT S BOGROLL I 2
MOVE BOGROLL WITH DESTROY
PRINTRET HILLROLL
UPHILL:
PRINT BEGINCLIMB
SKIP3 IF S HILLTOP EQ 4
SUB V HOUSENO S BOGROLL
SKIP UNLESS V HOUSENO EQ 0
PRINT MEETBOGROLL
LOAD V HOUSENO R 7
LOAD V FACING R 3
ADD V DIRTCOUNT I 1
PRINTRET MUDMESS
USEPROG:
SKIP UNLESS M W2SP TOILETSPEC
GO USETOILET
SKIP IF M W2OB
PRINTRET HOWMESS
SKIP IF R ()R EQ (PLAYER)R
PRINTRET DONTSEE
SKIP UNLESS R ()O EQ BOGROLL
PRINTRET USEDBOGROLL
PRINTRET HOWMESS
USETOILET:
SKIP IF P TOILET (PLAYER)R
PRINTRET NOTOILET
SKIP3 UNLESS P CUTTABLE CANNABIS
SKIP2 UNLESS V HOUSENO EQ 3
SKIP UNLESS R (PLAYER)R EQ BATHROOM
PRINTRET FLUSHM2
SKIP IF V TOILETIME GT 20
PRINTRET NOURINE
SKIP2 IF V TOILETIME GT 100
LOAD V TOILETIME I 0
PRINTRET USEDTOILET
LOAD V TOILETIME I 0
PRINTRET USED2TOILET
WAITPROG:
PRINTRET OKMESS
WALLB:
PRINTRET WALLBMESS
WANDERCOMP:
PRINTRET WANDERCMESS
WANDERPROG:
RESOLVE VAR0 (PLAYER)R
RESOLVE VAR0 (VAR0)O
WANDER1:
LOAD V VAR1 V VAR0
ADD V VAR1 I 1536
RESOLVE VAR1 (VAR1)O
SKIP IF R (VAR0)O EQ PLAYER
MOVE (VAR0)O WITH DESTROY
SKIP2 IF V VAR1 EQ 0
LOAD V VAR0 V VAR1
GO WANDER1
SKIP UNLESS V CUSTODY EQ 3
LOAD V CUSTODY I 0
SKIP2 UNLESS V CUSTODY EQ 1
PRINT POLICEMOVE
GO PRISONPROG
LOAD V VAR0 I 1
SKIP3 IF P TAKEN CARD
LOAD V VAR0 R 4
SKIP UNLESS V VAR0 EQ 0
MOVE CARD WITH TO STLONDON
SKIP UNLESS P READ MAP
SKIP IF H MAP PLAYER
DESCRET WITH
SUB V JTIME I 1
SKIP IF V JTIME EQ 0
PRINTRET PURPOSEWANDER VAR0
MOVE PLAYER WITH TO (WALKDEST)R
UNSET READ MAP
LOAD V WALKDEST I 0
GOSUB FACING2
LOAD V HOUSENO I 5
PRINT WALKEDEST
RETURN ABORT
WASHPROG:
SKIP2 IF P TOILET (PLAYER)R
SKIP IF R (PLAYER)R EQ KITCHEN
PRINTRET NOWASHERE
SKIP UNLESS M W2EX
SKIP4 UNLESS M W2SP WASHSPEC
WASHSELF:
SKIP UNLESS V DIRTCOUNT EQ 0
PRINTRET ALRCLEAN
LOAD V DIRTCOUNT I 0
PRINTRET WASHMESS
SKIP4 UNLESS M W2OB
SKIP IF R (PLAYER)R EQ ()R
PRINTRET DONTSEE
SKIP UNLESS P CUTTABLE ()O
PRINTRET WASHPAPER
PRINTRET WASHOBJ
WAVEPROG:
SKIP IF M W2EX
PRINTRET WAVEDMESS
SKIP IF H ()O PLAYER
PRINTRET NOTHOLDING
SKIP UNLESS R ()O EQ ROD
GO WAVEROD
SKIP4 UNLESS R ()O EQ TORCH
SKIP3 IF S CELLAR EQ 4
LOAD V FACING R 2
ADD V FACING I 1
PRINTRET RATSEE
SKIP3 UNLESS R (PLAYER)R EQ TAXI
SKIP2 UNLESS R ()O EQ PAPER
SKIP UNLESS P READ PAPER
GO WAVEPAPER
SKIP2 UNLESS R ()O EQ CARD
SKIP UNLESS V CUSTODY EQ 1
GO WAVECARD
PRINTRET WAVEDOBJ
WAVECARD:
LOAD V CUSTODY I 11
MOVE CARD WITH DESTROY
PRINTRET JAILHAHA
WAVEPAPER:
SKIP UNLESS S TAXI EQ 1
PRINTRET ALRKNOWADDRESS
RESOLVE VAR0 (JUNCT)R
SUB V VAR0 V TAXILOC
SKIP UNLESS V VAR0 EQ 0
PRINTRET ALRTHERE
LOAD S TAXI I 1
RESOLVE TAXILOC (JUNCT)R
LOAD V HOUSENO R 7
LOAD V JTIME I 10
LOAD V WALKDEST I 0
UNSET READ MAP
PRINTRET TAXISTART
WAVEROD:
SKIP2 UNLESS R (NICKEL)R EQ (PLAYER)R
SKIP IF P INVIS NICKEL
SKIP UNLESS E (NICKEL)U
PRINTRET RODWAVE
PRINTRET NICKELMOVES
WINDPROG:
SKIP IF H ()O PLAYER
PRINTRET NOTHOLDING
SKIP IF R ()O EQ WATCH
PRINTRET CANTDO
SKIP2 UNLESS V WATCHSTOP EQ 0
LOAD V WATCHSTOP I 1
PRINTRET WINDWATCH
SKIP2 UNLESS V WATCHSTOP EQ 1
LOAD V WATCHSTOP I 3
PRINTRET WINDWATCH
SKIP2 UNLESS V WATCHSTOP EQ 2
LOAD V WATCHSTOP I 0
PRINTRET WATCHSTART
PRINTRET WINDWATCH
ZAENDPROG:
MOVE PLAYER WITH TO MORTLAKE
MOVE TAPE WITH TO PLAYER
MOVE COMPASS WITH TO PLAYER
MOVE MATCHES WITH TO PLAYER
UNSET INVIS COMPASS
UNSET INVIS MATCHES
LOAD S MORTLAKE I 1
LOAD V HOUSENO I 13
LOAD V VAR3 I 13
LOAD V FACING I 1
RETURN
ZAHPROG:
LOAD V VAR0 V HOUSENO
LOAD V VAR1 S (PLAYER)R
LOAD V VAR2 V FACING
SKIP UNLESS M W2EX
LOAD V VAR3 S ()O
PRINTRET ZAHMESS
!WORDS
ADS OBJECT CANT ADSPEC
ADVERT OBJECT CANT ADSPEC 2
ALL NONE CANT ALLSPEC
ALTER OBEY SETPROG REQUEST REC
AMNESIA OBEY AMNESPROG MAY ANY
AMONTILLADO OBJECT CANT CASK DRINKSPEC
ANADIN OBJECT CANT PARACET DRUGSPEC
AROUND NONE CANT LOOKSPEC
ASK OBEY ASKPROG MAY ANY
ASPIRIN OBJECT CANT ASPIRIN DRUGSPEC
ASSISTANT NONE CANT SHOPSPEC
AWAY OBEY BACKPROG CANT B
BACK OBEY BACKPROG CANT B 1
BACKWARDS OBEY BACKPROG CANT B
BANK NONE CANT
BASE OBJECT CANT DATER
BATH OBJECT CANT BATHSPEC
BATTERIES OBJECT CANT BATTERIES
BEG PRINT ASKMESS MAY ANY
BELL NONE CANT
BILLBOARD OBJECT CANT ADSPEC
BLOW OBEY BLOWPROG REQUEST OBJ
BOGROLL OBJECT CANT BOGROLL
BREAK OBEY BREAKPROG REQUEST REC
BRIBE OBEY BRIBEPROG MAY REC
BURN OBEY BURNPROG REQUEST OBJ
BUS NONE CANT BUSSPEC
BUSSTOP MOVE CANT BUSSTOP
BUY OBEY BUYPROG REQUEST ANY
CAB OBEY GETTAXI CANT TAXISPEC
CALL OBEY CALLPROG MAY ANY
CANNABIS OBJECT CANT CANNABIS
CARD OBJECT CANT CARD
CASH OBJECT CANT MONEY
CASK OBJECT CANT CASK DRINKSPEC
CATCH OBEY CATCHPROG REQUEST REC
CHEST OBJECT CANT DATER
CHOCOLATE NONE CANT FOODSPEC
CLIMB OBEY CLIMBPROG MAY REC
CLOCK NONE CANT CLOCKSPEC
CLOSE OBEY CLOSEPROG REQUEST REC
COCOA NONE CANT DRINKSPEC
COFFEE NONE CANT DRINKSPEC
COIN NONE CANT NICKEL
COKE NONE CANT DRINKSPEC
COLLECTOR NONE CANT HUMANSPEC
COMPASS OBJECT CANT COMPASS
CONDUCTOR NONE CANT BUSSPEC
COOKER NONE CANT COOKERSPEC
CORRECT OBEY SETPROG REQUEST REC
CRESCENT NONE CANT JUNCT CRESCENTSPEC
CROSS OBEY CROSSPROG REQUEST SPECIAL
CUT OBEY CUTPROG REQUEST OBJ
DANCE OBEY DANCEPROG MAY ANY
DASH OBEY RUNPROG REQUEST DIR
DATABASE OBJECT CANT DATER
DATER OBJECT CANT DATER
DIG PRINT DIGMESS CANT
DISPLAY OBEY WAVEPROG REQUEST OBJ SHOWSPEC
DOOR NONE CANT DOORSPEC
DOORBELL NONE CANT
DOWN MOVE CANT D 1
DRINK OBEY DRINKPROG MAY REC DRINKSPEC
DRIVER NONE CANT TAXISPEC
DROP OBEY DROPPROG MAY REC ENDSPEC
DRUGS OBJECT CANT PARACET DRUGSPEC
EAST OBEY EPROG CANT E3 ENDSPEC 1
EAT OBEY EATPROG MAY REC
ENTER OBEY ENTERPROG MAY REC
EWE PRINT EWEMESS CANT
EWES PRINT EWESMESS CANT
FACE OBEY TURNPROG REQUEST DIR WASHSPEC
FARE NONE CANT FARESPEC
FENCE OBJECT CANT FENCE HUMANSPEC
FILL OBEY FILLPROG REQUEST OBJ
FINISH OBEY QUITPROG CANT MAGSPEC
FLUSH OBEY FLUSHPROG REQUEST REC
FOOD OBJECT CANT FOODSPEC
FORWARD OBEY FORWARDPROG CANT F 1
FRIDGE NONE CANT FRIDGESPEC
GET OBEY TAKEPROG MAY REC ENDSPEC
GIVE OBEY GIVEPROG REQUEST OBJ SHOWSPEC
GLASS OBJECT CANT GLASS
GLOUCESTER OBEY GLOUCESTERPROG MAY SPECIAL JUNCT
GO IGNORE REQUEST DIR
GUARD NONE CANT HUMANSPEC
HANDS NONE CANT WASHSPEC 4
HEADLINE NONE CANT HEADLSPEC
HELP PRINT HELPMESS MAY ANY MAGSPEC
HIDE PRINT HIDEMESS MAY REC
HILL MOVE CANT FOOTHILL HILLSPEC
HIT OBEY HITPROG REQUEST REC
HOME PRINT HOMEMESS MAY ANY HOUSESPEC
HOROSCOPE OBJECT CANT HOROSPEC
HOUSE NONE CANT HOUSESPEC
IN MOVE CANT I 1
INFO IGNORE REQUEST ANY
INSERT OBEY INSERTPROG REQUEST OBJ
INSPECTOR OBJECT CANT INSPEC HUMANSPEC
INVEN OBEY INVPROG CANT ENDSPEC 3
JOINT OBJECT CANT JOINT
JUMP OBEY JUMPPROG MAY DIR
KEY OBJECT CANT KEY
KICK OBEY HITPROG REQUEST REC
KILL OBEY KILLPROG REQUEST REC
KNOCK OBEY KNOCKPROG CANT
LAMP IGNORE REQUEST REC TORCH
LAVATORY NONE CANT TOILETSPEC
LEFT OBEY LEFTPROG CANT L LEFTSPEC 1
LIE PRINT SITMESS MAY DIR
LIGHT OBEY LIGHTPROG REQUEST OBJ TORCH ENDSPEC
LOO NONE CANT TOILETSPEC
LOOK OBEY LOOKPROG MAY SPECIAL LOOKSPEC
LOOPAPER OBJECT CANT BOGROLL
MACHINE OBJECT CANT DATER
MAGPOLE NONE CANT POLESPEC
MAN NONE CANT HUMANSPEC
MAP OBJECT CANT MAP
MARIJUANA OBJECT CANT CANNABIS
MATCH OBJECT CANT MATCHES
MAYPOLE NONE CANT POLESPEC
MEDICINE OBJECT CANT PARACET DRUGSPEC
METER NONE CANT METERSPEC
MILK NONE CANT DRINKSPEC
MIRROR OBJECT CANT MIRROR
MONEY OBJECT CANT MONEY
MORTLAKE OBEY MORTPROG REQUEST SPECIAL MORTLAKE
MOVE IGNORE REQUEST DIR
MUG OBEY MUGPROG REQUEST REC
MURDER OBEY KILLPROG REQUEST REC
MUSIC NONE CANT STEREOSPEC
NE OBEY NEPROG CANT
NEWSPAPER OBJECT CANT NEWS 4
NICKEL OBJECT CANT NICKEL
NORTH OBEY NPROG CANT N0 ENDSPEC 1
NW OBEY NWPROG CANT
OFF OBEY OFFPROG MAY ANY
OFFER OBEY GIVEPROG REQUEST OBJ
OFFICIAL NONE CANT HUMANSPEC
ON OBEY ONPROG MAY ANY
OPEN OBEY OPENPROG REQUEST REC
OUT MOVE CANT O 1
OVEN NONE CANT COOKERSPEC
PAPER OBJECT CANT PAPER
PARACETAMOL OBJECT CANT PARACET DRUGSPEC 4
PARCEL OBJECT CANT PARCEL
PAY OBEY PAYPROG MAY REC PAYSPEC
PEE OBEY USETOILET CANT
PERSON NONE CANT HUMANSPEC
PIECE NONE CANT NICKEL
PISS OBEY USETOILET CANT
PLAY OBEY PLAYPROG MAY OBJ
PLEASE PRINT PLEASEMESS CANT MAGSPEC
POLE NONE CANT POLESPEC
POLICE OBJECT CANT POLICESPEC
PUNCH OBEY HITPROG REQUEST REC
QQ OBEY ENDPROG CANT MAGSPEC
QQQ FINISH CANT MAGSPEC
QUIT OBEY QUITPROG CANT MAGSPEC 1
RAT OBJECT CANT RATSPEC
RD OBJECT CANT ROADSPEC
READ OBEY READPROG REQUEST REC
RECALL OBEY AMNESPROG MAY ANY
REFRIGE NONE CANT FRIDGESPEC
REMEMBER OBEY AMNESPROG MAY ANY
RESIN OBJECT CANT CANNABIS
RIGHT OBEY RIGHTPROG CANT R RIGHTSPEC 1
RING OBEY RINGPROG MAY REC
ROAD OBJECT CANT ROADSPEC
ROB OBEY MUGPROG REQUEST REC
ROD OBJECT CANT ROD
ROLL OBEY ROLLPROG MAY OBJ BOGROLL
ROUND NONE CANT LOOKSPEC
RUN OBEY RUNPROG REQUEST DIR
SANDWICH NONE CANT FOODSPEC
SAVE OBEY SAVEPROG CANT MAGSPEC
SAVEND OBEY SAVENDPROG CANT MAGSPEC
SCISSORS OBJECT CANT SCISSORS
SCORE OBEY SCOREPROG CANT MAGSPEC
SCRATCH NONE CANT POLESPEC
SE OBEY SEPROG CANT
SELL OBEY SELLPROG REQUEST OBJ
SELLER NONE CANT HUMANSPEC
SET OBEY SETPROG REQUEST REC
SETP OBEY SETPPROG CANT MAGSPEC
SEVEN OBEY SEVENPROG MAY REC
SHAKE OBEY SHAKEPROG MAY REC
SHOP OBEY SHOPPROG CANT SHOP SHOPSPEC
SHOUT PRINT SPEAKMESS MAY ANY
SHOW OBEY WAVEPROG REQUEST OBJ SHOWSPEC
SHUT OBEY CLOSEPROG REQUEST REC
SING PRINT SPEAKMESS MAY ANY
SINK OBJECT CANT SINKSPEC
SIT OBEY SITPROG MAY DIR
SLEEP PRINT REMEMMESS CANT
SMASH OBEY BREAKPROG REQUEST REC
SMOKE OBEY SMOKEPROG REQUEST OBJ
SOMEBODY NONE CANT HUMANSPEC
SOMEONE NONE CANT HUMANSPEC
SOUTH OBEY SPROG CANT S2 ENDSPEC 1
SPEAK PRINT SPEAKMESS MAY ANY
STAND PRINT STANDMESS MAY DIR NEWS
STAR OBJECT CANT STARSPEC
STATION OBEY STATIONPROG CANT STATION
STEAL OBEY STEALPROG REQUEST ANY
STEREO NONE CANT STEREOSPEC
STOP OBEY QUITPROG CANT MAGSPEC
STOVE NONE CANT COOKERSPEC
STREET NONE CANT ROADSPEC
STRIKE OBEY STRIKEPROG REQUEST REC ENDSPEC
STRIPE NONE CANT
SW OBEY SWPROG CANT
SWALLOW OBEY EATPROG REQUEST OBJ
TAKE OBEY TAKEPROG MAY REC TAKESPEC
TALK PRINT SPEAKMESS MAY ANY
TAPE OBJECT CANT TAPE
TAXI OBEY GETTAXI CANT TAXISPEC
TAXIRANK MOVE CANT TAXIRANK
TEA NONE CANT DRINKSPEC
TEAR OBEY TEARPROG REQUEST OBJ
THROW OBEY THROWPROG REQUEST OBJ
TICKET OBJECT CANT TICKET
TIME OBEY READTIME CANT TIMESPEC
TIMETABLE OBJECT CANT TIMETABSPEC
TIP OBEY TIPPROG REQUEST SPECIAL PAYSPEC
TOILET NONE CANT TOILETSPEC
TORCH IGNORE REQUEST REC TORCH
TURN OBEY TURNPROG MAY SPECIAL
UNLOCK OBEY OPENPROG REQUEST REC
UNROLL OBEY UNROLLPROG REQUEST OBJ
UNSTICK OBEY TAKEPROG REQUEST REC
UNWIND OBEY UNWINDPROG MAY OBJ
UP MOVE CANT U 1
URINATE OBEY USETOILET CANT
USE OBEY USEPROG REQUEST REC
V NONE CANT TRAIN1
WAIT OBEY WAITPROG CANT
WALK IGNORE REQUEST DIR
WASH OBEY WASHPROG MAY ANY
WATCH OBJECT CANT WATCH
WATER NONE CANT DRINKSPEC
WAVE OBEY WAVEPROG MAY OBJ SHOWSPEC
WEST OBEY WPROG CANT W1 ENDSPEC 1
WHISTLE PRINT WHISTLEMESS MAY ANY WHISTLE
WIND OBEY WINDPROG REQUEST OBJ
WINDOW NONE CANT WINDOWSPEC
WOMAN NONE CANT HUMANSPEC
X NONE CANT TRAIN2
XENOP PRINT XENOMESS MAY ANY 4
Y NONE CANT TRAIN3
Z NONE CANT TRAINLOO
ZAEND OBEY ZAENDPROG MAY ANY MAGSPEC
ZAH OBEY ZAHPROG MAY OBJ MAGSPEC
ZAM OBEY MMPROG REQUEST REC MAGSPEC
ZAT OBEY MTPROG REQUEST OBJ MAGSPEC
!MESSAGE ASPM1
There 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