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The Game

drumchant Apr 21st, 2017 22 Never
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  1. DECLARE SUB GetObjectAnywhere (WordCount%, Carried%)
  2. DECLARE SUB GetObject (WordCount%, Carried%)
  3. DECLARE SUB GetGuy (WordCount%)
  4. DECLARE SUB AnalyzeWords (InputString$)
  5. DECLARE SUB PostAnalysis ()
  6. DECLARE SUB CheckObjects ()
  7. DECLARE SUB NPCHandle ()
  8. DECLARE SUB React ()
  9. DECLARE SUB Reactor ()
  10.  
  11. CLS
  12. CLEAR
  13. SCREEN 9, , 0, 1
  14. DIM SHARED MaxWords%
  15. DIM SHARED NPCsAmount%
  16. DIM SHARED ObjectsAmount%
  17. DecorAmount% = 88
  18. ObjectsAmount% = 13
  19. NPCsAmount% = 13
  20. MaxWords% = 10
  21. MaxLocations% = 33
  22. DIM SHARED PlayLocation%
  23. DIM SHARED Finish%
  24. DIM SHARED Words$(1 TO MaxWords%)
  25. DIM SHARED NumberOfWords%
  26. DIM SHARED Tired%
  27. DIM SHARED NPCToTalkTo%
  28. DIM SHARED Talk%
  29. DIM SHARED TVTrick$
  30. DIM SHARED PhoneTrick$
  31. DIM SHARED BuskerReact$
  32. DIM SHARED FightState$
  33. DIM SHARED Keypad%
  34. DIM SHARED ActionW$
  35. DIM SHARED Object1W$
  36. DIM SHARED Object2W$
  37. DIM SHARED Deado$
  38. DIM SHARED Quit%
  39. DIM SHARED NPCW$
  40. DIM SHARED Reply$
  41. DIM SHARED ObjectsDescription$
  42. DIM SHARED DisplayText$
  43. DIM SHARED Decor$(1 TO DecorAmount%)
  44. DIM SHARED LOC$(1 TO MaxLocations%, 1 TO 3)
  45. DIM SHARED Objects$(1 TO ObjectsAmount%, 1 TO 5)
  46. DIM SHARED ObjectsNames$(1 TO ObjectsAmount%, 1 TO 10)
  47. DIM SHARED NPC$(1 TO NPCsAmount%, 1 TO 3)
  48. DIM SHARED NPCNames$(1 TO NPCsAmount%, 1 TO 15)
  49. DIM SHARED Replies$(1 TO 20)
  50. DIM SHARED MoveReplies$(1 TO 10)
  51. PlayLocation% = 3 'Change this to cock up the game!
  52.  
  53. OPEN "c:\kevin\programs\qbasic\kevin\GAMEDATA.DAT" FOR INPUT AS #1
  54.  
  55.  
  56.  
  57. FOR EveryLoc% = 1 TO MaxLocations% 'Read in location data
  58. INPUT #1, LOC$(EveryLoc%, 1)
  59. INPUT #1, LOC$(EveryLoc%, 2)
  60. INPUT #1, LOC$(EveryLoc%, 3)
  61. NEXT EveryLoc%
  62. FOR EveryMoveReply% = 1 TO 10
  63. INPUT #1, MoveReplies$(EveryMoveReply%)
  64. NEXT EveryMoveReply%
  65. FOR EveryGenericReply% = 1 TO 20
  66. INPUT #1, Replies$(EveryGenericReply%)
  67. NEXT EveryGenericReply%
  68. FOR EveryObject% = 1 TO ObjectsAmount%
  69. INPUT #1, Objects$(EveryObject%, 1) 'Location (100-wearing, 99-dead, 00-carrying,
  70. INPUT #1, Objects$(EveryObject%, 2) 'Name      >100-char+100)
  71. INPUT #1, Objects$(EveryObject%, 3) 'Appearance on location
  72. INPUT #1, Objects$(EveryObject%, 4) 'Appearance once you have it
  73. INPUT #1, Objects$(EveryObject%, 5) 'Use sentence
  74. NEXT EveryObject%
  75. FOR EveryGuy% = 1 TO NPCsAmount%
  76. INPUT #1, NPC$(EveryGuy%, 1)
  77. INPUT #1, NPC$(EveryGuy%, 2)
  78. NEXT EveryGuy%
  79.  
  80. FOR EveryDecor% = 1 TO DecorAmount%
  81. INPUT #1, Decor$(EveryDecor%)
  82. NEXT EveryDecor%
  83.  
  84. FOR EveryGuy% = 1 TO NPCsAmount%
  85.  INPUT #1, NPCNames$(EveryGuy%, 1)
  86.  FOR FillWithNames% = 2 TO (VAL(NPCNames$(EveryGuy%, 1)) + 1)'Read as many names as you're told
  87.   INPUT #1, NPCNames$(EveryGuy%, FillWithNames%)
  88.  NEXT FillWithNames%
  89. NEXT EveryGuy%
  90.  
  91. FOR EveryObject% = 1 TO ObjectsAmount%
  92.  INPUT #1, ObjectsNames$(EveryObject%, 1)
  93.  FOR FillWithNames% = 2 TO (VAL(ObjectsNames$(EveryObject%, 1)) + 1)'Read as many names as you're told
  94.   INPUT #1, ObjectsNames$(EveryObject%, FillWithNames%)
  95.  NEXT FillWithNames%
  96. NEXT EveryObject%
  97.  
  98.  
  99.  
  100. DisplayText$ =  _
  101. "You are living and moving in an alternate reality. Here, hard-left elements won control of the country in 1969, legalised drugs and banned cars and microwaves. You must now find the answer to that age-old question:                          'What the fuck is going on?'" _
  102.  
  103.  
  104. GOTO StartGame 'It's the only one in the whole program, okay?
  105.  
  106. DO
  107.  DO 'Inputting loop
  108.   Talk% = 0
  109.   KeyPress$ = INKEY$
  110.  LOOP WHILE KeyPress$ = ""
  111.  KeyPress$ = UCASE$(KeyPress$)
  112.  ACode% = ASC(KeyPress$)
  113.  
  114. StartGame:
  115.  
  116.  IF KeyPress$ = CHR$(13) AND Typed$ <> "" THEN AnalyzeWords Typed$: PostAnalysis: Reactor: Typed$ = ""
  117.  IF KeyPress$ = CHR$(8) AND Typed$ <> "" THEN Typed$ = LEFT$(Typed$, (LEN(Typed$) - 1))
  118.  IF Quit% = 1 THEN
  119.   IF ACode% = 89 OR ACode% = 78 THEN
  120.    Typed$ = KeyPress$
  121.   END IF
  122.  ELSEIF Keypad% = 0 THEN
  123.   IF ACode% > 64 AND ACode% < 91 OR ACode% = 32 THEN
  124.    Typed$ = Typed$ + KeyPress$
  125.   END IF
  126.  
  127.  ELSEIF Keypad% = 1 THEN
  128.   IF ACode% > 47 AND ACode% < 58 THEN
  129.    Typed$ = Typed$ + KeyPress$
  130.   END IF
  131.  END IF
  132.  
  133.  CheckObjects
  134.  NPCHandle
  135.  CLS
  136.  LOCATE 2, 1: COLOR 7
  137.  PRINT LOC$(PlayLocation%, 1)
  138.  LOCATE 9, 1
  139.  PRINT DisplayText$
  140.  IF DisplayText$ = LOC$(PlayLocation%, 2) THEN PRINT ObjectsDescription$
  141.  LOCATE 5, 1
  142.  PRINT Typed$; "                                                              "
  143.  LOCATE 7, 1: COLOR 15
  144.  PRINT Reply$
  145.  LOCATE 24, 1: COLOR 7
  146.  PRINT "Commands: 'N' 'S' 'E' 'W' 'U' 'D' 'LOOK' 'TALK' 'USE' 'GET' 'DROP' 'I' 'Q'"
  147.  PCOPY 0, 1
  148.  IF Finish% = 1 THEN END
  149. LOOP
  150.  
  151. SUB AnalyzeWords (InputString$)
  152. FOR ClearOut% = 1 TO NumberOfWords%
  153.  Words$(ClearOut%) = ""  'Empty the array
  154. NEXT ClearOut%
  155. CurWord% = 1 'Start off filling up word 1
  156. FOR CharNum% = 1 TO LEN(InputString$)
  157.  CurChar$ = MID$(InputString$, CharNum%, 1)
  158.  IF ASC(CurChar$) <> 32 THEN 'If it's not a space then
  159.   Words$(CurWord%) = Words$(CurWord%) + CurChar$
  160.  ELSE
  161.   IF Words$(CurWord%) <> "" THEN CurWord% = CurWord% + 1 'Start next word
  162.  END IF
  163. NEXT CharNum%
  164. IF Words$(CurWord%) = "" THEN
  165.  NumberOfWords% = CurWord% - 1
  166. ELSE
  167.  NumberOfWords% = CurWord%
  168. END IF
  169. END SUB
  170.  
  171. SUB CheckObjects
  172. HowMany% = 0
  173. ObjectsDescription$ = "" 'Assume there's nothing present at first
  174. FOR EveryObject% = 1 TO ObjectsAmount% 'Check objects and see if they're here
  175.  IF VAL(Objects$(EveryObject%, 1)) = PlayLocation% THEN
  176.   IF HowMany% = 0 THEN
  177.    ObjectsDescription$ = ObjectsDescription$ + " " + Objects$(EveryObject%, 2)
  178.   ELSE
  179.    ObjectsDescription$ = ObjectsDescription$ + " and " + Objects$(EveryObject%, 2)
  180.   END IF
  181.   HowMany% = HowMany% + 1
  182.  END IF
  183. NEXT EveryObject%
  184. IF HowMany% > 1 THEN
  185.  ObjectsDescription$ = "Present are" + ObjectsDescription$ + "."
  186. ELSEIF HowMany% = 1 THEN
  187.  ObjectsDescription$ = "Present is" + ObjectsDescription$ + "."
  188. ELSEIF HowMany% = 0 THEN
  189.  ObjectsDescription$ = "There is nothing else here."
  190. END IF
  191.  
  192. END SUB
  193.  
  194. SUB GetGuy (WordCount%)
  195. NPCW$ = ""
  196.  FOR EveryGuy% = 1 TO NPCsAmount%
  197.   FOR EveryAlias% = 2 TO (VAL(NPCNames$(EveryGuy%, 1)) + 1)
  198.    IF NPCNames$(EveryGuy%, EveryAlias%) = Words$(WordCount%) THEN
  199.     IF VAL(NPC$(EveryGuy%, 1)) = PlayLocation% THEN NPCW$ = STR$(EveryGuy%)
  200.    END IF
  201.   NEXT EveryAlias%
  202.  NEXT EveryGuy%
  203. END SUB
  204.  
  205. SUB GetObject (WordCount%, Carried%)
  206.  Object1W$ = Words$(WordCount%)
  207.  FOR EveryObject% = 1 TO ObjectsAmount%
  208.   FOR EveryAlias% = 2 TO (VAL(ObjectsNames$(EveryObject%, 1)) + 1)
  209.    IF ObjectsNames$(EveryObject%, EveryAlias%) = Words$(WordCount%) THEN
  210.     IF Carried% = 0 THEN
  211.      IF VAL(Objects$(EveryObject%, 1)) = PlayLocation% THEN Object1W$ = STR$(EveryObject%)
  212.     ELSEIF Carried% = 1 THEN
  213.      IF VAL(Objects$(EveryObject%, 1)) = 0 OR VAL(Objects$(EveryObject%, 1)) = 100 THEN Object1W$ = STR$(EveryObject%)
  214.     ELSE
  215.      'IF VAL(Objects$(EveryObject%, 1)) = 0 OR VAL(Objects$(EveryObject%, 1)) = 100 OR VAL(Objects$(EveryObject%, 1)) = PlayLocation% THEN Object1W$ = STR$(EveryObject%)
  216.     END IF
  217.    END IF
  218.   NEXT EveryAlias%
  219.  NEXT EveryObject%
  220.  
  221.  
  222. END SUB
  223.  
  224. SUB GetObjectAnywhere (WordCount%, Carried%)
  225.  Object1W$ = Words$(WordCount%)
  226.  FOR EveryObject% = 1 TO ObjectsAmount%
  227.   FOR EveryAlias% = 2 TO (VAL(ObjectsNames$(EveryObject%, 1)) + 1)
  228.    IF ObjectsNames$(EveryObject%, EveryAlias%) = Words$(WordCount%) THEN
  229.     IF Carried% = 0 THEN
  230.      Object1W$ = STR$(EveryObject%)
  231.     ELSEIF Carried% = 1 THEN
  232.      IF VAL(Objects$(EveryObject%, 1)) = 0 OR VAL(Objects$(EveryObject%, 1)) = 100 THEN Object1W$ = STR$(EveryObject%)
  233.     ELSE
  234.      'IF VAL(Objects$(EveryObject%, 1)) = 0 OR VAL(Objects$(EveryObject%, 1)) = 100 OR VAL(Objects$(EveryObject%, 1)) = PlayLocation% THEN Object1W$ = STR$(EveryObject%)
  235.     END IF
  236.    END IF
  237.   NEXT EveryAlias%
  238.  NEXT EveryObject%
  239.  
  240.  
  241. END SUB
  242.  
  243. SUB NPCHandle
  244. NPCToHandle% = 0 'Assume the player's alone
  245. FOR CheckNPC% = 1 TO NPCsAmount%
  246.  IF VAL(NPC$(CheckNPC%, 1)) = PlayLocation% THEN
  247.   NPCToHandle% = CheckNPC%
  248.  END IF
  249. NEXT CheckNPC%
  250. IF Talk% = 1 THEN NPCToHandle% = NPCToTalkTo%
  251. SELECT CASE NPCToHandle%
  252. CASE 1
  253. IF NPC$(4, 3) = "2" THEN NPC$(1, 3) = "5" 'Check on benchy's current state
  254.  IF Talk% = 1 THEN
  255.   IF NPC$(1, 3) = "" THEN
  256.     DisplayText$ =  _
  257. "The man puts down his magazine. 'Pretty shit 'bout that bust pipe down the road,no?' he asks, inclining his head to the east. 'No pun intended.' He eyes you    over once again. 'Don't s'pose you can pay for any dope,' he says. 'Man, I'd be obliged even so if you can find some way over that sewage. I dunno, maybe make  a bridge or something.'                                                         'Right,' you answer..." _
  258.  
  259.    Objects$(1, 1) = "05"
  260.    LOC$(5, 2) =  _
  261. "'John's Drug' announces a faded sign above a waist-height opening in the wall.  Behind the counter you can make out shelves of plastic jars and cabinets        labelled with scientific names. An interesting synthetic smell pervades. The    shopkeeper is puttering around absently, rearranging jars of dope." _
  262.  
  263.    NPC$(1, 3) = "1"
  264.   ELSEIF NPC$(1, 3) = "1" THEN
  265.    DisplayText$ = "'You figured a way over that shit yet?' asks the shopkeeper. 'I hafta get home  tonight.'"
  266.   ELSEIF NPC$(1, 3) = "2" THEN
  267.    DisplayText$ = "'Hey, you seen my 'Fine Arts' magazine?'"
  268.   ELSEIF NPC$(1, 3) = "3" THEN
  269.    DisplayText$ = "'Nice one, buddy!' exclaims the drug dealer. 'You found a plank for that shit.  Listen, somebody swiped my mag. You get me some readin' material, I'll give you a little dose free. And thanks again, man.'"
  270.    NPC$(1, 3) = "4"
  271.   ELSEIF NPC$(1, 3) = "4" THEN
  272.    DisplayText$ = "'Not much to do round here 'cept read anyway,' says the shopkeeper. 'You didn't find any book or nothin', didja?'"
  273.   ELSEIF NPC$(1, 3) = "5" THEN
  274.    DisplayText$ = "'Didn't find nothin' for me to read, no? Well anyway, can you figger this shit  someone painted on the wall?'"
  275.   ELSEIF NPC$(1, 3) = "6" THEN
  276.    DisplayText$ = "'Hey, I hope you enjoy that dope. Or maybe - give it to a special someone...'"
  277.    NPC$(1, 3) = "7"
  278.   ELSEIF NPC$(1, 3) = "7" THEN
  279.    DisplayText$ = "'That's good shit I gave you. It's an opium derivative, medium-ish dose.        Opiates are the big thing this year, all right.'"
  280.    NPC$(1, 3) = "8"
  281.   ELSEIF NPC$(1, 3) = "8" THEN
  282.    DisplayText$ = "'Well - good luck anyway.'"
  283.    NPC$(1, 3) = "9"
  284.   ELSEIF NPC$(1, 3) = "9" THEN
  285.    DisplayText$ = "The drug dealer nods at you."
  286.   END IF
  287.  END IF
  288.  IF VAL(Objects$(5, 1)) = 5 THEN
  289.   NPC$(1, 3) = "6"
  290.   Objects$(5, 1) = "101"
  291.   Objects$(3, 1) = "05"
  292.   NPC$(6, 3) = "2"
  293.   NPC$(6, 1) = "03"
  294.   LOC$(3, 3) = "00050402"
  295.   LOC$(3, 2) =  _
  296. "The official from the end of the road is standing in the mouth of the alleyway  to the north. Three-storey commercial buildings loom above you. The cracked     grubby footpaths tilt under their burden of rubbish. To the north is a narrow   alleyway. The street continues east and west. To the south a shop seems to be   open." _
  297.  
  298.   DisplayText$ =  _
  299. "The drug dealer picks up the pamphlet. 'Hey, pretty subversive. Well, I won't   report you, man. Thanks again for figgerin' out that bridge. And, oh, have a    bit of this. On the house.' He puts a jar on the counter. 'It's good shit.'"
  300.  END IF
  301. CASE 2
  302.  IF Talk% = 1 THEN
  303.   IF NPC$(2, 3) = "" THEN
  304.     DisplayText$ = "'Jesus, you wanna leave us the fuck alone?' asks the nearest construction workeras the other fingers his high-vis vest and sucks on his cigarette."
  305.    NPC$(2, 3) = "1"
  306.   ELSEIF NPC$(2, 3) = "1" THEN
  307.    DisplayText$ = "'Listen buddy, I thought I tole ya to fuck off.'"
  308.   END IF
  309.  END IF
  310.  IF VAL(Objects$(1, 1)) = 4 THEN
  311.   DisplayText$ =  _
  312. "Both builders stand up and slouch over to inspect the material. Their cigaretteslight the gas leaking from the nearby hole and a roaring sheet of flame         envelopes them and slams you to the ground. You pick yourself up to find that   even the magazine has been vapourised. The way west is clear." _
  313.  
  314.   Objects$(1, 1) = "99"
  315.   NPC$(2, 1) = "00"
  316.   LOC$(4, 3) = "00000603"
  317.   LOC$(4, 2) =  _
  318. "Red and white tape stretches across battered traffic cones, keeping you from    walking into a deep muddy trench in the road. An odour of burning hangs in the  air. A blue Porta-Kabin stands on the footpath, door open. It seems to offer a  path to the other side of the trench." _
  319.  
  320.   NPC$(2, 3) = "2"
  321.  END IF
  322. CASE 3
  323.  IF Talk% = 1 THEN
  324.   IF NPC$(3, 3) = "" THEN
  325.     DisplayText$ = "The unfortunate man rolls over in his bed of trash. 'Yuh... hab dat dope...     deah?' he mutters thickly."
  326.    NPC$(3, 3) = "1"
  327.   ELSEIF NPC$(3, 3) = "1" THEN
  328.    DisplayText$ = "The addict groans unhappily in his unhealthy sleep."
  329.   ELSEIF NPC$(3, 3) = "2" THEN
  330.    DisplayText$ =  _
  331. "'Whooaah... tank you deah... tank you ver' much. Listen here, den. I tell you   sumtin'. You evah find yo'self in any kind o' trouble, I tell you da place ta   go.' The junkie stirs happily in the grip of the opiates. 'Nobody evah find yuh if yuh climb up dat pipe onto da roof, man...' he ends, grinning madly." _
  332.  
  333.    LOC$(1, 2) =  _
  334. "The junkie is sitting beside a pipe that goes up to the roof. He looks way too  stoned to speak, and his face is twitching dreamily. Clouds of air-conditioning steam roll between the dirty walls enclosing you. Litter covers the footpath allthe way to the exit to your south." _
  335.  
  336.    LOC$(1, 3) = "000300001100"
  337.   END IF
  338.  END IF
  339.  IF VAL(Objects$(3, 1)) = 1 THEN
  340.   NPC$(3, 3) = "2"
  341.   Objects$(3, 1) = "101"
  342.   LOC$(1, 2) =  _
  343. "The junkie has propped himself up against a wall. He looks to be high as a      satellite, but he's probably still able to talk. Clouds of air-conditioning     steam roll between the dirty walls enclosing you. Litter covers the footpath allthe way to the southern, and only, exit." _
  344.  
  345.   DisplayText$ = "The junkie lunges for the container of capsules almost before you let them go.  He flips off the lid and downs them all. A smile lights up his ravaged          countenance and his eyes close contentedly."
  346.  END IF
  347. CASE 4
  348.  IF Talk% = 1 THEN
  349.   IF NPC$(4, 3) = "" THEN
  350.    DisplayText$ = "The disfigured man doesn't even look at you, but continues mumbling:            'Look at the walls, he said. Didn't he say that? Look at the walls, starts with a nine. That's what he said.'"
  351.    NPC$(4, 3) = "1"
  352.   ELSEIF NPC$(4, 3) = "1" THEN
  353.    DisplayText$ = "'Look at the walls, look at the walls. I'm sure that's what he said. He must    have. Starts with a nine.'"
  354.   ELSEIF NPC$(4, 3) = "2" THEN
  355.    DisplayText$ =  _
  356. "'Starts with a nine,' mumbles the burnt man. 'But I can't find it on the walls.''Actually,' you begin, 'I think I saw s-'                                       'Would you SHUT the FUCK up and leave me alone? I'm tryna figger out how to get in this fuckin' door...'" _
  357.  
  358.    NPC$(4, 3) = "3"
  359.   ELSEIF NPC$(4, 3) = "3" THEN
  360.    DisplayText$ = "'Please. Just fuck. The fuck. Off. Okay?'"
  361.   ELSEIF NPC$(4, 3) = "4" THEN
  362.    DisplayText$ =  _
  363. "The burnt man looks at you. 'Thank you very very much,' he begins. 'I'll tell   you the whole story. Y'see, I was a salesman when they banned microwaves in     '86, and I went on the black market to keep from losing a fuck-load of          cash. I got this hardcore suntan demonstrating dodgy import ovens to            restaurants.' The salesman strokes his scarred cheek. 'Since then, I've been    plenty willing to make any deals I have to. So six months back I got in with    some libertarians from up north - paralegals.' The salesman drops a pamphlet on the desk. 'We had a deal, they said they'd keep my cash safe. So fucking        paranoid they had to go and hide the entrance code as graffiti!' the salesman   finishes angrily, before relapsing into silence." _
  364.  
  365.    Objects$(5, 1) = "09"
  366.    NPC$(4, 3) = "5"
  367.   ELSEIF NPC$(4, 3) = "5" THEN
  368.    DisplayText$ =  _
  369. "'Yeah, well my cash is all here.' The salesman sighs, then eyes you for a       moment. 'You'd want to get a move on - the police won't stop to hear your side  of the story if they catch you with me in some anarchist hide-out.' He grins."
  370.    NPC$(4, 3) = "6"
  371.   ELSEIF NPC$(4, 3) = "6" THEN
  372.    DisplayText$ = "'You better get out of here.'"
  373.  
  374.   END IF
  375.  END IF
  376. CASE 5
  377.  IF VAL(NPC$(7, 3)) > 7 THEN
  378.   IF VAL(NPC$(5, 3)) < 7 THEN
  379.    NPC$(5, 3) = "7"
  380.   END IF
  381.  END IF
  382.  IF Talk% = 1 THEN
  383.   IF NPC$(5, 3) = "" THEN
  384.    DisplayText$ = "'Hi,' says the woman, and walks past you."
  385.    NPC$(5, 3) = "1"
  386.   ELSEIF NPC$(5, 3) = "1" THEN
  387.    DisplayText$ = "The woman looks at you inscrutably, but doesn't answer."
  388.   ELSEIF NPC$(5, 3) = "2" THEN
  389.    DisplayText$ =  _
  390. "'Hey,' says the girl in greeting. 'You got away from the cops. I thought you    were up the creek, they had the whole place blocked off.'                       'Yeah,' you answer, 'yeah, I got onto the roof. But - who are-'                 'I'm Clara,' says the woman. 'You must have talked to Jim, right? I suppose he  gave you the whole 'you can't go back' thing, yeah?'                            'Yeah! And he said that we're in trouble-'                                      'We are in trouble,' interrupts Clara. 'We have to get Sam out of the lock-up.  What are you doing now?'                                                        'Well, I have to go get food. I think I have to, um, break in someplace-'       'Yeah, good stuff. See you.' She strides away up the alley." _
  391.  
  392.    NPC$(5, 1) = "23"
  393.    NPC$(5, 3) = "3"
  394.    NPC$(7, 3) = "5"
  395.    NPC$(5, 2) = "Clara is listening to James in his hut. She's wearing a skirt and boots, and    looks very slightly bored."
  396.    NPC$(7, 2) = "James is sitting on a concrete block in his hut, talking excitedly to Clara."
  397.    LOC$(23, 2) = "James and Clara are talking inside a shack nestled between two air vents. The   roof extends southwards but ends to the north."
  398.    LOC$(21, 2) = "The footpaths are filmed with dust. It clings to the wrinkles of the bin-bags   scattered around you. Red-brick buildings wall you in to the east and west. To  the north is a road."
  399.   ELSEIF NPC$(5, 3) = "3" THEN
  400.    DisplayText$ = "'I'm hungry.'"
  401.    NPC$(5, 3) = "4"
  402.   ELSEIF NPC$(5, 3) = "4" THEN
  403.    DisplayText$ = "'Get the food, you fool!'"
  404.    NPC$(5, 3) = "5"
  405.   ELSEIF NPC$(5, 3) = "5" THEN
  406.    DisplayText$ = "'I'm still hungry.'"
  407.    NPC$(5, 3) = "6"
  408.   ELSEIF NPC$(5, 3) = "6" THEN
  409.    DisplayText$ = "'I'm hungry.'"
  410.   ELSEIF NPC$(5, 3) = "7" THEN
  411.    DisplayText$ = "'You got the food then.'"
  412.    NPC$(5, 3) = "8"
  413.   ELSEIF NPC$(5, 3) = "8" THEN
  414.    DisplayText$ = "'Ask James if we can eat.'"
  415.   ELSEIF NPC$(5, 3) = "9" THEN
  416.    DisplayText$ = "'Fuck, I am in trouble...'"
  417.    NPC$(5, 3) = "10"
  418.   ELSEIF NPC$(5, 3) = "10" THEN
  419.    DisplayText$ = "'What does James think?'"
  420.   ELSEIF NPC$(5, 3) = "11" THEN
  421.    DisplayText$ = "'Let's have a look at that food, then!'"
  422.    NPC$(5, 3) = "12"
  423.   ELSEIF NPC$(5, 3) = "12" THEN
  424.    DisplayText$ = "Where's the grub?'"
  425.   ELSEIF NPC$(5, 3) = "13" THEN
  426.    DisplayText$ = "'I don't know what to do, ask James!'"
  427.    NPC$(5, 3) = "14"
  428.   ELSEIF NPC$(5, 3) = "14" THEN
  429.    DisplayText$ = "'I said, ask James.'"
  430.   ELSEIF NPC$(5, 3) = "15" THEN
  431.    DisplayText$ =  _
  432. "'Where's Sam?' asks Clara, gesturing with the Zippo lighter, 'he must be dying  for a smoke.' She looks at you. 'Did it go all right? Sam was there, wasn't he?''Sam was there,' you answer. 'I went in, used Portly's code, and, eh, and then, this gas started coming in.'                                                    Clara looks at you uncomprehendingly.                                           'They filled the cell with, uh, with, toxic gas, and...' you struggle to keep   from losing control for a moment, 'and Sam was poisoned. Then I went out and    heard the desk sergeant talking to Nick Portly. You know.' Clara's face is pale and shocked. 'Telling him it was, you know, a job well done,' you finish dully. 'Nick,' she says hoarsely with her hands on her face, 'I don't believe it. The  bastard. The...' Her mouth trembles mutely until she closes it. 'What are we    gonna do?' she asks.                                                            'Kill Nick Portly?' you offer. 'Talk to James?'" _
  433.  
  434.    NPC$(5, 3) = "16"
  435.    LOC$(24, 2) = "This footpath leads to the police station to the east. Clara is leaning against the north wall, looking thoughtfully at James' old Zippo lighter. Walls hem you in to the north and south, but you can go back west."
  436.   ELSEIF NPC$(5, 3) = "16" THEN
  437.    DisplayText$ =  _
  438. "'You wouldn't believe what we had to do for Nick. And all so he could sell our  names to the police,' muses Clara.                                              'He wanted them to stop inspecting his meat factories, I think,' you tell her.  'Fuck him,' says Clara with feeling. 'He got some of us to work in his          slaughterhouses for nothing. Said it was a good cover. And this other time, he-''Yeah,' you interrupt, 'but what can we do now? He could still ring up the      police any time. He still knows our names.'                                     'Yeah...' says Clara, her face hard. 'Okay. Do you mind killing him?'           'No way! He almost killed me,' you answer.                                      'Right. Here.' She hands you the lighter. 'It's all I have in the way of        weapons. And watch out, Nick Portly's a strong bastard.'                        'Yeah, but he's expecting me to be dead and you to be arrested,' you point out. Clara nods. 'Good luck,' she says, and walks away." _
  439.  
  440.    NPC$(5, 1) = "23"
  441.    Objects$(12, 1) = "00"
  442.    LOC$(24, 2) = "This footpath leads to the police station to the east. It is clean and new,     with brick edging. Walls hem you in to the north and south, but you can go back west."
  443.    LOC$(24, 3) = "00003016"
  444.   END IF
  445.  END IF
  446.  
  447. CASE 6
  448.  IF Talk% = 1 THEN
  449.   IF NPC$(6, 3) = "" THEN
  450.    DisplayText$ =  _
  451. "'Ah, sir,' begins the agent in a superior fashion, 'I'm afraid that a road      diversion is in operation here, if you'd just like to wait awhile, I'm sure     the situation will be, ah, satisfactorily resolved.'                            'What do you mean, diversion?' you explode. 'There's no other way to go! What   agency are you, anyway? Why is the road bloc-'                                  'Your concerns will be taken on board, sir,' interrupts the official, 'so if    you'd just, ah, stay put in the area, we'll have the situation resolved         presently.'" _
  452.  
  453.    NPC$(6, 3) = "1"
  454.   ELSEIF NPC$(6, 3) = "1" THEN
  455.    DisplayText$ = "'For your own, ah, safety, sir, you are advised not to move from the area until the reinforcing units have moved in.'"
  456.   ELSEIF NPC$(6, 3) = "2" THEN
  457.    DisplayText$ =  _
  458. "'Sir, we've apprehended a suspected anti-State radical in the area, you will be required for the, ah, formalities presently,' the agent says. 'Have you seen or talked to a man with any scarring in the, ah, facial area?'                     'Well...' you begin judiciously,'perhaps....'                                   'It's a security matter,' says the agent, his pale face twisting slightly. 'You are required for the, ah, voluntary questioning. Please stay in the locality.'  He leans back against the wall, relinquishing his blockade of the alleyway." _
  459.  
  460.    LOC$(3, 3) = "01050402"
  461.    LOC$(3, 2) =  _
  462. "The official from the end of the road is leaning by the mouth of the alleyway   to the north. Three-storey commercial buildings loom above you. The cracked     grubby footpaths tilt under their burden of rubbish. To the north is a narrow   alleyway. To the south a shop seems to be open." _
  463.  
  464.    NPC$(6, 3) = "3"
  465.   ELSEIF NPC$(6, 3) = "3" THEN
  466.    DisplayText$ = "The agent stares at you lazily. 'This is a state security matter, sir.          'Unlimited detention is an entirely legal possibility.'"
  467.    NPC$(6, 3) = "4"
  468.   ELSEIF NPC$(6, 3) = "4" THEN
  469.    DisplayText$ = "'You are strongly recommended to remain in the area.'"
  470.   ELSEIF NPC$(6, 3) = "5" THEN
  471.    DisplayText$ =  _
  472. "'Yeah, um, some, some asshole just, uh, put this brick here through your wind-' 'You bastard!' interrupts the angry agent. 'Breaking into my house!' He picks upa long triangular piece of glass. He's not going to let you out of here."
  473.    NPC$(6, 3) = "6"
  474.   ELSEIF NPC$(6, 3) = "6" THEN
  475.    DisplayText$ = "The man advances on you menacingly."
  476.   ELSEIF NPC$(6, 3) = "7" THEN
  477.    DisplayText$ = "The body doesn't answer."
  478.  
  479.   END IF
  480.  END IF
  481. CASE 7
  482.  IF VAL(Objects$(9, 1)) = 0 THEN
  483.   IF VAL(NPC$(7, 3)) < 10 THEN NPC$ = "11"
  484.  END IF
  485.  IF Talk% = 1 THEN
  486.   IF NPC$(7, 3) = "" THEN
  487.    DisplayText$ =  _
  488. "The old man looks at you, smiling gently. 'I guess you just barely got away,'   he says. 'And I'm pretty sure you won't be going back that-a-way anytime soon.' 'Well,' you answer, 'they ripped the pipe off, so I s'pose not, but... did you  see? What... what they did? I mean-'                                            'Yeah, I saw. I seen it before. And I don't think you'll be wanting to talk to  police 'bout it either, right?'                                                 You laugh uncertainly. 'Well, I have to go down at some stage... don't I?'      'Kid,' says the old fellow, 'I think you're one of us now.'" _
  489.  
  490.    NPC$(7, 3) = "1"
  491.   ELSEIF NPC$(7, 3) = "1" THEN
  492.    DisplayText$ =  _
  493. "'So you talked with Sam,' says the man. 'Sam the salesman. The burnt fellow.'   'Well... yeah. I didn't know his name, though. Why? Have you seen him?'         'Seen him?' growls the bearded old fellow. 'He's been caught! He's probably     getting the shit beaten out of him at the station right now! Of course I haven'tseen him!'                                                                      'Sorry!' you blurt out, startled. 'I didn't know, I...'                         'It's okay, fuck it, I'm just fucking pissed off. We're in trouble. I mean, I'm in trouble.'                                                                    'You're the... the libertarians? From up north?' you ask.                       'Hah! Libertarians, terrorists, anarchists, rightists, capitalists, sometimes   even fucking fascists is what we're called. Yup, that's us.'" _
  494.  
  495.    NPC$(7, 3) = "2"
  496.   ELSEIF NPC$(7, 3) = "2" THEN
  497.    DisplayText$ =  _
  498. "'So... so why is the salesman guy, Sam, in jail?' you ask.                      'He's not in jail, kid, he's just about to be tortured and executed. But I'm notgoing to explain the whole damn story on an empty stomach. You go get me        something to eat and we'll talk. You can try getting into the house northwest   of here, across the road. Don't worry,' he adds with a grin, 'it's a State      official who owns the kip. Whatsername Clara should have the                    alleyway open by now. Get me something to eat before I smoke me a pipe.'        'Yeah, but... what's your name?' you ask.                                       The old guy looks you in the eye. 'James,' he says, briefly. 'Now go down the   fire escape and get into that house!'" _
  499.  
  500.    LOC$(21, 2) =  _
  501. "The footpaths are filmed with dust. It clings to the wrinkles of the bin-bags   scattered around you. Red-brick buildings wall you in to the east and west. To  the north is a road. A young woman is leaning against the wall. You recognise   her from the road-block near where you talked to Sam." _
  502.  
  503.    NPC$(5, 1) = "21"
  504.    NPC$(5, 3) = "2"
  505.    NPC$(7, 3) = "3"
  506.    LOC$(21, 3) = "320000002200"
  507.   ELSEIF NPC$(7, 3) = "3" THEN
  508.    DisplayText$ = "'Go on! Clara should be there.'"
  509.    NPC$(7, 3) = "4"
  510.   ELSEIF NPC$(7, 3) = "4" THEN
  511.    DisplayText$ = "'Move.'"
  512.   ELSEIF NPC$(7, 3) = "5" THEN
  513.    DisplayText$ = "'Are you gonna get me an' Clara here something to eat or what? Hurry up!'"
  514.    NPC$(7, 3) = "6"
  515.   ELSEIF NPC$(7, 3) = "6" THEN
  516.    DisplayText$ = "'Look, if I can't trust you to get me a bite to eat then I can't trust you with anything else. Go on!'"
  517.    NPC$(7, 3) = "7"
  518.   ELSEIF NPC$(7, 3) = "7" THEN
  519.    DisplayText$ = "'Go get the stuff!'"
  520.   ELSEIF NPC$(7, 3) = "8" THEN
  521.    IF VAL(Objects$(9, 1)) = 0 THEN 'If the player has the letter
  522.     NPC$(7, 2) = "James is sitting on a concrete block in his hut."
  523.     NPC$(5, 2) = "Clara is sitting in James' hut. She's wearing a skirt and boots."
  524.     LOC$(23, 2) = "James and Clara are sitting inside a shack nestled between two air vents. The   roof extends southwards but ends to the north."
  525.     DisplayText$ =  _
  526. "'James - here's this letter I found,' you say, handing him the memo.            'I don't believe it,' he murmurs, scanning the document. 'See? The boss man is  looking for a report off that fucking policeman on... yes. Someone's gonna give this asshole a list of our names.' He looks at you. 'Don't you see?' he shouts, 'the agent who lives in that house is gonna ring up his source any minute - he'sgonna ring up whatever traitor bastard is grassing on us - and then we're       fucked!'" _
  527.  
  528.     Objects$(9, 1) = "107"
  529.     NPC$(7, 3) = "12"
  530.    ELSE
  531.     DisplayText$ =  _
  532. "'You got into the house yet?' asks James.                                       'Well yeah, I found some food and a letter and stuff.'                          'Where's the letter?'                                                           'Oh, I don't have it with me, I-'                                               'Bring it here, you daft beggar!'" _
  533.  
  534.     NPC$(7, 3) = "9"
  535.    END IF
  536.   ELSEIF NPC$(7, 3) = "9" THEN
  537.    DisplayText$ = "'Where's that letter?' asks James."
  538.   ELSEIF NPC$(7, 3) = "10" THEN
  539.    DisplayText$ =  _
  540. "'Hey James, is your second name Clegg, by any chance?' you ask.                 James looks up at you sharply. 'No.'                                            'It's not Mason, is it?' He shakes his head. 'Bishop, no? Doyle? No, it's just  that when I was down at the hous-'                                              'Kid, if you don't have an excellent reason for knowing those names I'll have   to kill you,' James says, looking dismayed at the prospect.                     'Why? I'm sorry, I mean, what's wrong?' you blurt out.                          'You know whose names they are, don't you?'                                     'Well, I thought they must be names of, you know, members of your, um,          organisation. I mean - ours,' you finish nervously. James looks at you stonily. 'I picked up the phone in the agent's house and a guy just listed these names.' James' expression of dismay intensifies. 'Oh. Oh fuck. Yeah, I kinda thought we were infiltrated somewhere...' He suddenly looks old and tired." _
  541.  
  542.    NPC$(7, 3) = "11"
  543.    NPC$(5, 3) = "9"
  544.   ELSEIF NPC$(7, 3) = "11" THEN
  545.    IF VAL(Objects$(9, 1)) = 0 THEN 'If the player has the letter
  546.     NPC$(7, 2) = "James is sitting on a concrete block in his hut."
  547.     NPC$(5, 2) = "Clara is sitting in James' hut. She's wearing a skirt and boots."
  548.     LOC$(23, 2) = "James and Clara are sitting inside a shack nestled between two air vents. The   roof extends southwards but ends to the north."
  549.     DisplayText$ =  _
  550. "'James - here's this letter I found,' you say, handing him the memo.            'I don't believe it,' he murmurs, scanning the document. Look. The boss man is  looking for a report off that fucking policeman on... yes. Someone's gonna give this asshole a list of our names.' He looks at you. 'Don't you see?' he shouts, 'the agent who lives in that house is gonna ring up his source any minute - he'sgonna ring up whatever traitor bastard is grassing on us - and then we're       fucked!'" _
  551.  
  552.     Objects$(9, 1) = "107"
  553.     NPC$(7, 3) = "12"
  554.    ELSE
  555.     DisplayText$ =  _
  556. "'Steven and Clara are both working for us undercover,' the old man muses. 'If   their names get out they're totally up the creek. Totally...' He looks at you.  'Christ, kid, don't you get it? We are in big trouble.'                         'Um,' you begin, 'well, I didn't tell you but, eh, I sort of laid out the       agent. Like, he won't be making any phone calls any time soon.'                 'Seriously?' James looks astounded.                                             'Well I didn't mean to, but he wouldn't let me out and-'                        'Jesus, kid,' laughs the old fellow, 'you could have told me earlier. Right,    we're okay for now, I'm guessing. Nobody official knows anything. But... yeah,  we need to get Sam out... right now. We need someone to go there, and... Clara  can do the... hmmm...'                                                          'I'm still here,' says Clara." _
  557.  
  558.     NPC$(7, 3) = "13"
  559.     NPC$(5, 3) = "11"
  560.    END IF
  561.   ELSEIF NPC$(7, 3) = "12" THEN
  562.    DisplayText$ =  _
  563. "'Steven and Clara are both working for us undercover,' the old man muses. 'If   their names get out they're totally up the creek. Totally...' He looks at you.  'Christ, kid, don't you get it? We are in big trouble.'                         'Um,' you begin, 'well, I didn't tell you but, eh, I sort of laid out the       agent. Like, he won't be making any phone calls any time soon.'                 'Seriously?' James looks astounded.                                             'Well I didn't mean to, but he wouldn't let me out and-'                        'Jesus, kid,' laughs the old fellow, 'you could have told me earlier. Right,    we're okay for now, I'm guessing. Nobody official knows anything. But... yeah,  we need to get Sam out... right now. We need someone to go there, and... Clara  can do the... hmmm...'                                                          'I'm still here,' says Clara." _
  564.  
  565.    NPC$(7, 3) = "13"
  566.    NPC$(5, 3) = "11"
  567.   ELSEIF NPC$(7, 3) = "13" THEN
  568.    DisplayText$ = "'Did you say you found any food?' asks James.                                   'Yeah, I found this big shopping bag.'                                          'Well let's get stuck in then. Drop it here, and we'll talk.'"
  569.    NPC$(7, 3) = "14"
  570.   ELSEIF NPC$(7, 3) = "14" THEN
  571.    DisplayText$ = "'Just drop the food here, will you?'"
  572.   ELSEIF NPC$(7, 3) = "15" THEN
  573.    DisplayText$ =  _
  574. "'Right,' says James. He produces a Zippo, a pipe and a tin of pungent, dark     tobacco. After tamping in a bowlful, he lights up, sucking in the flame till thedark flakes glow orange. 'Right. You,' he begins, crooking a long finger in yourdirection, 'will go talk to Nick Portly in his office up the road. He's the guy we need to get Sam out of that cell. Hey Clara,' he says, 'you better go off andscout out the station, while I explain about Nick.' Clara nods and walks out of the shack. A moment later you hear the metallic groaning of the fire escape     taking her weight." _
  575.  
  576.    NPC$(7, 2) = "James is sitting on a concrete block in his hut, smoking his pipe meditatively."
  577.    LOC$(23, 2) = "James is inside a shack nestled between two air vents. The dry vanilla smell of his pipe hangs about you. The roof extends southwards but ends to the north."
  578.    NPC$(7, 3) = "16"
  579.    NPC$(5, 1) = "24"
  580.    NPC$(5, 2) = "Clara is still lookin' good in her skirt and red sweater. She's holding an      old-fashioned lighter and looking towards you."
  581.   ELSEIF NPC$(7, 3) = "16" THEN
  582.    DisplayText$ =  _
  583. "'Right, kid,' James begins. 'We don't really have time to go into any history   now. I'll tell you one thing. We've been lucky so far, but...' he looks gloomy, 'we're infiltrated now, there's no question. We need Sam now more than ever.    What did he tell you he was?'                                                   'Oh, a microwave salesman,' you say, aware that it sounds mildly ridiculous.    'Yeah?' James says, and shrugs. 'He musta taken a liking to you, normally you'd never get anywhere as near the truth.' James pauses to re-light his pipe." _
  584.  
  585.    NPC$(7, 3) = "17"
  586.   ELSEIF NPC$(7, 3) = "17" THEN
  587.    DisplayText$ =  _
  588. "'Yeah... Sam. Been with us for about a year now, I think,' James muses.         'He said it was six months,' you say tentatively. 'And he said you were, eh,    hiding his money, or something. Like, there was this code, hidden on the walls.''Yeah, that would have been Steven Mason's idea. Now you see, Sam here can't    abide any of this secret society stuff. He's a practical kind of guy,' James    says, 'and he's a criminal, of course, fucking genius at getting away with      stuff. Which is why you have to go get him out before those bastards bruise him too badly. He won't tell them anything, you know. Go talk to Nick Portly. He's  got an office at the east end of the main street,' James finishes, gesturing    vaguely and drawing on his pipe." _
  589.  
  590.    NPC$(7, 3) = "18"
  591.    NPC$(9, 3) = "8"
  592.   ELSEIF NPC$(7, 3) = "18" THEN
  593.    DisplayText$ =  _
  594. "'Who's Nick?' you ask.                                                          James shrugs. 'He's a local administrator, you know, well in with the big lads. He's got influence, as he'll probably tell you.' James pauses. 'He's a bit of anass actually, I don't know why he helps us. But he told me to come to him if we ever needed to get into the police station.'" _
  595.  
  596.    NPC$(7, 3) = "19"
  597.   ELSEIF NPC$(7, 3) = "19" THEN
  598.    DisplayText$ = "'Go see if Portly can help us.'"
  599.    NPC$(7, 3) = "20"
  600.   ELSEIF NPC$(7, 3) = "20" THEN
  601.    DisplayText$ = "'Go!'"
  602.  
  603.   END IF
  604.  END IF
  605.  IF VAL(Objects$(8, 1)) = 23 THEN 'if James can see the food
  606.   IF VAL(NPC$(7, 3)) > 12 THEN
  607.    NPC$(7, 3) = "15"
  608.    NPC$(5, 3) = "13"
  609.    Objects$(8, 1) = "107"
  610.    DisplayText$ =  _
  611. "James and Clara go through the bag of food. 'Rice pudding,' says James grimly.  'That'll take hours,' moans Clara. 'I wanna eat.'                               'That's what you get for not bringing me anything this morning,' says James.    'Oh, get your own food,' says Clara unsympathetically. Grumbling, James pulls   out a carton of milk and chugs it back. He puts the food somewhere in the dark  shack, then sits down." _
  612.  
  613.   END IF
  614.  END IF
  615. CASE 8
  616.  IF Talk% = 1 THEN
  617.   IF NPC$(8, 3) = "" THEN
  618.    DisplayText$ = "The busker glares at you for a half-bar."
  619.    NPC$(8, 3) = "1"
  620.   ELSEIF NPC$(8, 3) = "1" THEN
  621.    DisplayText$ = "C F G C... intent on strumming through his three major chords, the man ignores  you."
  622.    NPC$(8, 3) = "2"
  623.   ELSEIF NPC$(8, 3) = "2" THEN
  624.    DisplayText$ = "C F D G..."
  625.    NPC$(8, 3) = "3"
  626.   ELSEIF NPC$(8, 3) = "3" THEN
  627.    DisplayText$ = "C F C C..."
  628.    NPC$(8, 3) = "4"
  629.   ELSEIF NPC$(8, 3) = "4" THEN
  630.    DisplayText$ = "F F C C..."
  631.    NPC$(8, 3) = "5"
  632.   ELSEIF NPC$(8, 3) = "5" THEN
  633.    DisplayText$ = "G F C G..."
  634.    NPC$(8, 3) = "3"
  635.   ELSEIF NPC$(8, 3) = "6" THEN
  636.    DisplayText$ =  _
  637. "'Hey! Hey!' you call out. The busker looks towards you. 'Can you play some jazz funk?'                                                                          'Requests... cost money... don't you... know?' says the busker between chords."
  638.    BuskerReact$ = "4"
  639.    NPC$(8, 3) = "7"
  640.   ELSEIF NPC$(8, 3) = "7" THEN
  641.    DisplayText$ = "'Let's have some funk!' you call out, without much hope. The busker nods towardsthe guitar case on the ground, indicating that some payment is needed."
  642.   ELSEIF NPC$(8, 3) = "8" THEN
  643.    DisplayText$ = "'Make it funky!' you shout happily. 'Gimme some mo-o-o-o-ney!' he replies,      reminding you of the funk classic by The JBs, 'You Can Have Your Watergate.'"
  644.    NPC$(8, 3) = "9"
  645.   ELSEIF NPC$(8, 3) = "9" THEN
  646.    DisplayText$ = "'Funk it up!'                                                                   'I want some mo-o-o-o-ney!'"
  647.   ELSEIF NPC$(8, 3) = "10" THEN
  648.    DisplayText$ = "The busker is playing too hard to talk. He's currently doing a nice triplet     sequence based on the dorian mode."
  649.    NPC$(8, 3) = "11"
  650.   ELSEIF NPC$(8, 3) = "11" THEN
  651.    DisplayText$ = "He's doing some tasty bends now, and sounding extremely bluesy."
  652.    NPC$(8, 3) = "12"
  653.   ELSEIF NPC$(8, 3) = "12" THEN
  654.    DisplayText$ = "He's got a nice blues scale phrase going now, moving variations around in pitch and time."
  655.    NPC$(8, 3) = "13"
  656.   ELSEIF NPC$(8, 3) = "13" THEN
  657.    DisplayText$ = "The busker's soloing has taken a turn for the jazzier, with some diminished     scale meanderings making themselves known."
  658.    NPC$(8, 3) = "14"
  659.   ELSEIF NPC$(8, 3) = "14" THEN
  660.    DisplayText$ = "Man, it's funky!"
  661.   END IF
  662.  END IF
  663. CASE 9
  664.  IF Talk% = 1 THEN
  665.   IF NPC$(9, 3) = "" THEN
  666.    DisplayText$ =  _
  667. "'Sir!' greets the receptionist. 'Have you an appointment at this time with Mr.  Portly?'                                                                        'Oh, uh, no, thanks,' you answer. 'No I, eh... I just...'                       'Can I help you in some other way?' asks the girl, with a peppermint-white      smile. 'No... no, that's okay,' you mumble." _
  668.  
  669.    NPC$(9, 2) = "The receptionist shoots politely suspicious glances at you between bursts of    writing. She's got black hair and a tasteful white-blouse-and-skirt combo."
  670.    NPC$(9, 3) = "1"
  671.   ELSEIF NPC$(9, 3) = "1" THEN
  672.    DisplayText$ =  _
  673. "'Sir?'                                                                          'Yeah, what is this place?' you ask.                                            'This is the office of Mr. Nicholas Portly, as I presume you know already,'     answers the girl somewhat frostily, 'and I am Mr. Portly's secretary.'          'Ah...' You nod." _
  674.  
  675.    NPC$(9, 2) = "The secretary shoots politely suspicious glances at you between bursts of       writing. She's got black hair and a tasteful white-blouse-and-skirt combo."
  676.    NPC$(9, 3) = "2"
  677.   ELSEIF NPC$(9, 3) = "2" THEN
  678.    DisplayText$ = "'I'm working,' snaps the girl. 'I really fail to see why you are here.'"
  679.    NPC$(9, 3) = "3"
  680.   ELSEIF NPC$(9, 3) = "3" THEN
  681.    DisplayText$ = "The girl looks at you, sighs, shakes her head and goes back to work."
  682.    NPC$(9, 3) = "4"
  683.   ELSEIF NPC$(9, 3) = "4" THEN
  684.    DisplayText$ = "Mr. Portly's secretary ignores you theatrically."
  685.    NPC$(9, 3) = "5"
  686.   ELSEIF NPC$(9, 3) = "5" THEN
  687.    DisplayText$ = "The secretary ignores you somewhat less theatrically."
  688.    NPC$(9, 3) = "6"
  689.   ELSEIF NPC$(9, 3) = "6" THEN
  690.    DisplayText$ = "She ignores you with little or no theater."
  691.    NPC$(9, 3) = "7"
  692.   ELSEIF NPC$(9, 3) = "7" THEN
  693.    DisplayText$ = "Mr. Portly's secretary ignores you."
  694.   ELSEIF NPC$(9, 3) = "8" THEN
  695.    DisplayText$ =  _
  696. "'Can I talk to Nick Portly?' you ask.                                           The secretary looks you over coolly, then presses a switch on her desk. As the  artificial tone rings mutedly, the door to Nick Portly's office opens and a     large man strides out. He has a trim moustache and a substantial belly, and is  wearing a suit. 'Sophie!' he calls out genially to his secretary, 'what do you-'He stops and inspects you, a sneer twisting his meaty face. 'Who is this        stinker?' he says slowly. 'You want to talk to me?' Your mouth opens. Nick fans his face. 'See this, Sophie?' he calls out, his eyes fixed on you. 'This smelly bastard probably wants to complain about my slaughterhouses or some such, don't you?' He pauses, apparently savouring your discomfort.                          'You can tell these dumb wasters a mile off...' he continues. Your mouth closes.Sophie the secretary is writing calmly, seemingly aloof.                        'You'd better come into my office then, stinker, eh?' Nick says, and lounges in to seat himself comfortably behind his desk. Shaking with humiliation despite   yourself, you follow." _
  697.  
  698.    NPC$(9, 3) = "9"
  699.    NPC$(9, 2) = "The secretary is wearing a white blouse, a black skirt, and probably some other stuff as well."
  700.    PlayLocation% = 12
  701.   ELSEIF NPC$(9, 3) = "9" THEN
  702.    DisplayText$ = "'Have a nice day!' says the secretary brightly."
  703.    NPC$(9, 3) = "10"
  704.   ELSEIF NPC$(9, 3) = "10" THEN
  705.    DisplayText$ = "The secretary smiles brilliantly."
  706.   ELSEIF NPC$(9, 3) = "11" THEN
  707.    DisplayText$ = "'I trust your interview with Mr. Portly went well?' asks the secretary, fixing  you with her gaze.                                                              'It was quite satisfactory,' you reply courteously."
  708.    NPC$(9, 3) = "12"
  709.   ELSEIF NPC$(9, 3) = "12" THEN
  710.    DisplayText$ = "The girl smiles at you. 'Will you be coming here again?'                        You consider for a moment. 'No,' you answer truthfully."
  711.    NPC$(9, 3) = "13"
  712.   ELSEIF NPC$(9, 3) = "13" THEN
  713.    DisplayText$ =  _
  714. "'I wonder what's going on out there,' the secretary says, pointing a delicate   and well-maintained fingernail at the door, from which you can hear some wild   guitar soloing. 'Do you like that sort of rock music?' she asks.                'It's jazz-funk, actually,' you say stiffly." _
  715.  
  716.    NPC$(9, 3) = "14"
  717.   ELSEIF NPC$(9, 3) = "14" THEN
  718.    DisplayText$ = "The girl smiles somewhat apologetically."
  719.    NPC$(9, 3) = "15"
  720.   ELSEIF NPC$(9, 3) = "15" THEN
  721.    DisplayText$ = "You exchange glances with the secretary."
  722.   END IF
  723.  END IF
  724. CASE 10
  725.  IF Talk% = 1 THEN
  726.   IF NPC$(10, 3) = "" THEN
  727.    DisplayText$ = "'Close the door.'"
  728.   ELSEIF NPC$(10, 3) = "1" THEN
  729.    DisplayText$ =  _
  730. "'Heh. Sorry about that, eh? Had to establish a bit of an alibi for you, didn't  I? Sophie outside there, she's not one of us,' says Nick.                       'You... an alibi?' you say, feeling humiliated all over again.                  'Yeah,' says Nick. 'I get loads of whiners in about my meat plants, she won't   think any more about it. James sent you to me, did he?' he asks.                'Uh, yeah. So... yeah, he did.'" _
  731.  
  732.    NPC$(10, 3) = "2"
  733.   ELSEIF NPC$(10, 3) = "2" THEN
  734.    DisplayText$ =  _
  735. "'So you know how to, eh, get into the station?'                                 'Yeah,' says Nick again, 'I've got influence, all right. I'll tell you how to   get Sam out of the station.'                                                    'You heard?' you ask. 'So what's the story wit-'                                'Yeah, I heard,' says Nick expansively, fingering his grey mustache. 'Now, the  code for the cell is - you ready? Five four three two one.'                     'That's a bit simple, isn't it?' you ask, surprised.                            'Ah... well, I suppose, in one way it is,' says Nick with a quick laugh. 'Now,  you better go over to Sam's cell.'" _
  736.  
  737.    LOC$(33, 2) =  _
  738. "You are in a corner made by buildings to the south and east. The road goes back west and there's an open space to the north. A door seems to offer a way into   the eastern building. A lean busker is apathetically strumming on a cheap       electric guitar. He seems to be singing quietly as well." _
  739.  
  740.    LOC$(13, 2) = "Well-chosen plants set off the minimalist decor. White walls surround you. A    receptionist is busy writing behind a counter. To the east is an imposing door. Music is floating in from the western exit."
  741.    LOC$(30, 2) =  _
  742. "A few government officials are standing around, in such a way as to block the   path to the police station to the east. A dirty fountain is spurting fitfully   to the south, between you and the road, from which are issuing the strains of a common-place folk song." _
  743.  
  744.    
  745.    NPC$(8, 1) = "33"
  746.    NPC$(11, 3) = "1"
  747.    NPC$(10, 3) = "3"
  748.   ELSEIF NPC$(10, 3) = "3" THEN
  749.    DisplayText$ =  _
  750. "'Just head for the station, go to Sam's cell and type in five four three two oneand you'll be fine,' says Nick Portly, with a friendly grin.                    'Got it,' you reply. 'But how did you get the code?'                            'How?' he repeats jovially. 'I've got influence, m'friend! The station is real  near as well, and I've got a few contacts.' He claps his hands. 'It's easy!'    'So you get information for James about the police and stuff?' you ask.         'Well, as much as... well, yeah. I've got influence, you know that?'            'Influence, yeah.'" _
  751.  
  752.    NPC$(10, 3) = "4"
  753.   ELSEIF NPC$(10, 3) = "4" THEN
  754.    DisplayText$ = "Nick looks at his expensive watch. 'You should probably go to Sam's cell now.'  'And get him out,' you say.                                                     He smiles. 'Yep. Good luck.'"
  755.    NPC$(10, 3) = "5"
  756.   ELSEIF NPC$(10, 3) = "5" THEN
  757.    DisplayText$ = "'Will there be many policemen in the station, would you say?' you ask.          'No, no,' says Nick reassuringly. 'It'll be almost empty. Go on.'"
  758.    NPC$(10, 3) = "6"
  759.   ELSEIF NPC$(10, 3) = "6" THEN
  760.    DisplayText$ = "'Good luck anyway.'"
  761.    NPC$(10, 3) = "7"
  762.   ELSEIF NPC$(10, 3) = "7" THEN
  763.    DisplayText$ = "'Go on!'"
  764.    NPC$(10, 3) = "8"
  765.   ELSEIF NPC$(10, 3) = "8" THEN
  766.    DisplayText$ = "'Bye!'"
  767.   ELSEIF NPC$(10, 3) = "9" THEN
  768.    DisplayText$ =  _
  769. "'Well, you're still alive, you stinker,' says Nicholas lazily.                  'You're a traitor,' you spit furiously, 'you killed Sam.'                       'Sam was a low-grade smuggler, and you are a stinky shit. I don't want to hear  your crap, you know that?'                                                      'You fucker!' you shout, losing your cool. 'You betrayed the anarchists!'       'Friend, I don't want to hear it. If there's any anarchists around here, well,  they're going to be arrested. So why don't you take this,' he slams down a tall bottle of deodorant spray on the desk, 'and go, you stinky smelly piece of      shit.'" _
  770.  
  771.    Objects$(13, 1) = "12"
  772.    NPC$(10, 3) = "10"
  773.   ELSEIF NPC$(10, 3) = "10" THEN
  774.    DisplayText$ = "'Bye.'"
  775.   END IF
  776.  END IF
  777.  
  778. CASE 11
  779.  IF Talk% = 1 THEN
  780.   IF NPC$(11, 3) = "" THEN
  781.    IF Objects$(4, 1) = "100" THEN
  782.     DisplayText$ = "In deference to your high-vis vest, the officials spare you a nod."
  783.    ELSE
  784.     DisplayText$ = "They're not talking."
  785.    END IF
  786.   ELSEIF NPC$(11, 3) = "1" THEN
  787.    IF Objects$(4, 1) = "100" THEN
  788.     DisplayText$ =  _
  789. "Looking at your high-vis vest, one of the men leans towards you.                'Whatcha workin' on up here?' he asks, not unkindly.                            'The usual,' you reply. 'And yourself?'                                         'We're meant to be keepin' an eye on the lane to the station. It's strange - I  dunno what they're up to, but we've all been ordered out.' He shrugs. 'Wouldn't mind a bit of a break, but there's nothing to do but listen to that rubbish.'" _
  790.  
  791.     NPC$(11, 3) = "2"
  792.    ELSE
  793.     DisplayText$ = "The men look you over. They don't seem ready to talk to a civilian."
  794.    END IF
  795.   ELSEIF NPC$(11, 3) = "2" THEN
  796.    DisplayText$ = "'I wouldn't mind a bit of real music,' says one of the guys.                    'Yeah,' says the first guy to talk to you, 'a bit of something decent...'"
  797.    NPC$(11, 3) = "3"
  798.   ELSEIF NPC$(11, 3) = "3" THEN
  799.    DisplayText$ = "'Um, what, eh, what music do you like?' you ask.                                'Well, I like a bit of funk,' says the official.                                'I'm a jazz man myself,' says another."
  800.    NPC$(11, 3) = "4"
  801.    NPC$(8, 3) = "6"
  802.   ELSEIF NPC$(11, 3) = "4" THEN
  803.    DisplayText$ = "'Any idea what's going on up at the station?' you ask.                          'Buddy,' says one, 'even if we knew we couldn't tell you.'"
  804.    NPC$(11, 3) = "5"
  805.   ELSEIF NPC$(11, 3) = "5" THEN
  806.    DisplayText$ = "One of the men sighs absently. Another hums a Charlie Parker melody. These guys are obviously used to having too much time on their hands."
  807.    NPC$(11, 3) = "6"
  808.   ELSEIF NPC$(11, 3) = "6" THEN
  809.    DisplayText$ = "The funk fan taps out a 2:3 clave rhythm on his thigh for a few bars, then      desists."
  810.    NPC$(11, 3) = "7"
  811.   ELSEIF NPC$(11, 3) = "7" THEN
  812.    DisplayText$ = "They're too bored to talk."
  813.   ELSEIF NPC$(11, 3) = "8" THEN
  814.    DisplayText$ = "'Groovin', man, I love it!'                                                     'Ah dig it! Ah dig that jazz! Gimme some mo' o' that funky git-tar, white boy!' 'You okay, Mick?'"
  815.    NPC$(11, 3) = "9"
  816.   ELSEIF NPC$(11, 3) = "9" THEN
  817.    DisplayText$ = "'Groovy shit, my man!'                                                          'Aw ye. Ye. Aw ye.'                                                             'Fonky!'"
  818.    NPC$(11, 3) = "10"
  819.   ELSEIF NPC$(11, 3) = "10" THEN
  820.    DisplayText$ = "'Yo!'"
  821.    NPC$(11, 3) = "11"
  822.   ELSEIF NPC$(11, 3) = "11" THEN
  823.    DisplayText$ = "'High-flyin' git-tar!'"
  824.    NPC$(11, 3) = "12"
  825.   ELSEIF NPC$(11, 3) = "12" THEN
  826.    DisplayText$ = "'Hot stuff!'"
  827.    NPC$(11, 3) = "13"
  828.   ELSEIF NPC$(11, 3) = "13" THEN
  829.    DisplayText$ = "'Ah dig it!'"
  830.    NPC$(11, 3) = "14"
  831.   ELSEIF NPC$(11, 3) = "14" THEN
  832.    DisplayText$ = "'Break it down!'"
  833.    NPC$(11, 3) = "15"
  834.   ELSEIF NPC$(11, 3) = "15" THEN
  835.    DisplayText$ = "'Keep the groove!'"
  836.    NPC$(11, 3) = "16"
  837.   ELSEIF NPC$(11, 3) = "16" THEN
  838.    DisplayText$ = "'Outta this world!'"
  839.    NPC$(11, 3) = "10"
  840.   END IF
  841.  END IF
  842. CASE 12
  843. IF NPC$(12, 3) = "1" THEN
  844.  DisplayText$ =  _
  845. "The sergeant is facing away from you, and talking on the phone.                 'Portly,' he says, 'that went off perfectly. Yup, gas. The usual. Hmm? Yeah, theboth of them. So what about the... yeah, what about the names? Trevor? No. he's off at his house. Oh, right. Grand. Yep. That's perfect. Yeah. The inspections  are suspended all right, yup. Okay - see you. Good stuff. Bye!' The sergeant    puts down the phone and picks up his magazine with a satisfied sigh." _
  846.  
  847.  NPC$(12, 3) = "2"
  848. END IF
  849.  IF Talk% = 1 THEN
  850.   IF NPC$(12, 3) = "" THEN
  851.    DisplayText$ = "But he won't co-operate."
  852.   ELSEIF NPC$(12, 3) = "2" THEN
  853.    DisplayText$ =  _
  854. "The sergeant spins around on his chair. His mouth falls open.                   'Ho!' he calls stupidly. 'Just what do you think... what... how did...' he tailsoff, an ugly blush spreading on his face.                                       'Who were you talking to?' you ask, your voice choked with rage.                'N-none of your b-business,' he stutters, 'and, and you, you have no authority-''It was Nicholas Portly, isn't that right?'                                     'I can call f-for reinf-forcements, uh, if you, uh, don't, uh-'                 Unable to stop yourself, you club his red face with your fist. He falls off his chair and smacks his skull on the tiles." _
  855.  
  856.    NPC$(12, 2) = "The sergeant is lying on the floor, either dead, unconscious or faking it."
  857.    LOC$(16, 2) = "The walls are pink, the floors are tiled. Behind the scratched counter the desk sergeant is stretched out on the tiles. There is a corridor to your north and   the exit is to the west."
  858.    NPC$(12, 3) = "3"
  859.   ELSEIF NPC$(12, 3) = "3" THEN
  860.    DisplayText$ = "The unmoving body doesn't reply."
  861.   END IF
  862.  END IF
  863. CASE 13
  864.  IF Talk% = 1 THEN
  865.   DisplayText$ = "The officials ignore you, smug in the knowledge of their State-enshrined power."
  866.  END IF
  867. END SELECT
  868. END SUB
  869.  
  870. SUB PostAnalysis
  871.  
  872. ActionW$ = ""
  873. Object1W$ = ""
  874. Object2W$ = ""
  875. NPCW$ = ""
  876.  
  877. Reply$ = ""
  878.  
  879. IF Words$(1) = "Y" THEN
  880.  IF Quit% = 1 THEN
  881.   END
  882.  ELSE
  883.   ActionW$ = "Y"
  884.  END IF
  885. ELSEIF Words$(1) = "N" OR Words$(1) = "NORTH" THEN
  886.  IF Quit% = 1 THEN
  887.   Quit% = 0
  888.   ActionW$ = "6"
  889.  ELSE
  890.   ActionW$ = "N"
  891.  END IF
  892. ELSEIF Words$(1) = "S" OR Words$(1) = "SOUTH" THEN
  893.  ActionW$ = "S"
  894. ELSEIF Words$(1) = "W" OR Words$(1) = "WEST" THEN
  895.  ActionW$ = "W"
  896. ELSEIF Words$(1) = "E" OR Words$(1) = "EAST" THEN
  897.  ActionW$ = "E"
  898. ELSEIF Words$(1) = "U" OR Words$(1) = "UP" THEN
  899.  ActionW$ = "U"
  900. ELSEIF Words$(1) = "D" OR Words$(1) = "DOWN" THEN
  901.  ActionW$ = "D"
  902. ELSEIF Words$(1) = "GET" OR Words$(1) = "TAKE" THEN
  903.  ActionW$ = "1"
  904.  GetObjectAnywhere 2, 0
  905. ELSEIF Words$(1) = "PICK" AND Words$(2) = "UP" THEN
  906.  ActionW$ = "1"
  907.  GetObject 3, 0
  908. ELSEIF Words$(1) = "DROP" OR Words$(1) = "LEAVE" THEN
  909.  ActionW$ = "2"
  910.  GetObject 2, 1
  911. ELSEIF Words$(1) = "USE" OR Words$(1) = "UTILIZE" THEN
  912.  ActionW$ = "3"
  913.  GetObject 2, 1
  914.  IF Words$(3) = "WITH" OR Words$(3) = "AND" THEN Object2W$ = Words$(4)
  915. ELSEIF Words$(1) = "TALK" THEN
  916.  IF Words$(2) = "TO" THEN
  917.   ActionW$ = "4"
  918.   GetGuy 3
  919.  ELSE
  920.   ActionW$ = "4"
  921.   GetGuy 2
  922.  END IF
  923. ELSEIF Words$(1) = "GIVE" AND Words$(3) = "TO" THEN
  924.  ActionW$ = "5"
  925.  GetObject 2, 1
  926.  GetGuy 4
  927. ELSEIF Words$(1) = "LOOK" THEN
  928.  ActionW$ = "6"
  929.  IF Words$(2) = "AT" THEN
  930.   GetObject 3, 2
  931.   GetGuy 3
  932.  ELSE
  933.   GetObject 2, 2
  934.   GetGuy 2
  935.  END IF
  936. ELSEIF Words$(1) = "I" OR Words$(1) = "INV" OR Words$(1) = "INVENTORY" THEN
  937.  ActionW$ = "7"
  938. ELSEIF Words$(1) = "Q" OR Words$(1) = "QUIT" OR Words$(1) = "EXIT" THEN
  939.  ActionW$ = "8"
  940. ELSE
  941.  ActionW$ = Words$(1)
  942.  GetObject 2, 0
  943. END IF
  944.  
  945. END SUB
  946.  
  947. SUB React 'Right, it's a huge fat sub for reacting to the player's input.
  948.  
  949. Reply$ = Replies$(INT(RND * 19) + 1) 'Have an answer ready if player makes no
  950.                                      'sense.
  951. IF Keypad% = 1 THEN
  952.  Padkill% = 1 'Switches off keypad at end of sub
  953.  Reply$ = "The keypad beeps a complaint. Wrong code."
  954. END IF
  955. 'Check whether players typed 'LOOK AT' instead of 'LOOK'
  956. IF Words$(2) = "AT" THEN LookWordCount% = 3 ELSE LookWordCount% = 2
  957.  
  958. Tired% = Tired% - 1 'Get less tired every go
  959. IF Tired% < 0 THEN Tired% = 0
  960.  
  961. SELECT CASE Words$(1) 'React to the first word
  962. CASE ""
  963. DisplayText$ = LOC$(PlayLocation%, 2): Reply$ = ""
  964.  
  965. CASE "BUY"
  966.  IF PlayLocation% = 5 THEN
  967.   IF Words$(2) = "MAG" OR Words$(2) = "MAGAZINE" OR Words$(2) = "PORNO" OR Words$(2) = "PORN" OR Words$(2) = "FILTH" OR Words$(2) = "MATERIAL" OR Words$(2) = "ADULT" THEN
  968.    Reply$ = "Just take it. He's not looking."
  969.   ELSE
  970.    Reply$ = "You appear to be broke."
  971.   END IF
  972.  ELSE
  973.   Reply$ = "You appear to be broke."
  974.  END IF
  975.  
  976. CASE "SAY"
  977.  Reply$ = "Try TALKing instead."
  978.  
  979. CASE "WAKE"
  980.  Reply$ = "Try TALKing instead."
  981.  
  982. CASE "GIVE"
  983.  IF PlayLocation% = 4 THEN
  984.   Reply$ = "Don't think a bribe will do your work for you."
  985.  ELSE
  986.   Reply$ = "Just drop it."
  987.  END IF
  988.  
  989. CASE "OPEN"
  990.  IF Words$(2) = "DOOR" AND PlayLocation% = 8 THEN
  991.   Reply$ = "It looks like you need to use the keypad to unlock it."
  992.  END IF
  993.  
  994. CASE "9472"
  995.  Keypad% = 0
  996.  Reply$ = "You enter the right code."
  997.  DisplayText$ =  _
  998. "The door unlocks itself with a clunk. As you are pulling it tentatively open,   you hear a hoarse 'FUCK!' from behind you. You turn around in time to see the   man on the bench leap up, clatter across the street towards you, pull the door  out of your hands and dive in." _
  999.  
  1000.  LOC$(8, 2) = "The street is bare and shabby. Small establishments, all closed, hibernate in   various states of decrepitude. To the north are steps up to an open door. The   road continues east and west."
  1001.  LOC$(8, 3) = "09000210"
  1002.  NPC$(4, 1) = "09"
  1003.  NPC$(4, 2) = "The man is sitting on an empty upturned crate, happily flipping through piles   of notes. You notice that the burned side of his face puckers strangely when he smiles."
  1004.  NPC$(4, 3) = "3"
  1005.  
  1006. CASE "NORTH"
  1007.  North$ = MID$(LOC$(PlayLocation%, 3), 1, 2)
  1008.  IF North$ <> "00" THEN 'If you can go north
  1009.   IF PlayLocation% = 8 THEN
  1010.    LOC$(10, 2) = "The grey and uninspiring road is empty apart from the official presence on the  other side of a barricade of heavy plastic barriers. Three black unmarked vans  are parked. You are being observed by uniformed men."
  1011.    NPC$(5, 1) = "00"
  1012.    NPC$(6, 1) = "00"
  1013.   END IF
  1014.   PlayLocation% = VAL(North$)
  1015.   DisplayText$ = LOC$(PlayLocation%, 2)
  1016.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1017.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " north."
  1018.  ELSE
  1019.   IF PlayLocation% = 8 THEN
  1020.    Reply$ = "The door north is locked."
  1021.   ELSE
  1022.    Reply$ = "You can't go any further north."
  1023.   END IF
  1024.  END IF
  1025.  
  1026. CASE "SOUTH"
  1027.  South$ = MID$(LOC$(PlayLocation%, 3), 3, 2)
  1028.  IF South$ <> "00" THEN 'If you can go south
  1029.   PlayLocation% = VAL(South$)
  1030.   DisplayText$ = LOC$(PlayLocation%, 2)
  1031.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1032.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " south."
  1033.  ELSE Reply$ = "You can't go any further south."
  1034.  END IF
  1035.  
  1036. CASE "WEST"
  1037.  West$ = MID$(LOC$(PlayLocation%, 3), 5, 2)
  1038.  IF West$ <> "00" THEN 'If you can go west
  1039.   PlayLocation% = VAL(West$)
  1040.   DisplayText$ = LOC$(PlayLocation%, 2)
  1041.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1042.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " west."
  1043.  ELSE Reply$ = "You can't go any further west."
  1044.  END IF
  1045.  
  1046. CASE "EAST"
  1047.  East$ = MID$(LOC$(PlayLocation%, 3), 7, 2)
  1048.  IF East$ <> "00" THEN 'If you can go east
  1049.   PlayLocation% = VAL(East$)
  1050.   DisplayText$ = LOC$(PlayLocation%, 2)
  1051.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1052.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " east."
  1053.  ELSE Reply$ = "You can't go any further east."
  1054.  END IF
  1055.  
  1056. CASE "UP"
  1057.  IF LEN(LOC$(PlayLocation%, 3)) > 8 THEN 'Most places you can't go up from
  1058.   Up$ = MID$(LOC$(PlayLocation%, 3), 9, 2)
  1059.   IF Up$ <> "00" THEN
  1060.    PlayLocation% = VAL(Up$)
  1061.    DisplayText$ = LOC$(PlayLocation%, 2)
  1062.    Reply$ = "You climb upwards."
  1063.   ELSE Reply$ = "You can't go any higher."
  1064.   END IF
  1065.  ELSE
  1066.   Reply$ = "You can't go any higher."
  1067.  END IF
  1068.  
  1069. CASE "DOWN"
  1070.  IF LEN(LOC$(PlayLocation%, 3)) > 8 THEN
  1071.   Down$ = MID$(LOC$(PlayLocation%, 3), 11, 2)
  1072.   IF Down$ <> "00" THEN
  1073.    PlayLocation% = VAL(Down$)
  1074.    DisplayText$ = LOC$(PlayLocation%, 2)
  1075.    Reply$ = "You make your way downwards."
  1076.   ELSE Reply$ = "You can't go any lower."
  1077.   END IF
  1078.  ELSE
  1079.   Reply$ = "You can't go any lower."
  1080.  END IF
  1081.  
  1082.  
  1083. CASE "N"
  1084.  North$ = MID$(LOC$(PlayLocation%, 3), 1, 2)
  1085.  IF North$ <> "00" THEN 'If you can go north
  1086.   IF PlayLocation% = 8 THEN
  1087.    LOC$(10, 2) = "The grey and uninspiring road is empty apart from the official presence on the  other side of a barricade of heavy plastic barriers. Three black unmarked vans  are parked. You are being observed by uniformed men."
  1088.   END IF
  1089.   PlayLocation% = VAL(North$)
  1090.   DisplayText$ = LOC$(PlayLocation%, 2)
  1091.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1092.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " north."
  1093.  ELSE
  1094.   IF PlayLocation% = 8 THEN
  1095.    Reply$ = "The door north is locked."
  1096.   ELSE
  1097.    Reply$ = "You can't go any further north."
  1098.   END IF
  1099.  END IF
  1100.  
  1101. CASE "S"
  1102.  South$ = MID$(LOC$(PlayLocation%, 3), 3, 2)
  1103.  IF South$ <> "00" THEN 'If you can go south
  1104.   PlayLocation% = VAL(South$)
  1105.   DisplayText$ = LOC$(PlayLocation%, 2)
  1106.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1107.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " south."
  1108.  ELSE Reply$ = "You can't go any further south."
  1109.  END IF
  1110.  
  1111. CASE "W"
  1112.  West$ = MID$(LOC$(PlayLocation%, 3), 5, 2)
  1113.  IF West$ <> "00" THEN 'If you can go west
  1114.   PlayLocation% = VAL(West$)
  1115.   DisplayText$ = LOC$(PlayLocation%, 2)
  1116.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1117.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " west."
  1118.  ELSE Reply$ = "You can't go any further west."
  1119.  END IF
  1120.  
  1121. CASE "E"
  1122.  East$ = MID$(LOC$(PlayLocation%, 3), 7, 2)
  1123.  IF East$ <> "00" THEN 'If you can go east
  1124.   PlayLocation% = VAL(East$)
  1125.   DisplayText$ = LOC$(PlayLocation%, 2)
  1126.   IF Tired% < 7 THEN Tired% = Tired% + 2
  1127.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " east."
  1128.  ELSE Reply$ = "You can't go any further east."
  1129.  END IF
  1130.  
  1131. CASE "U"
  1132.  IF LEN(LOC$(PlayLocation%, 3)) > 8 THEN 'Most places you can't go up from
  1133.   Up$ = MID$(LOC$(PlayLocation%, 3), 9, 2)
  1134.   IF Up$ <> "00" THEN
  1135.    PlayLocation% = VAL(Up$)
  1136.    DisplayText$ = LOC$(PlayLocation%, 2)
  1137.    Reply$ = "You climb upwards."
  1138.   ELSE Reply$ = "You can't go any higher."
  1139.   END IF
  1140.  ELSE
  1141.   Reply$ = "You can't go any higher."
  1142.  END IF
  1143.  
  1144. CASE "D"
  1145.  IF LEN(LOC$(PlayLocation%, 3)) > 8 THEN
  1146.   Down$ = MID$(LOC$(PlayLocation%, 3), 11, 2)
  1147.   IF Down$ <> "00" THEN
  1148.    PlayLocation% = VAL(Down$)
  1149.    DisplayText$ = LOC$(PlayLocation%, 2)
  1150.    Reply$ = "You make your way downwards."
  1151.   ELSE Reply$ = "You can't go any lower."
  1152.   END IF
  1153.  ELSE
  1154.   Reply$ = "You can't go any lower."
  1155.  END IF
  1156.  
  1157.  
  1158. CASE "TAKE"
  1159.  
  1160.  IF Words$(2) = "DRUGS" OR Words$(2) = "CHEMICALS" THEN
  1161.   IF PlayLocation% = 5 THEN
  1162.    Reply$ = "The drugs are too far away to reach. And the shopkeeper wouldn't approve."
  1163.   ELSE
  1164.    Reply$ = "You can't find any drugs no matter how much you need 'em."
  1165.   END IF
  1166.  
  1167.  ELSEIF Words$(2) = "MAG" OR Words$(2) = "MAGAZINE" OR Words$(2) = "PORNO" OR Words$(2) = "PORN" OR Words$(2) = "FILTH" OR Words$(2) = "MATERIAL" OR Words$(2) = "ADULT" THEN
  1168.   IF VAL(Objects$(1, 1)) = PlayLocation% THEN
  1169.    Objects$(1, 1) = "00"
  1170.    Reply$ = "You take the adult magazine."
  1171.   ELSE
  1172.    Reply$ = "Excuse me? There's none of that around here."
  1173.   END IF
  1174.  
  1175.  ELSEIF Words$(2) = "PLANK" OR Words$(2) = "BEAM" THEN
  1176.   IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  1177.    IF PlayLocation% = 7 THEN
  1178.     IF Objects$(4, 1) = "100" THEN
  1179.      Objects$(2, 1) = "00"
  1180.      NPC$(1, 3) = "3"
  1181.      Reply$ = "The builders don't seem to notice you in your high-vis. You lift the plank."
  1182.     ELSE
  1183.      DisplayText$ =  _
  1184. "The builders notice that you are not one of them. Two of them hold you sweatily down while another goes to see if you've been up to anything. When  the loss of the two hapless smokers outside the Porta-Kabin is discovered, you are          mercilessly trounced over a period of two hours by grunting men in grubby vests with pipe-wrenches. They then throw your damaged form out the door of the       Porta-Kabin. You resolve not to approach them undisguised again." _
  1185.  
  1186.      Reply$ = "You attempt to take the plank."
  1187.      PlayLocation% = 4
  1188.     END IF
  1189.    ELSE
  1190.     Reply$ = "You take the plank."
  1191.     Objects$(2, 1) = "00"
  1192.    END IF
  1193.   ELSE
  1194.    Reply$ = "There's no plank in sight."
  1195.   END IF
  1196.  
  1197.  ELSEIF Words$(2) = "BIG" AND Words$(3) = "PLANK" THEN
  1198.   IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  1199.    IF PlayLocation% = 7 THEN
  1200.     IF Objects$(4, 1) = "100" THEN
  1201.      Objects$(2, 1) = "00"
  1202.      NPC$(1, 3) = "3"
  1203.      Reply$ = "The builders don't seem to notice you in your high-vis. You lift the plank."
  1204.     ELSE
  1205.      DisplayText$ =  _
  1206. "The builders notice that you are not one of them. Two of them hold you sweatily down while another goes to see if you've been up to anything. When  the loss of the two hapless smokers outside the Porta-Kabin is discovered, you are          mercilessly trounced over a period of two hours by grunting men in grubby vests with pipe-wrenches. They then throw your damaged form out the door of the       Porta-Kabin. You resolve not to approach them undisguised again." _
  1207.  
  1208.      Reply$ = "You attempt to take the plank."
  1209.      PlayLocation% = 4
  1210.     END IF
  1211.    ELSE
  1212.     Reply$ = "You take the plank."
  1213.     Objects$(2, 1) = "00"
  1214.    END IF
  1215.   ELSE
  1216.    Reply$ = "There's no plank in sight."
  1217.   END IF
  1218.  
  1219.  ELSEIF Words$(2) = "JAR" OR Words$(2) = "DOPE" OR Words$(2) = "CONTAINER" OR Words$(2) = "PLASTIC" OR Words$(2) = "PILLS" THEN
  1220.   IF VAL(Objects$(3, 1)) = PlayLocation% THEN
  1221.    Objects$(3, 1) = "00"
  1222.    Reply$ = "You take the jar of happy pills."
  1223.   ELSE
  1224.    Reply$ = "There's nothing like that within reach."
  1225.   END IF
  1226.  
  1227.   ELSEIF Words$(2) = "VEST" OR Words$(2) = "HIGHVIS" OR Words$(2) = "JACKET" THEN
  1228.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1229.     Objects$(4, 1) = "00"
  1230.     Reply$ = "You take the high-vis vest, crumple it up and put it in your pocket."
  1231.    ELSE Reply$ = "There's no jacket around here."
  1232.    END IF
  1233.  
  1234.   ELSEIF Words$(2) = "HIGH" AND Object1W$ = "VIS" THEN
  1235.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1236.     Objects$(4, 1) = "00"
  1237.     Reply$ = "You take the high-vis vest, crumple it up and put it in your pocket."
  1238.    ELSE Reply$ = "There's no jacket around here."
  1239.    END IF
  1240.  
  1241.  ELSEIF Words$(2) = "PAMPHLET" OR Words$(2) = "ESSAY" OR Words$(2) = "BOOKLET" OR Words$(2) = "ARTICLE" THEN
  1242.   IF VAL(Objects$(5, 1)) = PlayLocation% THEN
  1243.    Objects$(5, 1) = "00"
  1244.    Reply$ = "You take the booklet."
  1245.   ELSE
  1246.    Reply$ = "There's no political literature around."
  1247.   END IF
  1248.  
  1249.  ELSE Reply$ = "Take what?"
  1250.  END IF
  1251.  
  1252. CASE "GET"
  1253.  
  1254.  IF Words$(2) = "DRUGS" OR Words$(2) = "CHEMICALS" THEN
  1255.   IF PlayLocation% = 5 THEN
  1256.    Reply$ = "The drugs are too far away to reach. And the shopkeeper wouldn't approve."
  1257.   ELSE
  1258.    Reply$ = "You can't find any drugs no matter how much you need 'em."
  1259.   END IF
  1260.  
  1261.  ELSEIF Words$(2) = "MAG" OR Words$(2) = "MAGAZINE" OR Words$(2) = "PORNO" OR Words$(2) = "PORN" OR Words$(2) = "FILTH" OR Words$(2) = "MATERIAL" OR Words$(2) = "ADULT" THEN
  1262.   IF VAL(Objects$(1, 1)) = PlayLocation% THEN
  1263.    Objects$(1, 1) = "00"
  1264.    Reply$ = "You get the adult magazine."
  1265.   ELSE
  1266.    Reply$ = "Excuse me? There's none of that around here."
  1267.   END IF
  1268.  
  1269.  ELSEIF Words$(2) = "PLANK" OR Words$(2) = "BEAM" THEN
  1270.   IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  1271.    IF PlayLocation% = 7 THEN
  1272.     IF Objects$(4, 1) = "100" THEN
  1273.      Objects$(2, 1) = "00"
  1274.      NPC$(1, 3) = "3"
  1275.      Reply$ = "The builders don't seem to notice you in your high-vis. You lift the plank."
  1276.     ELSE
  1277.      DisplayText$ =  _
  1278. "The builders notice that you are not one of them. Two of them hold you sweatily down while another goes to see if you've been up to anything. When  the loss of the two hapless smokers outside the Porta-Kabin is discovered, you are          mercilessly trounced over a period of two hours by grunting men in grubby vests with pipe-wrenches. They then throw your damaged form out the door of the       Porta-Kabin. You resolve not to approach them undisguised again." _
  1279.  
  1280.      Reply$ = "You attempt to get the plank."
  1281.      PlayLocation% = 4
  1282.     END IF
  1283.    ELSE
  1284.     Reply$ = "You get the plank."
  1285.     Objects$(2, 1) = "00"
  1286.    END IF
  1287.   ELSE
  1288.    Reply$ = "There's no plank in sight."
  1289.   END IF
  1290.  
  1291.  ELSEIF Words$(2) = "BIG" AND Words$(3) = "PLANK" THEN
  1292.   IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  1293.    IF PlayLocation% = 7 THEN
  1294.     IF Objects$(4, 1) = "100" THEN
  1295.      Objects$(2, 1) = "00"
  1296.      NPC$(1, 3) = "3"
  1297.      Reply$ = "The builders don't seem to notice you in your high-vis. You lift the plank."
  1298.     ELSE
  1299.      DisplayText$ =  _
  1300. "The builders notice that you are not one of them. Two of them hold you sweatily down while another goes to see if you've been up to anything. When  the loss of the two hapless smokers outside the Porta-Kabin is discovered, you are          mercilessly trounced over a period of two hours by grunting men in grubby vests with pipe-wrenches. They then throw your damaged form out the door of the       Porta-Kabin. You resolve not to approach them undisguised again." _
  1301.  
  1302.      Reply$ = "You attempt to get the plank."
  1303.      PlayLocation% = 4
  1304.     END IF
  1305.    ELSE
  1306.     Reply$ = "You get the plank."
  1307.     Objects$(2, 1) = "00"
  1308.    END IF
  1309.   ELSE
  1310.    Reply$ = "There's no plank in sight."
  1311.   END IF
  1312.  
  1313.  
  1314.  ELSEIF Words$(2) = "JAR" OR Words$(2) = "DOPE" OR Words$(2) = "CONTAINER" OR Words$(2) = "PLASTIC" OR Words$(2) = "PILLS" THEN
  1315.   IF VAL(Objects$(3, 1)) = PlayLocation% THEN
  1316.    Objects$(3, 1) = "00"
  1317.    Reply$ = "You get the jar of happy pills."
  1318.   ELSE
  1319.    Reply$ = "There's nothing like that within reach."
  1320.   END IF
  1321.  
  1322.   ELSEIF Words$(2) = "VEST" OR Words$(2) = "HIGHVIS" OR Words$(2) = "JACKET" THEN
  1323.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1324.     Objects$(4, 1) = "00"
  1325.     Reply$ = "You get the high-vis vest, crumple it up and put it in your pocket."
  1326.    ELSE Reply$ = "There's no jacket around here."
  1327.    END IF
  1328.  
  1329.   ELSEIF Words$(2) = "HIGH" AND Words$(3) = "VIS" THEN
  1330.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1331.     Objects$(4, 1) = "00"
  1332.     Reply$ = "You get the high-vis vest, crumple it up and put it in your pocket."
  1333.    ELSE Reply$ = "There's no jacket around here."
  1334.    END IF
  1335.  
  1336.  ELSEIF Words$(2) = "PAMPHLET" OR Words$(2) = "ESSAY" OR Words$(2) = "BOOKLET" OR Words$(2) = "ARTICLE" THEN
  1337.   IF VAL(Objects$(5, 1)) = PlayLocation% THEN
  1338.    Objects$(5, 1) = "00"
  1339.    Reply$ = "You get the booklet."
  1340.   ELSE
  1341.    Reply$ = "There's no political literature around."
  1342.   END IF
  1343.  
  1344.  
  1345.  
  1346.  ELSE Reply$ = "Get what?"
  1347.  END IF
  1348.  
  1349. CASE "PICK"
  1350.  IF Words$(2) = "UP" THEN
  1351.  
  1352.   IF Words$(3) = "DRUGS" OR Words$(3) = "CHEMICALS" THEN
  1353.    IF PlayLocation% = 5 THEN
  1354.     Reply$ = "The drugs are too far away to reach. And the shopkeeper wouldn't approve."
  1355.    ELSE
  1356.     Reply$ = "You can't find any drugs no matter how much you need 'em."
  1357.    END IF
  1358.  
  1359.   ELSEIF Words$(3) = "MAG" OR Words$(3) = "MAGAZINE" OR Words$(3) = "PORNO" OR Words$(3) = "PORN" OR Words$(3) = "FILTH" OR Words$(3) = "MATERIAL" OR Words$(2) = "ADULT" THEN
  1360.    IF VAL(Objects$(1, 1)) = PlayLocation% THEN
  1361.     Objects$(1, 1) = "00"
  1362.     Reply$ = "You pick up the adult magazine."
  1363.    ELSE
  1364.     Reply$ = "Excuse me? There's none of that around here."
  1365.    END IF
  1366.  
  1367.   ELSEIF Words$(3) = "PLANK" OR Words$(3) = "BEAM" THEN
  1368.    IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  1369.     IF PlayLocation% = 7 THEN
  1370.      IF Objects$(4, 1) = "100" THEN
  1371.       Objects$(2, 1) = "00"
  1372.       NPC$(1, 3) = "3"
  1373.       Reply$ = "The builders don't seem to notice you in your high-vis. You lift the plank."
  1374.      ELSE
  1375.       DisplayText$ =  _
  1376. "The builders notice that you are not one of them. Two of them hold you sweatily down while another goes to see if you've been up to anything. When  the loss of the two hapless smokers outside the Porta-Kabin is discovered, you are          mercilessly trounced over a period of two hours by grunting men in grubby vests with pipe-wrenches. They then throw your damaged form out the door of the       Porta-Kabin. You resolve not to approach them undisguised again." _
  1377.  
  1378.       Reply$ = "You attempt to pick up the plank."
  1379.       PlayLocation% = 4
  1380.      END IF
  1381.     ELSE
  1382.      Reply$ = "You pick up the plank."
  1383.      Objects$(2, 1) = "00"
  1384.     END IF
  1385.    ELSE
  1386.     Reply$ = "There's no plank in sight."
  1387.    END IF
  1388.  
  1389.   ELSEIF Words$(3) = "BIG" AND Words$(4) = "PLANK" THEN
  1390.    IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  1391.     IF PlayLocation% = 7 THEN
  1392.      IF Objects$(4, 1) = "100" THEN
  1393.       Objects$(2, 1) = "00"
  1394.       NPC$(1, 3) = "3"
  1395.       Reply$ = "The builders don't seem to notice you in your high-vis. You lift the plank."
  1396.      ELSE
  1397.       DisplayText$ =  _
  1398. "The builders notice that you are not one of them. Two of them hold you sweatily down while another goes to see if you've been up to anything. When  the loss of the two hapless smokers outside the Porta-Kabin is discovered, you are          mercilessly trounced over a period of two hours by grunting men in grubby vests with pipe-wrenches. They then throw your damaged form out the door of the       Porta-Kabin. You resolve not to approach them undisguised again." _
  1399.  
  1400.       Reply$ = "You attempt to pick up the plank."
  1401.       PlayLocation% = 4
  1402.      END IF
  1403.     ELSE
  1404.      Reply$ = "You pick up the plank."
  1405.      Objects$(2, 1) = "00"
  1406.     END IF
  1407.    ELSE
  1408.     Reply$ = "There's no plank in sight."
  1409.    END IF
  1410.  
  1411.  
  1412.   ELSEIF Words$(3) = "JAR" OR Words$(3) = "DOPE" OR Words$(3) = "CONTAINER" OR Words$(3) = "PLASTIC" OR Words$(3) = "PILLS" THEN
  1413.    IF VAL(Objects$(3, 1)) = PlayLocation% THEN
  1414.     Objects$(3, 1) = "00"
  1415.     Reply$ = "You pick up the jar of happy pills."
  1416.    ELSE
  1417.     Reply$ = "There's nothing like that within reach."
  1418.    END IF
  1419.  
  1420.   ELSEIF Words$(3) = "VEST" OR Words$(3) = "HIGHVIS" OR Words$(3) = "JACKET" THEN
  1421.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1422.     Objects$(4, 1) = "00"
  1423.     Reply$ = "You pick up the high-vis vest, crumple it up and put it in your pocket."
  1424.    ELSE Reply$ = "There's no jacket around here."
  1425.    END IF
  1426.  
  1427.   ELSEIF Words$(3) = "HIGH" AND Words$(4) = "VIS" THEN
  1428.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1429.     Objects$(4, 1) = "00"
  1430.     Reply$ = "You pick up the high-vis vest, crumple it up and put it in your pocket."
  1431.    ELSE Reply$ = "There's no jacket around here."
  1432.    END IF
  1433.  
  1434.   ELSEIF Words$(3) = "PAMPHLET" OR Words$(3) = "ESSAY" OR Words$(3) = "BOOKLET" OR Words$(3) = "ARTICLE" THEN
  1435.    IF VAL(Objects$(5, 1)) = PlayLocation% THEN
  1436.     Objects$(5, 1) = "00"
  1437.     Reply$ = "You get the booklet."
  1438.   ELSE
  1439.     Reply$ = "There's no political literature around."
  1440.    END IF
  1441.  
  1442.   ELSE Reply$ = "Pick up what?"
  1443.   END IF
  1444.  END IF
  1445.  
  1446. CASE "DROP"
  1447.  
  1448.  IF Words$(2) = "MAG" OR Words$(2) = "MAGAZINE" OR Words$(2) = "PORNO" OR Words$(2) = "PORN" OR Words$(2) = "FILTH" OR Words$(2) = "MATERIAL" OR Words$(2) = "ADULT" THEN
  1449.   IF VAL(Objects$(1, 1)) = 0 THEN
  1450.    Objects$(1, 1) = STR$(PlayLocation%)
  1451.    Reply$ = "You drop the adult magazine."
  1452.   ELSE
  1453.    Reply$ = "You don't have anything of the sort on your person."
  1454.   END IF
  1455.  
  1456.  ELSEIF Words$(2) = "PLANK" OR Words$(2) = "BEAM" THEN
  1457.   IF VAL(Objects$(2, 1)) = 0 THEN
  1458.    IF PlayLocation% = 2 THEN
  1459.     Objects$(2, 1) = "99"'Kill the plank
  1460.     Reply$ = "You drop the plank."
  1461.     DisplayText$ = "You drop the plank across the river of human waste, forming a bridge."
  1462.     LOC$(2, 2) = "A wide stream of sewage is bridged by a stout plank, allowing access eastwards, where the road continues. The stench is abominable."
  1463.     LOC$(2, 3) = "00000308"
  1464.    ELSE
  1465.     Objects$(2, 1) = STR$(PlayLocation%)
  1466.     Reply$ = "You drop the plank. Man, that's heavy."
  1467.    END IF
  1468.   ELSE
  1469.    Reply$ = "You're not carrying any piece of wood."
  1470.   END IF
  1471.  
  1472.  ELSEIF Words$(2) = "JAR" OR Words$(2) = "DOPE" OR Words$(2) = "CONTAINER" OR Words$(2) = "PLASTIC" OR Words$(2) = "PILLS" THEN
  1473.   IF VAL(Objects$(3, 1)) = 0 THEN
  1474.    Objects$(3, 1) = STR$(PlayLocation%)
  1475.    Reply$ = "You drop the jar of dope."
  1476.   ELSE
  1477.    Reply$ = "You don't have that."
  1478.   END IF
  1479.  
  1480.  ELSEIF Words$(2) = "VEST" OR Words$(2) = "HIGHVIS" OR Words$(2) = "JACKET" THEN
  1481.   IF VAL(Objects$(4, 1)) = 0 THEN
  1482.    Objects$(4, 1) = STR$(PlayLocation%)
  1483.    Reply$ = "You pull out the high-vis vest and toss it away."
  1484.   ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  1485.    Objects$(4, 1) = STR$(PlayLocation%)
  1486.    Reply$ = "You rip off the vest and drop it in a crumpled heap."
  1487.   ELSE Reply$ = "You don't have such an item of clothing."
  1488.   END IF
  1489.  
  1490.  ELSEIF Words$(2) = "HIGH" AND Words$(3) = "VIS" THEN
  1491.   IF VAL(Objects$(4, 1)) = 0 THEN
  1492.    Objects$(4, 1) = STR$(PlayLocation%)
  1493.    Reply$ = "You pull out the high-vis vest and toss it away."
  1494.   ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  1495.    Objects$(4, 1) = STR$(PlayLocation%)
  1496.    Reply$ = "You rip off the vest and drop it in a crumpled heap."
  1497.   ELSE Reply$ = "You don't have such a vestment."
  1498.   END IF
  1499.  
  1500.  ELSEIF Words$(2) = "PAMPHLET" OR Words$(2) = "ESSAY" OR Words$(2) = "BOOKLET" OR Words$(2) = "ARTICLE" THEN
  1501.   IF VAL(Objects$(5, 1)) = 0 THEN
  1502.    Objects$(5, 1) = STR$(PlayLocation%)
  1503.    Reply$ = "You drop the booklet."
  1504.   ELSE
  1505.    Reply$ = "You're not carrying any political literature."
  1506.   END IF
  1507.  
  1508.  ELSE Reply$ = "Drop what?"
  1509.  END IF
  1510.  
  1511. CASE "USE"
  1512.  
  1513.  IF Words$(2) = "MAG" OR Words$(2) = "MAGAZINE" OR Words$(2) = "PORNO" OR Words$(2) = "PORN" OR Words$(2) = "FILTH" OR Words$(2) = "MATERIAL" OR Words$(2) = "ADULT" THEN
  1514.   IF VAL(Objects$(1, 1)) = 0 THEN
  1515.    Reply$ = "Not here!"
  1516.    'DisplayText$ = Objects$(1, 5)
  1517.   ELSE
  1518.    Reply$ = "You don't have anything of the sort on your person."
  1519.   END IF
  1520.  
  1521.  ELSEIF Words$(2) = "PLANK" OR Words$(2) = "BEAM" THEN
  1522.   IF VAL(Objects$(2, 1)) = 0 THEN
  1523.    IF PlayLocation% = 2 THEN
  1524.     Objects$(2, 1) = "99"'Kill the plank
  1525.     Reply$ = "You drop the plank."
  1526.     DisplayText$ = "You drop the plank across the river of human waste, forming a bridge."
  1527.     LOC$(2, 2) = "A wide stream of sewage is bridged by a stout plank, allowing access eastwards, where the road continues. The stench is abominable."
  1528.     LOC$(2, 3) = "00000308"
  1529.    ELSE
  1530.     Reply$ = "You use the plank."
  1531.     DisplayText$ = Objects$(2, 5)
  1532.    END IF
  1533.   ELSE
  1534.    Reply$ = "You're not carrying any piece of wood."
  1535.   END IF
  1536.  
  1537.  ELSEIF Words$(2) = "JAR" OR Words$(2) = "DOPE" OR Words$(2) = "CONTAINER" OR Words$(2) = "PLASTIC" OR Words$(2) = "PILLS" THEN
  1538.   IF VAL(Objects$(3, 1)) = 0 THEN
  1539.    Reply$ = "You sample the dope."
  1540.    DisplayText$ = Objects$(3, 5)
  1541.   ELSE
  1542.    Reply$ = "You search your capacious pockets, but to no avail."
  1543.   END IF
  1544.  
  1545.  ELSEIF Words$(2) = "VEST" OR Words$(2) = "HIGHVIS" OR Words$(2) = "JACKET" THEN
  1546.   IF VAL(Objects$(4, 1)) = 0 THEN
  1547.    DisplayText$ = Objects$(4, 5)
  1548.    Objects$(4, 1) = "100"
  1549.    Reply$ = "You adjust the high-vis vest on your well-shaped torso."
  1550.   ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  1551.    Objects$(4, 1) = "00"
  1552.    Reply$ = "You take off the high-vis vest and stow it away."
  1553.   ELSE Reply$ = "You don't have such a vestment."
  1554.   END IF
  1555.  
  1556.  ELSEIF Words$(2) = "HIGH" AND Words$(3) = "VIS" THEN
  1557.   IF VAL(Objects$(4, 1)) = 0 THEN
  1558.    DisplayText$ = Objects$(4, 4)
  1559.    Reply$ = "You adjust the high-vis vest on your well-shaped torso."
  1560.   ELSE Reply$ = "You don't have such a vestment."
  1561.   END IF
  1562.  
  1563.  ELSEIF Words$(2) = "PAMPHLET" OR Words$(2) = "ESSAY" OR Words$(2) = "BOOKLET" OR Words$(2) = "ARTICLE" THEN
  1564.   IF VAL(Objects$(5, 1)) = 0 THEN
  1565.    DisplayText$ = Objects$(5, 5)
  1566.    Reply$ = "You make use of the pamphlet."
  1567.   ELSE
  1568.    Reply$ = "You're not carrying any political literature."
  1569.   END IF
  1570.  
  1571.  
  1572.  ELSEIF Words$(2) = "KEYPAD" THEN
  1573.   IF LOC$(8, 3) <> "09000210" THEN
  1574.    Reply$ = "You prepare to type in the code. What shall it be?"
  1575.    Keypad% = 1
  1576.   ELSE
  1577.    Reply$ = "You've already entered the right code. The door is open."
  1578.   END IF
  1579.  
  1580.  ELSEIF Words$(2) = "JCB" OR Words$(2) = "DIGGER" THEN
  1581.   IF PlayLocation% = 7 THEN
  1582.    Reply$ = "Don't look for attention. The builders have already noticed you."
  1583.   ELSE
  1584.    Reply$ = "There's no such technology around here."
  1585.   END IF
  1586.  ELSE Reply$ = "Use what?"
  1587.  END IF
  1588.  
  1589. CASE "TALK"
  1590.  Talk% = 1
  1591.  NPCToTalkTo% = 0 'Just in case the player says "TALK" and the game can't figure it
  1592.  Reply$ = "You try to start a conversation."
  1593.  HowMany% = 0
  1594.  FOR CheckNPC% = 1 TO NPCsAmount%
  1595.   '############ Find out how many NPCs are around - if 1, then talk to it
  1596.   IF VAL(NPC$(CheckNPC%, 1)) = PlayLocation% THEN
  1597.    NPCToHandle% = CheckNPC%
  1598.    HowMany% = HowMany% + 1
  1599.   END IF
  1600.   '############
  1601.  NEXT CheckNPC%
  1602.  
  1603.   IF HowMany% = 1 THEN
  1604.    NPCToTalkTo% = NPCToHandle% 'Just talk to it
  1605.  
  1606.   ELSEIF HowMany% > 1 THEN 'There's more than one so:
  1607.    IF Words$(2) = "" THEN
  1608.     Reply$ = "Talk to which person?"
  1609.    ELSE
  1610.     IF Words$(2) = "TO" THEN WhichWord% = 3 ELSE WhichWord% = 2
  1611.     FOR CheckNPC% = 1 TO NPCsAmount%
  1612.      FOR ThisWord% = 2 TO (VAL(NPCNames$(CheckNPC%, 1)) + 1)'Find no. of aliases
  1613.       IF Words$(WhichWord%) = NPCNames$(CheckNPC%, ThisWord%) THEN NPCToTalkTo% = CheckNPC%
  1614.       'DisplayText$ = NPCNames$(NPCToTalkTo%, 1)
  1615.      NEXT ThisWord%
  1616.     NEXT CheckNPC%
  1617.    END IF
  1618.   ELSE Reply$ = "There's no-one here to talk to."
  1619.   END IF
  1620.  
  1621.  IF PlayLocation% = 7 THEN Reply$ = "You feel no urge to let these fellows know that you vapourised their colleagues."
  1622.  
  1623. CASE "LOOK"
  1624.  'IF Words$(2) = "AT" THEN
  1625.  
  1626.   IF Object1W$ = "MAG" OR Object1W$ = "MAGAZINE" OR Object1W$ = "PORNO" OR Object1W$ = "PORN" OR Object1W$ = "FILTH" OR Object1W$ = "MATERIAL" OR Object1W$ = "ADULT" THEN
  1627.    IF VAL(Objects$(1, 1)) = PlayLocation% THEN
  1628.     DisplayText$ = Objects$(1, 3)
  1629.     Reply$ = "You look at the adult magazine."
  1630.    ELSEIF VAL(Objects$(1, 1)) = 0 THEN
  1631.     DisplayText$ = Objects$(1, 4)
  1632.     Reply$ = "You take out the magazine for a look."
  1633.    ELSE Reply$ = "You can't find a magazine."
  1634.    END IF
  1635.  
  1636.  
  1637.  
  1638.   ELSEIF Words$(LookWordCount%) = "PLANK" OR Words$(LookWordCount%) = "BEAM" THEN
  1639.    IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  1640.     DisplayText$ = Objects$(2, 3)
  1641.     Reply$ = "You look at the plank."
  1642.    ELSEIF VAL(Objects$(2, 1)) = 0 THEN
  1643.     DisplayText$ = Objects$(2, 4)
  1644.     Reply$ = "You stand the plank up for a look."
  1645.    ELSE Reply$ = "You don't have a plank."
  1646.    END IF
  1647.  
  1648.   ELSEIF Words$(LookWordCount%) = "JAR" OR Words$(LookWordCount%) = "DOPE" OR Words$(LookWordCount%) = "CONTAINER" OR Words$(LookWordCount%) = "PLASTIC" OR Words$(LookWordCount%) = "PILLS" THEN
  1649.    IF VAL(Objects$(3, 1)) = PlayLocation% THEN
  1650.     DisplayText$ = Objects$(3, 3)
  1651.     Reply$ = "You look at the jar of pills."
  1652.    ELSEIF VAL(Objects$(3, 1)) = 0 THEN
  1653.     DisplayText$ = Objects$(3, 4)
  1654.     Reply$ = "You take out the jar o' dope for a look."
  1655.    ELSE Reply$ = "You don't have such a thing."
  1656.    END IF
  1657.  
  1658.   ELSEIF Words$(LookWordCount%) = "VEST" OR Words$(LookWordCount%) = "HIGHVIS" OR Words$(LookWordCount%) = "JACKET" THEN
  1659.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1660.     DisplayText$ = Objects$(4, 3)
  1661.     Reply$ = "You look at the high-vis vest."
  1662.    ELSEIF VAL(Objects$(4, 1)) = 0 THEN
  1663.     DisplayText$ = Objects$(4, 3)
  1664.     Reply$ = "You check out the high-vis vest."
  1665.    ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  1666.     DisplayText$ = Objects$(4, 5)
  1667.     Reply$ = "You look down at the high-vis vest."
  1668.    ELSE Reply$ = "You don't have such a vestment."
  1669.    END IF
  1670.  
  1671.   ELSEIF Words$(LookWordCount%) = "HIGH" AND Words$(4) = "VIS" THEN
  1672.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  1673.     DisplayText$ = Objects$(4, 3)
  1674.     Reply$ = "You look at the high-vis vest."
  1675.    ELSEIF VAL(Objects$(4, 1)) = 0 THEN
  1676.     DisplayText$ = Objects$(4, 4)
  1677.     Reply$ = "You check out the high-vis vest."
  1678.    ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  1679.     DisplayText$ = Objects$(4, 5)
  1680.     Reply$ = "You look down at the high-vis vest."
  1681.    ELSE Reply$ = "You don't have such a vestment."
  1682.    END IF
  1683.  
  1684.   ELSEIF Words$(LookWordCount%) = "PAMPHLET" OR Words$(LookWordCount%) = "ESSAY" OR Words$(LookWordCount%) = "BOOKLET" OR Words$(LookWordCount%) = "ARTICLE" THEN
  1685.    IF VAL(Objects$(5, 1)) = PlayLocation% THEN
  1686.     DisplayText$ = Objects$(5, 3)
  1687.     Reply$ = "You lean over the pamphlet."
  1688.    ELSEIF VAL(Objects$(5, 1)) = 0 THEN
  1689.     DisplayText$ = Objects$(5, 4)
  1690.     Reply$ = "You whip out the pamphlet for a read."
  1691.    ELSE
  1692.     Reply$ = "You can't find any political literature."
  1693.    END IF
  1694.  
  1695.   ELSEIF Words$(LookWordCount%) = "BUILDERS" OR Words$(LookWordCount%) = "GUYS" OR Words$(LookWordCount%) = "MEN" THEN
  1696.    IF VAL(NPC$(2, 1)) = PlayLocation% THEN
  1697.     DisplayText$ = NPC$(2, 2)
  1698.     Reply$ = "You ogle the builders."
  1699.    ELSEIF PlayLocation% = 7 THEN
  1700.     DisplayText$ = Decor$(13)
  1701.     Reply$ = "You sneak a look at the builders across the road."
  1702.    ELSE
  1703.     Reply$ = "There are no such fellows in sight."
  1704.    END IF
  1705.  
  1706.   ELSEIF Words$(LookWordCount%) = "SHOPKEEPER" OR Words$(LookWordCount%) = "COUNTERMAN" OR Words$(LookWordCount%) = "OWNER" OR Words$(LookWordCount%) = "DEALER" THEN
  1707.    IF VAL(NPC$(1, 1)) = PlayLocation% THEN
  1708.     DisplayText$ = NPC$(1, 2)
  1709.     Reply$ = "You glance at the guy in the dope shop."
  1710.    ELSE Reply$ = "That guy's not around."
  1711.    END IF
  1712.  
  1713.   ELSEIF Words$(LookWordCount%) = "ADDICT" OR Words$(LookWordCount%) = "HOBO" OR Words$(LookWordCount%) = "BUM" OR Words$(LookWordCount%) = "TRAMP" OR Words$(LookWordCount%) = "JUNKIE" THEN
  1714.    IF VAL(NPC$(3, 1)) = PlayLocation% THEN
  1715.     DisplayText$ = NPC$(3, 2)
  1716.     Reply$ = "You inspect the fellow on the ground."
  1717.    ELSE Reply$ = "There's no-one like that visible."
  1718.    END IF
  1719.  
  1720.   ELSEIF Words$(LookWordCount%) = "SALESMAN" THEN
  1721.    IF VAL(NPC$(4, 1)) = PlayLocation% THEN
  1722.     DisplayText$ = NPC$(4, 2)
  1723.     Reply$ = "You look over the disfigured man."
  1724.    ELSE Reply$ = "There is definitely no salesman here."
  1725.    END IF
  1726.  
  1727.   ELSEIF Words$(LookWordCount%) = "GIRL" OR Words$(LookWordCount%) = "LADY" OR Words$(LookWordCount%) = "WOMAN" OR Words$(LookWordCount%) = "PROSTITUTE" OR Words$(LookWordCount%) = "WHORE" THEN
  1728.    IF VAL(NPC$(5, 1)) = PlayLocation% THEN
  1729.     DisplayText$ = NPC$(5, 2)
  1730.     Reply$ = "You look at the lady."
  1731.    ELSE Reply$ = "There ain't no lady round here."
  1732.    END IF
  1733.  
  1734.   ELSEIF Words$(LookWordCount%) = "POLICEMAN" OR Words$(LookWordCount%) = "OFFICER" OR Words$(LookWordCount%) = "AGENT" OR Words$(LookWordCount%) = "RECRUIT" THEN
  1735.    IF VAL(NPC$(6, 1)) = PlayLocation% THEN
  1736.     DisplayText$ = NPC$(6, 2)
  1737.     Reply$ = "You stare at the official."
  1738.    ELSE Reply$ = "There's no guy like that around."
  1739.    END IF
  1740.  
  1741.   ELSEIF Words$(LookWordCount%) = "MAN" OR Words$(LookWordCount%) = "GUY" OR Words$(LookWordCount%) = "CHAP" OR Words$(LookWordCount%) = "FELLOW" THEN
  1742.    Reply$ = "There's no guy here."
  1743.    FOR CheckNPC% = 1 TO NPCsAmount%
  1744.     IF VAL(NPC$(CheckNPC%, 1)) = PlayLocation% THEN
  1745.      DisplayText$ = NPC$(CheckNPC%, 2)
  1746.      Reply$ = "You look over the fellow in front of you."
  1747.     END IF
  1748.    NEXT CheckNPC%
  1749.  
  1750.   ELSEIF Words$(LookWordCount%) = "WALLS" OR Words$(LookWordCount%) = "WALL" THEN
  1751.    Reply$ = "You inspect the nearest wall."
  1752.    IF PlayLocation% = 1 THEN
  1753.     DisplayText$ = Decor$(1)
  1754.    ELSE
  1755.     DisplayText$ = "This is almost as interesting as watching paint dry. Except it's already dry."
  1756.    END IF
  1757.  
  1758.   ELSEIF Words$(LookWordCount%) = "STEAM" THEN
  1759.    IF PlayLocation% = 1 THEN
  1760.     DisplayText$ = Decor$(2)
  1761.     Reply$ = "You look at the steam."
  1762.    ELSE
  1763.     Reply$ = "There is no steam to be seen."
  1764.     DisplayText$ = "You attempt to urinate in a desperate attempt to make some steam to look at.    But there's nothing there."
  1765.    END IF
  1766.  
  1767.   ELSEIF Words$(LookWordCount%) = "VENTS" OR Words$(LookWordCount%) = "VENT" THEN
  1768.    IF PlayLocation% = 1 THEN
  1769.     Reply$ = "You check out the vents."
  1770.     DisplayText$ = Decor$(3)
  1771.    ELSE
  1772.     Reply$ = "A vent? What do you think this is, Half-Life?"
  1773.    END IF
  1774.  
  1775.   ELSEIF Words$(LookWordCount%) = "RUBBISH" OR Words$(LookWordCount%) = "LITTER" THEN
  1776.    IF PlayLocation% = 1 OR PlayLocation% = 3 THEN
  1777.     Reply$ = "You look at some rubbish."
  1778.     DisplayText$ = Decor$(4)
  1779.    ELSE
  1780.     DisplayText$ = "The only litter you can find is half a Moro Bar wrapper in your pocket. You     scrutinise it zealously."
  1781.     Reply$ = "You search your pockets."
  1782.    END IF
  1783.  
  1784.   ELSEIF Words$(LookWordCount%) = "BUILDINGS" OR Words$(LookWordCount%) = "SHOPS" OR Words$(LookWordCount%) = "BUILDING" OR Words$(LookWordCount%) = "ESTABLISHMENT" OR Words$(LookWordCount%) = "ESTABLISHMENTS" THEN
  1785.    Reply$ = "You look at the nearest construction."
  1786.    IF PlayLocation% = 3 THEN
  1787.     DisplayText$ = Decor$(5)
  1788.    ELSE
  1789.     DisplayText$ = "You observe some nearby buildings. They are grotty and run-down."
  1790.    END IF
  1791.  
  1792.   ELSEIF Words$(LookWordCount%) = "HOLE" OR Words$(LookWordCount%) = "TRENCH" OR Words$(LookWordCount%) = "EXCAVATION" THEN
  1793.    IF PlayLocation% = 4 THEN
  1794.     DisplayText$ = Decor$(6)
  1795.     Reply$ = "You look at the trench in the road."
  1796.    ELSE
  1797.     Reply$ = "There is no hole in sight."
  1798.    END IF
  1799.  
  1800.   ELSEIF Words$(LookWordCount%) = "PORTAKABIN" OR Words$(LookWordCount%) = "PORTA" OR Words$(LookWordCount%) = "KABIN" OR Words$(LookWordCount%) = "CABIN" THEN
  1801.    IF PlayLocation% = 4 THEN
  1802.     Reply$ = "You look at the Porta-Kabin."
  1803.     DisplayText$ = Decor$(7)
  1804.    ELSE
  1805.     Reply$ = "You can't see any such thing."
  1806.    END IF
  1807.  
  1808.   ELSEIF Words$(LookWordCount%) = "CONE" OR Words$(LookWordCount%) = "CONES" THEN
  1809.    IF PlayLocation% = 4 THEN
  1810.     Reply$ = "You check out the cones."
  1811.     DisplayText$ = Decor$(8)
  1812.    ELSE
  1813.     Reply$ = "There is nothing conical in your field of view."
  1814.    END IF
  1815.  
  1816.   ELSEIF Words$(LookWordCount%) = "TRAFFIC" THEN
  1817.    IF Words$(LookWordCount% + 1) = "CONE" OR Words$(LookWordCount% + 1) = "CONES" THEN
  1818.     IF PlayLocation% = 4 THEN
  1819.      Reply$ = "You check out the cones."
  1820.      DisplayText$ = Decor$(8)
  1821.     ELSE
  1822.      Reply$ = "There are no traffic cones in sight."
  1823.     END IF
  1824.    ELSE
  1825.     Reply$ = "There is no traffic here. It's rather eerie, in fact."
  1826.    END IF
  1827.  
  1828.   ELSEIF Words$(LookWordCount%) = "TAPE" THEN
  1829.    IF PlayLocation% = 4 THEN
  1830.     Reply$ = "You inspect the red and white tape."
  1831.     DisplayText$ = Decor$(9)
  1832.    ELSE
  1833.     Reply$ = "There is no tape here. Why would there be?"
  1834.    END IF
  1835.  
  1836.   ELSEIF Words$(LookWordCount%) = "SHIT" OR Words$(LookWordCount%) = "CRAP" OR Words$(LookWordCount%) = "SEWAGE" THEN
  1837.    IF PlayLocation% = 2 THEN
  1838.     Reply$ = "You look at the sewage."
  1839.     DisplayText$ = Decor$(10)
  1840.    ELSE
  1841.     Reply$ = "Your efforts to produce sewage are in vain. There's none around here."
  1842.    END IF
  1843.  
  1844.   ELSEIF Words$(LookWordCount%) = "VEHICLES" OR Words$(LookWordCount%) = "VEHICLE" THEN
  1845.    IF PlayLocation% = 7 THEN
  1846.     Reply$ = "You inspect the construction machines."
  1847.     DisplayText$ = Decor$(11)
  1848.    ELSE
  1849.     Reply$ = "There are no vehicles visible."
  1850.    END IF
  1851.  
  1852.   ELSEIF Words$(LookWordCount%) = "SHOP" OR Words$(LookWordCount%) = "SHELVES" OR Words$(LookWordCount%) = "DRUGS" THEN
  1853.    IF PlayLocation% = 5 THEN
  1854.     Reply$ = "You cast your eye around the premises."
  1855.     DisplayText$ = Decor$(12)
  1856.    ELSEIF PlayLocation% = 3 THEN
  1857.     Reply$ = "You're too far away from the drugs shop."
  1858.    ELSE
  1859.     Reply$ = "No luck. You see nothing interesting."
  1860.    END IF
  1861.  
  1862.  ELSEIF Words$(LookWordCount%) = "DOOR" OR Words$(LookWordCount%) = "DOORWAY" THEN
  1863.   IF PlayLocation% = 8 THEN
  1864.    Reply$ = "You have a look at the door."
  1865.    DisplayText$ = Decor$(14)
  1866.   ELSE
  1867.    Reply$ = "No door springs to mind."
  1868.   END IF
  1869.  
  1870.  ELSEIF Words$(LookWordCount%) = "STAIRS" OR Words$(LookWordCount%) = "STEPS" OR Words$(LookWordCount%) = "STAIR" OR Words$(LookWordCount%) = "STAIRWELL" OR Words$(LookWordCount%) = "STAIRWAY" THEN
  1871.   IF PlayLocation% = 8 THEN
  1872.    Reply$ = "You give the stairs the once-over."
  1873.    DisplayText$ = Decor$(15)
  1874.   ELSE
  1875.    Reply$ = "You can't see any stairs."
  1876.   END IF
  1877.  
  1878.   ELSEIF Words$(LookWordCount%) = "KEYPAD" THEN
  1879.    IF PlayLocation% = 8 THEN
  1880.     Reply$ = "You give the keypad a glance."
  1881.     DisplayText$ = Decor$(20)
  1882.    ELSE
  1883.     Reply$ = "There is no such device in your field of view."
  1884.    END IF
  1885.  
  1886.  ELSEIF Words$(LookWordCount%) = "BENCH" THEN
  1887.   IF PlayLocation% = 8 THEN
  1888.    Reply$ = "You give the bench an antiquarian's appraisal."
  1889.    DisplayText$ = Decor$(21)
  1890.   ELSE Reply$ = "No bench here, bucko."
  1891.   END IF
  1892.  
  1893.  ELSEIF Words$(LookWordCount%) = "FLOOR" OR Words$(LookWordCount%) = "FLOORBOARDS" THEN
  1894.   IF PlayLocation% = 9 THEN
  1895.    Reply$ = "You look down at the wooden floor."
  1896.    DisplayText$ = Decor$(22)
  1897.   ELSE
  1898.    Reply$ = "The floor is uninteresting here."
  1899.   END IF
  1900.  
  1901.  ELSEIF Words$(LookWordCount%) = "TABLE" THEN
  1902.   IF PlayLocation% = 9 THEN
  1903.    Reply$ = "You glance at the table."
  1904.    DisplayText$ = Decor$(23)
  1905.   ELSEIF PlayLocation% = 4 THEN
  1906.    Reply$ = "The table is an ugly metal one."
  1907.   ELSE
  1908.    Reply$ = "There's no table here."
  1909.   END IF
  1910.  
  1911.  ELSEIF Words$(LookWordCount%) = "LOCKER" THEN
  1912.   IF PlayLocation% = 9 THEN
  1913.    Reply$ = "You inspect the ammo box."
  1914.    DisplayText$ = Decor$(24)
  1915.    ELSE
  1916.    Reply$ = "There ain't no locker here."
  1917.   END IF
  1918.  
  1919.  ELSEIF Words$(LookWordCount%) = "MONEY" OR Words$(LookWordCount%) = "BANKNOTES" OR Words$(LookWordCount%) = "NOTES" THEN
  1920.   IF PlayLocation% = 9 THEN
  1921.    Reply$ = "You eye the banknotes."
  1922.    DisplayText$ = Decor$(25)
  1923.   ELSE
  1924.    Reply$ = "I told you, you're broke."
  1925.   END IF
  1926.  
  1927.  ELSEIF Words$(2) = "" THEN
  1928.   DisplayText$ = LOC$(PlayLocation%, 2)
  1929.   Reply$ = "You look around."
  1930.  ELSE
  1931.   Reply$ = "Look where?"
  1932.  END IF
  1933.  
  1934. CASE "YELL"
  1935.  Reply$ = "Ssshhh! Keep it down."
  1936.  
  1937. CASE "SHOUT"
  1938.  Reply$ = "Calm yourself."
  1939.  
  1940. CASE "SCREAM"
  1941.  Reply$ = "What's wrong now?"
  1942.  
  1943. CASE "DANCE"
  1944.  Reply$ = "You get down to your inner groove."
  1945.  
  1946. CASE "HOP"
  1947.  Reply$ = "You hop cheerily about for a few moments."
  1948.  
  1949. CASE "JUMP"
  1950.  Reply$ = "You execute an Olympian leap."
  1951.  
  1952. CASE "RUN"
  1953.  Reply$ = "Cool it!"
  1954.  
  1955. CASE "KILL"
  1956.  Reply$ = "Violence never solved anything."
  1957.  
  1958. CASE "SHIT"
  1959.  Reply$ = "Don't."
  1960.  
  1961. CASE "PISS"
  1962.  Reply$ = "Your bladder is remarkably empty, and will remain so for the rest of the game."
  1963.  
  1964. CASE "FUCK"
  1965.  Reply$ = "No."
  1966.  
  1967. CASE "LOKK"
  1968.  Reply$ = "Why does everyone love typing 'LOKK?'"
  1969.  
  1970. END SELECT
  1971. IF Padkill% = 1 THEN
  1972.  Keypad% = 0
  1973.  Padkill% = 0
  1974. END IF
  1975.  
  1976. END SUB
  1977.  
  1978. SUB Reactor
  1979.  
  1980. Reply$ = Replies$(INT(RND * 19) + 1) 'Have an answer ready
  1981. IF Keypad% = 1 THEN
  1982.  Padkill% = 1 'Switches off keypad at end of sub
  1983.  Reply$ = "The keypad beeps a complaint. Wrong code."
  1984. END IF
  1985. IF Words$(2) = "AT" THEN LookWordCount% = 3 ELSE LookWordCount% = 2
  1986. Tired% = Tired% - 1 'Get less tired every go
  1987. IF Tired% < 0 THEN Tired% = 0
  1988. SELECT CASE ActionW$ 'React to the first word
  1989. CASE ""
  1990. DisplayText$ = LOC$(PlayLocation%, 2): Reply$ = ""
  1991. CASE "BUY"
  1992.  Reply$ = "You appear to be broke."
  1993. CASE "ANSWER"
  1994.  IF PlayLocation% = 17 THEN
  1995.   Reply$ = "Just GET it."
  1996.  ELSE Reply$ = "There is no answer."
  1997.  END IF
  1998. CASE "SAY"
  1999.  Reply$ = "Try TALKing instead."
  2000. CASE "READ"
  2001.  Reply$ = "Just LOOK at it."
  2002. CASE "WAKE"
  2003.  IF LOC$(PlayLocation%, 3) = "26170000" THEN
  2004.   Reply$ = "He won't wake up."
  2005.  ELSE
  2006.   Reply$ = "Try TALKing instead."
  2007.  END IF
  2008. CASE "GIVE"
  2009.  IF PlayLocation% = 4 THEN
  2010.   Reply$ = "Just drop it."
  2011.  ELSE
  2012.   Reply$ = "You try to GIVE, then realise that the laws of nature will not allow it."
  2013.  END IF
  2014. CASE "CLOSE"
  2015.  IF PlayLocation% = 12 THEN
  2016.   IF LOC$(12, 3) = "00001300" THEN
  2017.    Reply$ = "You close the door."
  2018.    LOC$(12, 3) = "00000000"
  2019.    LOC$(13, 3) = "00003300"
  2020.    IF Deado$ = "1" THEN
  2021.     LOC$(12, 2) = "A huge black roasted corpse dominates the room. A skylight illuminates the      spartan tidiness. To the west is a closed door."
  2022.    ELSE
  2023.     LOC$(12, 2) = "A huge black wooden desk dominates the room. A skylight illuminates the spartan tidiness. Behind the desk is Nicholas Portly himself. To the west is a closed   door."
  2024.    END IF
  2025.    DisplayText$ = LOC$(PlayLocation%, 2)
  2026.    IF NPC$(10, 3) = "" THEN NPC$(10, 3) = "1"
  2027.   ELSE
  2028.    Reply$ = "It's already closed."
  2029.   END IF
  2030.  ELSE
  2031.   Rand% = RND * 3
  2032.   IF Rand% < 1 THEN
  2033.    Reply$ = "Keep your clothes on."
  2034.   ELSEIF Rand% < 2 THEN
  2035.    Reply$ = "You're getting close."
  2036.   ELSEIF Rand% < 3 THEN
  2037.    Reply$ = "Close your mouth."
  2038.   ELSE
  2039.    Reply$ = "Clothes aren't everything."
  2040.   END IF
  2041.  END IF
  2042. CASE "OPEN"
  2043.  IF PlayLocation% = 12 THEN
  2044.   IF LOC$(12, 3) = "00000000" THEN
  2045.    Reply$ = "You open the door."
  2046.    LOC$(12, 3) = "00001300"
  2047.    LOC$(13, 3) = "00003312"
  2048.   IF Deado$ = "1" THEN
  2049.    LOC$(12, 2) = "A huge black roasted corpse dominates the room. A skylight illuminates the      spartan tidiness. To the west is an open door."
  2050.   ELSE
  2051.    LOC$(12, 2) = "A huge black wooden desk dominates the room. A skylight illuminates the spartan tidiness. Behind the desk is Nicholas Portly himself. To the west is an open    door."
  2052.   END IF
  2053.    DisplayText$ = LOC$(PlayLocation%, 2)
  2054.   ELSE
  2055.    Reply$ = "It's already open."
  2056.   END IF
  2057.  ELSEIF Words$(2) = "DOOR" AND PlayLocation% = 8 THEN
  2058.   Reply$ = "It looks like you need to use the keypad to unlock it."
  2059.  ELSEIF Words$(2) = "DOOR" AND PlayLocation% = 15 THEN
  2060.   Reply$ = "It looks like you need to use the keypad to unlock it."
  2061.  ELSE
  2062.   Rand% = RND * 3
  2063.   IF RND < 1 THEN
  2064.    Reply$ = "Open up."
  2065.   ELSEIF Rand% < 2 THEN
  2066.    Reply$ = "I'm 'opin' you'll learn to play this game properly."
  2067.   ELSEIF Rand% < 3 THEN
  2068.    Reply$ = "Have you got openers?"
  2069.   ELSE
  2070.    Reply$ = "Open sesame."
  2071.   END IF
  2072.  END IF
  2073. CASE "9472"
  2074.  Keypad% = 0
  2075.  Reply$ = "You enter the right code."
  2076.  DisplayText$ =  _
  2077. "The door unlocks itself with a clunk. As you are pulling it tentatively open,   you hear a hoarse 'FUCK!' from behind you. You turn around in time to see the   man on the bench leap up, clatter across the street towards you, pull the door  out of your hands and dive in." _
  2078.  
  2079.  LOC$(8, 2) = "The street is bare and shabby. Small establishments, all closed, hibernate in   various states of decrepitude. To the north are steps up to an open door. The   road continues east and west."
  2080.  LOC$(8, 3) = "09000210"
  2081.  NPC$(4, 1) = "09"
  2082.  NPC$(4, 2) = "The man is sitting on an empty upturned crate, happily flipping through piles   of notes. You notice that the burned side of his face puckers strangely when he smiles."
  2083.  NPC$(4, 3) = "4"
  2084. CASE "54321"
  2085.  Keypad% = 0
  2086.  Reply$ = "You enter the right code."
  2087.  DisplayText$ = "The door unlocks itself. You're free to go east."
  2088.  LOC$(15, 3) = "00160014"
  2089. CASE "N"
  2090.  North$ = MID$(LOC$(PlayLocation%, 3), 1, 2)
  2091.  IF North$ <> "00" THEN 'If you can go north
  2092.   IF PlayLocation% = 8 THEN
  2093.    LOC$(10, 2) = "The grey and uninspiring road is empty apart from the official presence on the  other side of a barricade of heavy plastic barriers. Three black unmarked vans  are parked. You are being observed by uniformed men."
  2094.    NPC$(13, 1) = "10"
  2095.    NPC$(5, 1) = "00"
  2096.    NPC$(6, 1) = "00"
  2097.   END IF
  2098.   PlayLocation% = VAL(North$)
  2099.   DisplayText$ = LOC$(PlayLocation%, 2)
  2100.   IF Tired% < 7 THEN Tired% = Tired% + 2
  2101.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " north."
  2102.  ELSE
  2103.   IF PlayLocation% = 8 THEN
  2104.    Reply$ = "The door north is locked. Beside it is a keypad."
  2105.   ELSEIF PlayLocation% = 3 THEN
  2106.    Reply$ = "The agent won't let you pass."
  2107.   ELSEIF PlayLocation% = 18 THEN
  2108.    Reply$ = "The government official won't let you."
  2109.   ELSE
  2110.    Reply$ = "You can't go any further north."
  2111.   END IF
  2112.  END IF
  2113. CASE "S"
  2114.  South$ = MID$(LOC$(PlayLocation%, 3), 3, 2)
  2115.  IF South$ <> "00" THEN 'If you can go south
  2116.   PlayLocation% = VAL(South$)
  2117.   DisplayText$ = LOC$(PlayLocation%, 2)
  2118.   IF Tired% < 7 THEN Tired% = Tired% + 2
  2119.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " south."
  2120.   IF PlayLocation% = 17 THEN
  2121.    IF VAL(NPC$(7, 3)) < 8 THEN NPC$(7, 3) = "8"
  2122.   END IF
  2123.  ELSE
  2124.   IF PlayLocation% = 18 THEN
  2125.    IF LOC$(18, 3) = "00000000" THEN
  2126.     Reply$ = "The government official won't let you."
  2127.    ELSE
  2128.     Reply$ = "The French window is locked."
  2129.    END IF
  2130.   ELSE
  2131.    Reply$ = "You can't go any further south."
  2132.   END IF
  2133.  END IF
  2134. CASE "W"
  2135.  West$ = MID$(LOC$(PlayLocation%, 3), 5, 2)
  2136.  IF West$ <> "00" THEN 'If you can go west
  2137.   PlayLocation% = VAL(West$)
  2138.   DisplayText$ = LOC$(PlayLocation%, 2)
  2139.   IF Tired% < 7 THEN Tired% = Tired% + 2
  2140.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " west."
  2141.   IF PlayLocation% = 24 AND NPC$(12, 3) = "2" THEN
  2142.    Reply$ = "You sneak out of the station unnoticed."
  2143.   ELSEIF PlayLocation% = 33 THEN
  2144.    IF Deado$ = "1" THEN
  2145.     Reply$ = "You head out the door."
  2146.     DisplayText$ =  _
  2147. "You stroll past the policemen with a nod, as of one professional to another.    Yes, you think, this freedom fighting's a good lark. As you walk down the streetyou ponder how best to bring democracy to your country. The answer hits you in  a blinding flash of inspiration, and without further ado you set about the task.And that's all." _
  2148.  
  2149.     Finish% = 1
  2150.    END IF
  2151.   END IF
  2152.  ELSE
  2153.   IF PlayLocation% = 12 THEN
  2154.    Reply$ = "The door is closed."
  2155.   ELSEIF PlayLocation% = 24 THEN
  2156.    Reply$ = "You make as if to walk over to the shopping plaza."
  2157.    IF NPC$(5, 3) = "15" THEN
  2158.     DisplayText$ = "'Hey!' yells Clara from behind you. 'Where's Sam?'"
  2159.    ELSEIF NPC$(5, 3) = "16" THEN
  2160.     DisplayText$ = "'Hang on! We have to figure out what to do,' says Clara."
  2161.    END IF
  2162.   ELSE
  2163.    Reply$ = "You can't go any further west."
  2164.   END IF
  2165.  END IF
  2166. CASE "E"
  2167.  East$ = MID$(LOC$(PlayLocation%, 3), 7, 2)
  2168.  IF East$ <> "00" THEN 'If you can go east
  2169.   PlayLocation% = VAL(East$)
  2170.   DisplayText$ = LOC$(PlayLocation%, 2)
  2171.   IF Tired% < 7 THEN Tired% = Tired% + 2
  2172.   Reply$ = MoveReplies$(Tired% + INT(RND * 2)) + " east."
  2173.   IF PlayLocation% = 14 THEN 'walking into Sam's cell
  2174.    IF VAL(NPC$(12, 3)) < 1 THEN
  2175.     Reply$ = "You walk into the cell, closing the door behind you."
  2176.     DisplayText$ =  _
  2177. "The cell is tiled all over except for a number of vents high up in the wall. Samis sitting on a narrow shelf that seems to serve him as a bed. He looks at you. 'What do you-' he growls. 'Hey! It's you! What, did... are you - no, you're not a spy. Did James tell you to get me out or what?'                               You are about to answer when, with a clank and a penetrating whistling, clouds  of gas begin to fill the room. Sam gets a faceful, and screams:                 'FUCK!' He coughs foamy blood onto himself and pitches, shrieking and gargling, onto the floor. Your eyes and face begin to sting. You feel the need to take a  breath." _
  2178.  
  2179.    END IF
  2180.   END IF
  2181.  ELSE
  2182.   IF PlayLocation% = 13 THEN
  2183.    Reply$ = "The door won't open."
  2184.   ELSE
  2185.    IF PlayLocation% = 15 THEN
  2186.     Reply$ = "You have to use the keypad."
  2187.    ELSE
  2188.     Reply$ = "You can't go any further east."
  2189.    END IF
  2190.   END IF
  2191.  END IF
  2192. CASE "U"
  2193.  IF LEN(LOC$(PlayLocation%, 3)) > 8 THEN 'Eliminate places you can't go up from
  2194.   Up$ = MID$(LOC$(PlayLocation%, 3), 9, 2)
  2195.   IF Up$ <> "00" THEN
  2196.    PlayLocation% = VAL(Up$)
  2197.    DisplayText$ = LOC$(PlayLocation%, 2)
  2198.    Reply$ = "You climb upwards."
  2199.    IF PlayLocation% = 11 THEN
  2200.     IF LOC$(1, 3) = "000300001100" THEN
  2201.      DisplayText$ =  _
  2202. "You scrabble onto the flat, tarred roof. You hear a shout from below. Lying flaton the roof you see a number of uniformed men form a threatening circle around  the wasted hobo. They demand to know if he has seen anybody pass through. His   answer is oblique: 'Dem bricks are talkin', man! Dey tellin' me a whole lotta   things!' The pale young fellow who earlier blocked your way rips the pipe off   the wall and they begin a highly physical interrogation of the tramp. You turn  away from the methodical swinging of steel-toed boots and the hollow clang of   the rusted drainpipe on the junkie's skull." _
  2203.  
  2204.      LOC$(1, 3) = "000300000000"
  2205.   END IF
  2206.    END IF
  2207.   ELSE Reply$ = "You can't go any higher."
  2208.   END IF
  2209.  ELSE
  2210.   Reply$ = "You can't go any higher."
  2211.  END IF
  2212. CASE "D"
  2213.  IF LEN(LOC$(PlayLocation%, 3)) > 8 THEN
  2214.   Down$ = MID$(LOC$(PlayLocation%, 3), 11, 2)
  2215.   IF Down$ <> "00" THEN
  2216.    PlayLocation% = VAL(Down$)
  2217.    DisplayText$ = LOC$(PlayLocation%, 2)
  2218.    Reply$ = "You make your way downwards."
  2219.   ELSE Reply$ = "You can't go any lower."
  2220.   END IF
  2221.  ELSE
  2222.   IF PlayLocation% = 11 THEN
  2223.    Reply$ = "The state security men pulled the pipe off the wall. There's no way down."
  2224.   ELSE
  2225.    Reply$ = "You can't go any lower."
  2226.   END IF
  2227.  END IF
  2228. CASE "1"
  2229.  IF Object1W$ = "DRUGS" OR Object1W$ = "JARS" THEN
  2230.   IF PlayLocation% = 5 THEN
  2231.    Reply$ = "The drugs are too far away to reach. And the shopkeeper wouldn't approve."
  2232.   ELSE
  2233.    Reply$ = "You can't find any drugs no matter how much you need 'em."
  2234.   END IF
  2235.  ELSEIF Object1W$ = "PIPES" THEN
  2236.   IF PlayLocation% = 7 THEN
  2237.    Reply$ = "Don't mess around - if you get noticed you're dead."
  2238.   ELSE
  2239.    Reply$ = "No pipes here, bud."
  2240.   END IF
  2241.  ELSEIF Object1W$ = "CIGARETTES" OR Object1W$ = "CIGARETTE" THEN
  2242.   IF LOC$(PlayLocation%, 3) = "00000003" THEN
  2243.    Reply$ = "These guys look like they cherish every drag. Don't interfere."
  2244.   ELSE
  2245.    Reply$ = "Nope, no-one's got a smoke around here."
  2246.   END IF
  2247.  ELSEIF Object1W$ = "FAGS" OR Object1W$ = "FAG" THEN
  2248.   IF LOC$(PlayLocation%, 3) = "00000003" THEN
  2249.    Reply$ = "These guys are anything but fags."
  2250.   ELSE
  2251.    Reply$ = "There are no homosexuals about."
  2252.   END IF
  2253.  ELSEIF Object1W$ = "BOOTS" THEN
  2254.   IF PlayLocation% = 10 THEN
  2255.    Reply$ = "They're on her feet, you fool."
  2256.   ELSE
  2257.    Reply$ = "What boots?"
  2258.   END IF
  2259.  ELSEIF Object1W$ = "PHONE" OR Object1W$ = "TELEPHONE" THEN
  2260.   IF PlayLocation% = 17 THEN
  2261.    IF VAL(NPC$(7, 3)) < 10 THEN
  2262.     Reply$ = "You pick up the phone."
  2263.     DisplayText$ =  _
  2264. "'Hey,' says a low voice. 'I got all those names for ya, Trevor.'                'Hey,' you say weakly. This guy thinks you're a policeman.                      'You ready, Trevor? You remember the deal? The deal we made? I went to a lot of trouble for these names.'                                                       'The deal, right, yeah,' you mumble.                                            'I want all inspections in my east-side slaughterhouse suspended. No more whiny fuckers from the Meat Board coming round to the disassembly lines, right?'      'No more whiny, uh, fuckers. Yep. Sure,' you say.                               'Yeah. I don't care how you do it, just stop it. Now... you ready for these     names? I got Clegg. Bishop. Steven Mason and James Doyle. That's all, Trevor.'  'Thanks,' you say. 'That's great. Well look, it's been great talking to you,    but, eh, I really have to go n-'                                                'Yeah. Don't forget that deal, Trevor. I got influence, you understand? Bye.'   The line goes dead." _
  2265.  
  2266.     NPC$(7, 3) = "10"
  2267.     LOC$(17, 2) = "You guess that you are in the living room. A sumptuous sofa faces the large     television in the corner. Beside it is a telephone on a small glass table. The  room is pretty uncluttered, with a locked door to the west."
  2268.    ELSE
  2269.     IF PhoneTrick$ = "" THEN
  2270.      Reply$ = "You pick up the phone."
  2271.      DisplayText$ = "The dial tone hums irregularly in your ear."
  2272.      PhoneTrick$ = "1"
  2273.     ELSEIF PhoneTrick$ = "1" THEN
  2274.      Reply$ = "You pick up the phone."
  2275.      DisplayText$ = "The humming stops - the chap on the other end just couldn't keep it up. He takesa deep breath, then continues."
  2276.      PhoneTrick$ = "2"
  2277.     ELSEIF PhoneTrick$ = "2" THEN
  2278.      Reply$ = "You pick up the phone."
  2279.      DisplayText$ = "But nothing happens."
  2280.     END IF
  2281.    END IF
  2282.   ELSE
  2283.    Reply$ = "There's no phone about."
  2284.   END IF
  2285.  ELSEIF Object1W$ = "PISS" OR Object1W$ = "BUCKET" OR Object1W$ = "PAIL" OR Object1W$ = "URINE" THEN
  2286.   IF PlayLocation% = 14 THEN
  2287.    Reply$ = "You don't want to pick this up, friend. Just use it as it is."
  2288.   ELSE
  2289.    Reply$ = "Piss off!"
  2290.   END IF
  2291.  ELSEIF VAL(Object1W$) = 1 THEN
  2292.   IF VAL(Objects$(1, 1)) = PlayLocation% THEN
  2293.    Objects$(1, 1) = "00"
  2294.    IF PlayLocation% = 5 THEN
  2295.     Reply$ = "You deftly sneak the magazine off the counter."
  2296.    ELSE
  2297.     Reply$ = "You take the adult magazine."
  2298.    END IF
  2299.   ELSE
  2300.    Reply$ = "Excuse me? There's none of that around here."
  2301.   END IF
  2302.  ELSEIF VAL(Object1W$) = 2 THEN
  2303.   IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  2304.    IF PlayLocation% = 7 THEN
  2305.     IF Objects$(4, 1) = "100" THEN
  2306.      Objects$(2, 1) = "00"
  2307.      NPC$(1, 3) = "3"
  2308.      Reply$ = "The builders don't seem to notice you in your high-vis. You lift the plank."
  2309.     ELSE
  2310.      DisplayText$ =  _
  2311. "The builders notice that you are not one of them. Two of them hold you sweatily down while another goes to see if you've been up to anything. When the loss of  the two hapless smokers outside the Porta-Kabin is discovered, you are          mercilessly trounced over a period of two hours by grunting men in grubby vests with pipe-wrenches. They then throw your damaged form out the door of the       Porta-Kabin. You resolve not to approach them undisguised again." _
  2312.  
  2313.      Reply$ = "You attempt to take the plank."
  2314.      PlayLocation% = 4
  2315.     END IF
  2316.    ELSEIF PlayLocation% = 2 THEN
  2317.     Reply$ = "The plank is befouled in a way that is awful to behold. Don't touch it."
  2318.    ELSE
  2319.     Reply$ = "You take the plank."
  2320.     Objects$(2, 1) = "00"
  2321.    END IF
  2322.   ELSE
  2323.    Reply$ = "There's no plank in sight."
  2324.   END IF
  2325.  ELSEIF VAL(Object1W$) = 3 THEN
  2326.   IF VAL(Objects$(3, 1)) = PlayLocation% THEN
  2327.    Objects$(3, 1) = "00"
  2328.    Reply$ = "You take the jar of happy pills."
  2329.   ELSE
  2330.    IF PlayLocation% = 5 THEN
  2331.     Reply$ = "They're too far away. And you might annoy the shopkeeper."
  2332.    ELSE
  2333.     Reply$ = "There's nothing like that within reach."
  2334.    END IF
  2335.   END IF
  2336.   ELSEIF VAL(Object1W$) = 4 THEN
  2337.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  2338.     Objects$(4, 1) = "00"
  2339.     Reply$ = "You take the high-vis vest, crumple it up and put it in your pocket."
  2340.    ELSE Reply$ = "There's no jacket around here."
  2341.    END IF
  2342.  ELSEIF VAL(Object1W$) = 5 THEN
  2343.   IF VAL(Objects$(5, 1)) = PlayLocation% THEN
  2344.    Objects$(5, 1) = "00"
  2345.    Reply$ = "You take the booklet."
  2346.   ELSE
  2347.    Reply$ = "There's no political literature around."
  2348.   END IF
  2349.  ELSEIF VAL(Object1W$) = 6 THEN
  2350.   IF VAL(Objects$(6, 1)) = PlayLocation% THEN
  2351.    Objects$(6, 1) = "00"
  2352.    Reply$ = "You take the shard of glass."
  2353.   ELSE
  2354.    Reply$ = "You can't find anything like that."
  2355.   END IF
  2356.  ELSEIF VAL(Object1W$) = 7 THEN
  2357.   IF VAL(Objects$(7, 1)) = PlayLocation% THEN
  2358.    Objects$(7, 1) = "00"
  2359.    Reply$ = "You take the brick."
  2360.   ELSE
  2361.    Reply$ = "There's no free brick around here."
  2362.   END IF
  2363.  ELSEIF VAL(Object1W$) = 8 THEN
  2364.   IF VAL(Objects$(8, 1)) = PlayLocation% THEN
  2365.    Objects$(8, 1) = "00"
  2366.    Reply$ = "You take the bag o' food."
  2367.   ELSE
  2368.    Reply$ = "There's nothing to eat here."
  2369.   END IF
  2370.  ELSEIF VAL(Object1W$) = 9 THEN
  2371.   IF VAL(Objects$(9, 1)) = PlayLocation% THEN
  2372.    Objects$(9, 1) = "00"
  2373.    Reply$ = "You take the letter."
  2374.   ELSE
  2375.    Reply$ = "You can't find a letter."
  2376.   END IF
  2377.  ELSEIF VAL(Object1W$) = 10 THEN
  2378.   IF VAL(Objects$(10, 1)) = PlayLocation% THEN
  2379.    Objects$(10, 1) = "00"
  2380.    Reply$ = "You take the coins."
  2381.   ELSE
  2382.    IF PlayLocation% = 9 THEN
  2383.     Reply$ = "You attempt to get closer to the money."
  2384.     DisplayText$ = "The microwave salesman stands up in an instant, snatches the notes from your    fist and cuffs you viciously. You fetch up against the wall.                    'Don't try that again, bud,' says the man rather mischievously."
  2385.    ELSE
  2386.     Reply$ = "There's no money here."
  2387.    END IF
  2388.   END IF
  2389.  ELSEIF VAL(Object1W$) = 11 THEN
  2390.   IF VAL(Objects$(11, 1)) = PlayLocation% THEN
  2391.    Objects$(11, 1) = "00"
  2392.    Reply$ = "You take the blanket."
  2393.   ELSE
  2394.    Reply$ = "There's no blanket in sight."
  2395.   END IF
  2396.  ELSEIF VAL(Object1W$) = 12 THEN
  2397.   IF VAL(Objects$(12, 1)) = PlayLocation% THEN
  2398.    Objects$(12, 1) = "00"
  2399.    Reply$ = "You take the lighter."
  2400.   ELSE
  2401.    Reply$ = "You can't find a lighter."
  2402.   END IF
  2403.  ELSEIF VAL(Object1W$) = 13 THEN
  2404.   IF VAL(Objects$(13, 1)) = PlayLocation% THEN
  2405.    Objects$(13, 1) = "00"
  2406.    Reply$ = "You take the can of deodorant spray."
  2407.   ELSE
  2408.    Reply$ = "There's nothing like that here."
  2409.   END IF
  2410.  ELSE Reply$ = "Get what?"
  2411.  END IF
  2412. CASE "2"
  2413.  IF VAL(Object1W$) = 1 THEN
  2414.   IF VAL(Objects$(1, 1)) = 0 THEN
  2415.    Objects$(1, 1) = STR$(PlayLocation%)
  2416.    Reply$ = "You drop the adult magazine."
  2417.   ELSE
  2418.    Reply$ = "You don't have anything of the sort on your person."
  2419.   END IF
  2420.  ELSEIF VAL(Object1W$) = 2 THEN
  2421.   IF VAL(Objects$(2, 1)) = 0 THEN
  2422.    IF PlayLocation% = 2 THEN
  2423.     Objects$(2, 1) = "02"
  2424.     Objects$(2, 2) = "a plank indescribably slimed with sludge"
  2425.     Objects$(2, 3) = "The plank is very dirty, and wet, and covered in faecal matter. You stroke it   gently, getting a feel for it."
  2426.     Reply$ = "You drop the plank."
  2427.     DisplayText$ = "You drop the plank across the river of human waste, forming a bridge."
  2428.     LOC$(2, 2) = "A wide stream of sewage is bridged by a stout plank, allowing access eastwards, where the road continues. The stench is abominable."
  2429.     LOC$(2, 3) = "00000308"
  2430.    ELSE
  2431.     Objects$(2, 1) = STR$(PlayLocation%)
  2432.     Reply$ = "You drop the plank. Man, that's heavy."
  2433.    END IF
  2434.   ELSE
  2435.    Reply$ = "You're not carrying any piece of wood."
  2436.   END IF
  2437.  ELSEIF VAL(Object1W$) = 3 THEN
  2438.   IF VAL(Objects$(3, 1)) = 0 THEN
  2439.    Objects$(3, 1) = STR$(PlayLocation%)
  2440.    Reply$ = "You drop the jar of dope."
  2441.   ELSE
  2442.    Reply$ = "You don't have that."
  2443.   END IF
  2444.  ELSEIF VAL(Object1W$) = 4 THEN
  2445.   IF VAL(Objects$(4, 1)) = 0 THEN
  2446.    Objects$(4, 1) = STR$(PlayLocation%)
  2447.    Reply$ = "You pull out the high-vis vest and toss it away."
  2448.   ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  2449.    Objects$(4, 1) = STR$(PlayLocation%)
  2450.    Reply$ = "You rip off the vest and drop it in a crumpled heap."
  2451.   ELSE Reply$ = "You don't have such an item of clothing."
  2452.   END IF
  2453.  ELSEIF VAL(Object1W$) = 5 THEN
  2454.   IF VAL(Objects$(5, 1)) = 0 THEN
  2455.    Objects$(5, 1) = STR$(PlayLocation%)
  2456.    Reply$ = "You drop the booklet."
  2457.   ELSE
  2458.    Reply$ = "You're not carrying any political literature."
  2459.   END IF
  2460.  ELSEIF VAL(Object1W$) = 6 THEN
  2461.   IF VAL(Objects$(6, 1)) = 0 THEN
  2462.    Objects$(6, 1) = STR$(PlayLocation%)
  2463.    Reply$ = "You drop the shard."
  2464.   ELSE
  2465.    Reply$ = "You don't have such a thing."
  2466.   END IF
  2467.  ELSEIF VAL(Object1W$) = 7 THEN
  2468.   IF VAL(Objects$(7, 1)) = 0 THEN
  2469.    IF PlayLocation% = 18 THEN
  2470.     IF LOC$(PlayLocation%, 3) = "26000000" THEN
  2471.      Reply$ = "You swing the brick through the glass door."
  2472.      DisplayText$ = "The French window implodes with a crash. As the last shards tinkle to the groundyou hear clattering footsteps. An irate policeman pushes the gate open and      confronts you. Think quickly."
  2473.      Decor$(43) = "The gravel is raked into concentric ripples around the rocks. Currently it's    mingled with broken glass."
  2474.      Decor$(46) = "The French window is now a splintered frame resting in a bed of broken glass."
  2475.      NPC$(6, 1) = "18"
  2476.      NPC$(6, 2) = "This official is large and red-faced. He keeps looking from you to the broken   window, in a way that suggests he intends to inflict some serious consequnces."
  2477.      NPC$(6, 3) = "5"
  2478.      Objects$(6, 1) = "18"
  2479.      Objects$(7, 1) = "99"
  2480.      LOC$(PlayLocation%, 3) = "00000000"
  2481.      LOC$(PlayLocation%, 2) = "Your field of view is dominated by a large man intent on disembowelling you withsome of the broken glass from the French window."
  2482.     ELSE
  2483.      Objects$(7, 1) = STR$(PlayLocation%)
  2484.      Reply$ = "You drop the brick."
  2485.     END IF
  2486.    ELSE
  2487.    Objects$(7, 1) = STR$(PlayLocation%)
  2488.    Reply$ = "You drop the brick."
  2489.    END IF
  2490.   ELSE
  2491.    Reply$ = "You're not holding a brick."
  2492.   END IF
  2493.  ELSEIF VAL(Object1W$) = 8 THEN
  2494.   IF VAL(Objects$(8, 1)) = 0 THEN
  2495.    Objects$(8, 1) = STR$(PlayLocation%)
  2496.    Reply$ = "You drop the bag of shopping."
  2497.   ELSE
  2498.    Reply$ = "You don't have anything of the sort."
  2499.   END IF
  2500.  ELSEIF VAL(Object1W$) = 9 THEN
  2501.   IF VAL(Objects$(9, 1)) = 0 THEN
  2502.    Objects$(9, 1) = STR$(PlayLocation%)
  2503.    IF PlayLocation% = 23 THEN
  2504.     IF VAL(NPC$(7, 3)) < 10 THEN NPC$(7, 3) = "11"
  2505.     Reply$ = "They're too busy talking to notice you."
  2506.    ELSE
  2507.     Reply$ = "You drop the letter."
  2508.    END IF
  2509.   ELSE
  2510.    Reply$ = "You can't find a letter on your person."
  2511.   END IF
  2512.  ELSEIF VAL(Object1W$) = 10 THEN
  2513.   IF VAL(Objects$(10, 1)) = 0 THEN
  2514.    IF PlayLocation% = 33 THEN
  2515.     'IF VAL(NPC$(8, 3)) < 6 THEN
  2516.      IF BuskerReact$ = "" THEN
  2517.       Reply$ = "You drop a coin (but not all of them) in the busker's guitar case."
  2518.       DisplayText$ = "The fellow nods, and begins singing somewhat more enthusiastically for a few    choruses."
  2519.       BuskerReact$ = "1"
  2520.      ELSEIF BuskerReact$ = "1" THEN
  2521.       Reply$ = "You drop another coin in the guitar case."
  2522.       DisplayText$ = "With a face tensed in concentration, the man sings his ballad with commendable  enthusiasm."
  2523.       BuskerReact$ = "2"
  2524.      ELSEIF BuskerReact$ = "2" THEN
  2525.       Reply$ = "You drop another coin in the case."
  2526.       DisplayText$ = "The busker gives it his best shot, but the song is too crap."
  2527.       BuskerReact$ = "3"
  2528.      ELSEIF BuskerReact$ = "3" THEN
  2529.       Reply$ = "You drop a coin in the man's guitar case."
  2530.       DisplayText$ = "The busker busks. He seems to be as tired of this song as you are."
  2531.       BuskerReact$ = ""
  2532.      ELSEIF BuskerReact$ = "4" THEN
  2533.       Reply$ = "You drop a coin in the busker's guitar case."
  2534.       DisplayText$ =  _
  2535. "The major-scale chord progression that the busker has been mauling for the last half-hour mercifully ceases. Looking you in the eye, the guitarist takes up a   II-V progression (as immortalised in Herbie Hancock's 'Chameleon') over a funk  beat, scratching it out in the style of The Meters' Leo Nocentelli. Groovy! You notice a few heads turning among the policemen lounging around the plaza." _
  2536.  
  2537.       LOC$(30, 2) =  _
  2538. "The path to the police station is to the east, but it's blocked by a group of   no-nonsense officials. A fountain is spurting fitfully to the south, between youand the road, from which you can here some groovy chicken-scratch funk guitar."
  2539.       LOC$(33, 2) =  _
  2540. "You are in a corner made by buildings to the south and east. The road goes back west and there's an open space to the north. A door seems to offer a way into   the eastern building. A busker is scratching out a sleazy groove on a battered  electric guitar." _
  2541.  
  2542.       BuskerReact$ = "5"
  2543.       NPC$(8, 3) = "8"
  2544.      ELSEIF BuskerReact$ = "5" THEN
  2545.       Reply$ = "On impulse, you throw in all your cash at once."
  2546.       DisplayText$ =  _
  2547. "The reaction is immediate. His eyes wide, the busker stares at the coins and thegroove falters. Then, grinning manically, he presses a button on his amp and    unleashes a blizzard of greasy fuzz-funk soloing. And speaking of the fuzz, herethey come now. All the bored policemen from the shopping plaza gather around youclapping appreciatively (and in time)." _
  2548.  
  2549.       LOC$(30, 3) = "29330024"
  2550.       LOC$(30, 2) = "The path to the police station is to the east. A fountain is spurting fitfully  to the south, between you and the road. You can hear clapping, cheering,        whistles and jazz-funk soloing from there."
  2551.       LOC$(33, 2) =  _
  2552. "You are in a corner made by buildings to the south and east. The road goes back west and there's an open space to the north. A door seems to offer a way into   the eastern building. A lean busker is soloing madly on a cheap electric guitar,to the encouragement of some happy policemen." _
  2553.  
  2554.       NPC$(11, 1) = "33"
  2555.       NPC$(11, 3) = "8"
  2556.       NPC$(11, 2) = "He's really going at it! The busker's face is screwed up in concentration as hispicking hand darts over the strings."
  2557.       NPC$(8, 3) = "10"
  2558.       Objects$(10, 1) = "99"
  2559.      'END IF
  2560.     END IF
  2561.    ELSE
  2562.     Objects$(10, 1) = STR$(PlayLocation%)
  2563.     Reply$ = "You drop the coins."
  2564.    END IF
  2565.   ELSE
  2566.    Reply$ = "There's no money here."
  2567.   END IF
  2568.  ELSEIF VAL(Object1W$) = 11 THEN
  2569.   IF VAL(Objects$(11, 1)) = 0 THEN
  2570.    Objects$(11, 1) = STR$(PlayLocation%)
  2571.    Reply$ = "You drop the blanket."
  2572.   ELSE
  2573.    Reply$ = "You don't have a blanket."
  2574.   END IF
  2575.  ELSEIF VAL(Object1W$) = 12 THEN
  2576.   IF VAL(Objects$(12, 1)) = 0 THEN
  2577.    Objects$(12, 1) = STR$(PlayLocation%)
  2578.    Reply$ = "You drop the lighter."
  2579.   ELSE
  2580.    Reply$ = "There's no lighter in your pockets."
  2581.   END IF
  2582.  ELSEIF VAL(Object1W$) = 13 THEN
  2583.   IF VAL(Objects$(13, 1)) = 0 THEN
  2584.    Objects$(13, 1) = STR$(PlayLocation%)
  2585.    Reply$ = "You drop the deodorant."
  2586.   ELSE
  2587.    Reply$ = "No matter how much you need it, you have no deodorant."
  2588.   END IF
  2589.  ELSE Reply$ = "Drop what?"
  2590.  END IF
  2591. CASE "3"
  2592.  IF VAL(Object1W$) = 1 THEN
  2593.   IF VAL(Objects$(1, 1)) = 0 THEN
  2594.    Reply$ = "Not here!"
  2595.    IF LOC$(PlayLocation%, 3) = "00000003" THEN
  2596.     Reply$ = "You leave the adult material beside the trench."
  2597.     Objects$(1, 1) = STR$(PlayLocation%)
  2598.    END IF
  2599.    'DisplayText$ = Objects$(1, 5)
  2600.   ELSE
  2601.    Reply$ = "You don't have anything of the sort on your person."
  2602.   END IF
  2603.  ELSEIF VAL(Object1W$) = 2 THEN
  2604.   IF VAL(Objects$(2, 1)) = 0 THEN
  2605.    IF PlayLocation% = 2 THEN
  2606.     Objects$(2, 1) = "02"
  2607.     Objects$(2, 2) = "a plank indescribably slimed with sludge"
  2608.     Reply$ = "You drop the plank."
  2609.     DisplayText$ = "You drop the plank across the river of human waste, forming a bridge."
  2610.     DisplayText$ = "You drop the plank across the river of human waste, forming a bridge."
  2611.     LOC$(2, 2) = "A wide stream of sewage is bridged by a stout plank, allowing access eastwards, where the road continues. The stench is abominable."
  2612.     LOC$(2, 3) = "00000308"
  2613.    ELSE
  2614.     Reply$ = "You use the plank."
  2615.     DisplayText$ = Objects$(2, 5)
  2616.    END IF
  2617.   ELSE
  2618.    Reply$ = "You're not carrying any piece of wood."
  2619.   END IF
  2620.  ELSEIF VAL(Object1W$) = 3 THEN
  2621.   IF VAL(Objects$(3, 1)) = 0 THEN
  2622.    Reply$ = "You sample the dope."
  2623.    DisplayText$ = Objects$(3, 5)
  2624.   ELSE
  2625.    Reply$ = "You search your capacious pockets, but to no avail."
  2626.   END IF
  2627.  ELSEIF VAL(Object1W$) = 4 THEN
  2628.   IF VAL(Objects$(4, 1)) = 0 THEN
  2629.    DisplayText$ = Objects$(4, 5)
  2630.    Objects$(4, 1) = "100"
  2631.    IF PlayLocation% = 10 THEN
  2632.     Reply$ = "You lash on the high-vis, but no-one seems to care."
  2633.    ELSE
  2634.     Reply$ = "You adjust the high-vis vest on your well-shaped torso."
  2635.    END IF
  2636.   ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  2637.    Objects$(4, 1) = "00"
  2638.    Reply$ = "You take off the high-vis vest and stow it away."
  2639.   ELSE Reply$ = "You don't have such a garment."
  2640.   END IF
  2641.  ELSEIF VAL(Object1W$) = 5 THEN
  2642.   IF VAL(Objects$(5, 1)) = 0 THEN
  2643.    DisplayText$ = Objects$(5, 5)
  2644.    Reply$ = "You make use of the pamphlet."
  2645.   ELSE
  2646.    Reply$ = "You're not carrying any political literature."
  2647.   END IF
  2648.  ELSEIF VAL(Object1W$) = 6 THEN
  2649.   IF VAL(Objects$(6, 1)) = 0 THEN
  2650.    IF FightState$ = "" THEN
  2651.     Reply$ = "You stab at the man with the piece of glass."
  2652.     DisplayText$ = "He fends you off with his cubit-long shard, then swings it at your neck. You    duck, barely in time."
  2653.     FightState$ = "1"
  2654.    ELSEIF FightState$ = "1" THEN
  2655.     Reply$ = "You circle the policeman warily, looking for an opening."
  2656.     DisplayText$ = "He feints to your left, then swipes at your face. You fall on your back, and    only a timely boot to his crotch stops you being nailed to the gravel through   your stomach. You get up into a fighting crouch."
  2657.     FightState$ = "2"
  2658.    ELSEIF FightState$ = "2" THEN
  2659.     Reply$ = "You duck under the policeman's arms and plant the piece of glass in him."
  2660.     DisplayText$ = "Blood spurts from the fellow until he's dead. After that it stops. He           crumples up like a crisp bag, spilling small change from his pockets."
  2661.     LOC$(PlayLocation%, 3) = "26170000"
  2662.     Decor$(43) = "The gravel is raked into concentric ripples around the rocks. Currently it's    mingled with broken glass and a lot of congealing blood."
  2663.     NPC$(6, 2) = "The man's own blood is splashed all over his uniform. On his face is an unholy  grimace of agony. Without a shadow of a doubt, you have killed him."
  2664.     NPC$(6, 3) = "7"
  2665.     Objects$(6, 1) = "99"
  2666.     Objects$(10, 1) = "18"
  2667.     LOC$(PlayLocation%, 2) =  _
  2668. "The owner's an interesting fellow - he's got a Buddhist meditation garden for   a graveyard. There are three rough rocks of differing heights in a pleasingly   symbolic arrangement. They are surrounded by soothing raked patterns in the     now scarlet-stained gravel as well as one patch of deep green moss. The fence   around is painted white. To the north is the exit. To the south are the smashed remains of a French window recently and violently opened. On the gravel the bodyof the late owner is starting the long journey to putrefaction." _
  2669.  
  2670.    END IF
  2671.   ELSE
  2672.    Reply$ = "You can't."
  2673.   END IF
  2674.  ELSEIF VAL(Object1W$) = 7 THEN
  2675.   IF VAL(Objects$(7, 1)) = 0 THEN
  2676.    IF PlayLocation% = 18 THEN
  2677.     IF LOC$(PlayLocation%, 3) = "26000000" THEN
  2678.      Reply$ = "You swing the brick through the glass door."
  2679.      DisplayText$ = "The French window implodes with a crash. As the last shards tinkle to the groundyou hear clattering footsteps. An irate policeman pushes the gate open and      confronts you. Think quickly."
  2680.      Decor$(43) = "The gravel is raked into concentric ripples around the rocks. Currently it's    mingled with broken glass."
  2681.      Decor$(46) = "The French window is now a splintered frame resting in a bed of broken glass."
  2682.      NPC$(6, 1) = "18"
  2683.      NPC$(6, 2) = "This official is large and red-faced. He keeps looking from you to the broken   window, in a way that suggests he intends to inflict some serious consequnces."
  2684.      NPC$(6, 3) = "5"
  2685.      Objects$(6, 1) = "18"
  2686.      Objects$(7, 1) = "99"
  2687.      LOC$(PlayLocation%, 3) = "00000000"
  2688.      LOC$(PlayLocation%, 2) = "Your field of view is dominated by a large man intent on disembowelling you withsome of the broken glass from the French window."
  2689.     ELSEIF LOC$(PlayLocation%, 3) = "00000000" THEN
  2690.      Reply$ = "You bring the brick down on the policeman's head"
  2691.      DisplayText$ = "The agent collapses with a low grunt, coins spilling from his pockets. He seems to be still alive, but he's not moving."
  2692.      LOC$(PlayLocation%, 3) = "26170000"
  2693.      LOC$(PlayLocation%, 2) = "A large man is standing before you, looking murderously enraged."
  2694.      NPC$(6, 2) = "This man is going to be out of action for a long time. He's got a comical bump  on his nonce."
  2695.      NPC$(6, 3) = "7"
  2696.      Objects$(10, 1) = "18"
  2697.      LOC$(PlayLocation%, 2) =  _
  2698. "The owner's an interesting fellow - he's got a Buddhist meditation garden for   a back yard. There are three rough rocks of differing heights in a pleasingly   symbolic arrangement. They are surrounded by soothing raked patterns in the     gravel and one patch of deep green moss. The fence around is painted white. To  the north is the exit. To the south are the smashed remains of a French window  recently and violently opened. A policeman is lying unconscious on the gravel." _
  2699.  
  2700.     ELSE
  2701.      Reply$ = "It's already open."
  2702.     END IF
  2703.    ELSE
  2704.     Reply$ = "You use the brick."
  2705.     DisplayText$ = Objects$(7, 5)
  2706.    END IF
  2707.   ELSE
  2708.    Reply$ = "You're not holding a brick."
  2709.   END IF
  2710.  ELSEIF VAL(Object1W$) = 8 THEN
  2711.   IF VAL(Objects$(8, 1)) = 0 THEN
  2712.    DisplayText$ = Objects$(8, 5)
  2713.    Reply$ = "You try to use the bag of shopping."
  2714.   ELSE
  2715.    Reply$ = "You don't have anything of the sort."
  2716.   END IF
  2717.  ELSEIF VAL(Object1W$) = 9 THEN
  2718.   IF VAL(Objects$(9, 1)) = 0 THEN
  2719.    DisplayText$ = Objects$(9, 5)
  2720.    Reply$ = "You take out the letter."
  2721.   ELSE
  2722.    Reply$ = "You can't find a letter on your person."
  2723.   END IF
  2724.  ELSEIF VAL(Object1W$) = 10 THEN
  2725.   IF VAL(Objects$(10, 1)) = 0 THEN
  2726.    DisplayText$ = Objects$(10, 5)
  2727.    Reply$ = "You try to use the coins."
  2728.   ELSE
  2729.    Reply$ = "There's no money here."
  2730.   END IF
  2731.  ELSEIF VAL(Object1W$) = 11 THEN
  2732.   IF VAL(Objects$(11, 1)) = 0 THEN
  2733.    IF LOC$(14, 3) <> "00000000" THEN
  2734.     DisplayText$ = Objects$(11, 5)
  2735.     Reply$ = "You attempt to use the blanket."
  2736.    ELSE
  2737.     IF Object2W$ = "BUCKET" OR Object2W$ = "PAIL" OR Object2W$ = "URINE" OR Object2W$ = "PISS" THEN
  2738.      Reply$ = "You soak the blanket in piss and wrap it around your head."
  2739.      DisplayText$ =  _
  2740. "You can breathe a bit now. The pungent odour of urine almost knocks you out, butyou stay conscious enough to see Sam die. After some time, the burning feeling  on your skin disappears, as the gas is vented away efficiently away. It occurs  to you that this is a routine happening." _
  2741.  
  2742.      Objects$(11, 2) = "a piss-soaked blanket"
  2743.      Objects$(11, 3) = "The blanket is a thin rag, and it now stinks of ammonia."
  2744.      Objects$(11, 4) = "The blanket is wet and warm in your hands."
  2745.      Objects$(11, 5) = "It's hard to imagine any use for this bed-wetter's remnant."
  2746.      LOC$(14, 3) = "00001500"
  2747.      LOC$(14, 2) = "Sam's body is sprawled on the floor, beside the board he slept on and the buckethe pissed in. The room is tiled from floor to ceiling. To the west the door is  slightly ajar. At the tops of the walls are small vents."
  2748.      LOC$(24, 2) = "This footpath leads to the police station to the east. Clara is leaning against the north wall, holding James' Zippo and looking expectantly at you. Walls hem  you in to the north and south, but you can go back west."
  2749.      LOC$(16, 2) = "The walls are pink, the floors are tiled. Behind the scratched counter is the   desk sergeant, ignorant of your presence. There is a corridor to your north and the exit is to the west."
  2750.      LOC$(24, 3) = "00000016"
  2751.      NPC$(12, 3) = "1"
  2752.      NPC$(10, 3) = "9"
  2753.      NPC$(5, 3) = "15"
  2754.      NPC$(5, 1) = "24"
  2755.      NPC$(12, 2) = "The sergeant hasn't noticed you. He's short and dumb-faced, and he's breathing  loudly as he reads his Sportsbike Monthly magazine. He doesn't look like he's   ever even balanced his pot belly over a moped."
  2756.     ELSE
  2757.      Reply$ = Objects$(11, 5)
  2758.     END IF
  2759.    END IF
  2760.   ELSE
  2761.    IF LOC$(14, 3) <> "00000000" THEN
  2762.     Reply$ = "You don't have a blanket."
  2763.    ELSE
  2764.     Reply$ = "Pick it up first!!"
  2765.    END IF
  2766.   END IF
  2767.  ELSEIF VAL(Object1W$) = 12 THEN
  2768.   IF VAL(Objects$(12, 1)) = 0 THEN
  2769.    DisplayText$ = Objects$(12, 5)
  2770.    Reply$ = "You use the lighter."
  2771.    IF PlayLocation% = 12 THEN
  2772.     IF Object2W$ = "DEODORANT" OR Object2W$ = "CAN" OR Object2W$ = "SPRAY" OR Object2W$ = "PHALLOS" THEN
  2773.      IF VAL(Objects$(13, 1)) = 0 THEN
  2774.       Reply$ = "You use the deodorant with the lighter."
  2775.       DisplayText$ = "Holding the lighter in front of the can of deodorant, you burn Nick Portly's    face off. Then you burn the rest of him."
  2776.       LOC$(12, 2) = "A huge black roasted corpse dominates the room. A skylight illuminates the      spartan tidiness. To the west is a door."
  2777.       Deado$ = "1"
  2778.       NPC$(10, 2) = "Nick's not looking well. He's lost a great deal of weight, his executive haircutis gone, and his complexion leaves much to be desired. He's black as a burnt    potato."
  2779.      ELSE
  2780.       Reply$ = "You have no deodorant."
  2781.      END IF
  2782.     ELSE
  2783.      Reply$ = "The lighter's flame is to small to harm anyone."
  2784.     END IF
  2785.    END IF
  2786.   ELSE
  2787.    Reply$ = "There's no lighter in your pockets."
  2788.   END IF
  2789.  ELSEIF VAL(Object1W$) = 13 THEN
  2790.   IF VAL(Objects$(13, 1)) = 0 THEN
  2791.    DisplayText$ = Objects$(13, 5)
  2792.    Reply$ = "You use the deodorant."
  2793.    IF PlayLocation% = 12 THEN
  2794.     IF Object2W$ = "LIGHTER" OR Object2W$ = "ZIPPO" THEN
  2795.      IF VAL(Objects$(12, 1)) = 0 THEN
  2796.       Reply$ = "You use the deodorant with the lighter."
  2797.       DisplayText$ = "Holding the lighter in front of the can of deodorant, you burn Nick Portly's    face off. Then you burn the rest of him."
  2798.       LOC$(12, 2) = "A huge black roasted corpse dominates the room. A skylight illuminates the      spartan tidiness. To the west is a door."
  2799.       Deado$ = "1"
  2800.       NPC$(10, 2) = "Nick's not looking well. He's lost a great deal of weight, his executive haircutis gone, and his complexion leaves much to be desired. He's black as a burnt    potato."
  2801.      ELSE
  2802.       Reply$ = "You have no lighter."
  2803.      END IF
  2804.     ELSE
  2805.      Reply$ = "The deodorant is no weapon by itself."
  2806.     END IF
  2807.    END IF
  2808.   ELSE
  2809.    Reply$ = "No matter how much you need it, you have no deodorant."
  2810.   END IF
  2811.  ELSEIF Object1W$ = "KEYPAD" THEN
  2812.   IF LOC$(PlayLocation%, 3) = "00000210" THEN
  2813.    Reply$ = "You prepare to type in the code. What shall it be?"
  2814.    Keypad% = 1
  2815.   ELSEIF LOC$(PlayLocation%, 3) = "00160000" THEN
  2816.    Reply$ = "You prepare to type in the code. What shall it be?"
  2817.    Keypad% = 1
  2818.   ELSE
  2819.    Reply$ = "You've already entered the right code. The door is open."
  2820.   END IF
  2821.  ELSEIF Object1W$ = "FRENCH" THEN
  2822.   IF PlayLocation% = 18 THEN
  2823.    Reply$ = "You can't unlock or break down the French window bare-handed."
  2824.   ELSE
  2825.    Reply$ = "Parlez-vous Francais? Vraiment?"
  2826.   END IF
  2827.  ELSEIF Object1W$ = "PLANK" OR Object1W$ = "BEAM" THEN
  2828.   IF PlayLocation% = 3 THEN
  2829.    Reply$ = "You use the plank."
  2830.    DisplayText$ = "Leaning the well-browned plank against a wall, you create a slippery slide. You are about to have a go when you come to your senses and cast the thing back     where it came with a cry of horror."
  2831.   END IF
  2832.  ELSEIF Object1W$ = "BODY" OR Object1W$ = "CORPSE" OR Object1W$ = "DEAD" OR Object1W$ = "CADAVER" THEN
  2833.   IF PlayLocation% = 18 OR PlayLocation% = 12 THEN
  2834.    Reply$ = "You are a sick sick bastard."
  2835.    DisplayText$ = "Even so, you use the body."
  2836.   ELSE
  2837.    Reply$ = "No, thanks."
  2838.   END IF
  2839.  ELSEIF Object1W$ = "PHONE" OR Object1W$ = "TELEPHONE" THEN
  2840.   IF PlayLocation% = 17 THEN
  2841.    IF VAL(NPC$(7, 3)) < 10 THEN
  2842.     Reply$ = "You pick up the phone."
  2843.     DisplayText$ =  _
  2844. "'Hey,' says a low voice. 'I got all those names for ya, Trevor.'                'Hey,' you say weakly. This guy thinks you're a policeman.                      'You ready, Trevor? You remember the deal? The deal we made? I went to a lot of trouble for these names.'                                                       'The deal, right, yeah,' you mumble.                                            'I want all inspections in my east-side slaughterhouse suspended. No more whiny fuckers from the Meat Board coming round to the disassembly lines, right?'      'No more whiny, uh, fuckers. Yep. Sure,' you say.                               'Yeah. I don't care how you do it, just stop it. Now... you ready for these     names? I got Clegg. Bishop. Steven Mason and James Doyle. That's all, Trevor.'  'Thanks,' you say. 'That's great. Well look, it's been great talking to you,    but, eh, I really have to go n-'                                                'Yeah. Don't forget that deal, Trevor. I got influence, you understand? Bye.'   The line goes dead." _
  2845.  
  2846.     NPC$(7, 3) = "10"
  2847.     LOC$(17, 2) = "You guess that you are in the living room. A sumptuous sofa faces the large     television in the corner. Beside it is a telephone on a small glass table. The  room is pretty uncluttered, with a locked door to the west."
  2848.    ELSE
  2849.     IF PhoneTrick$ = "" THEN
  2850.      Reply$ = "You pick up the phone."
  2851.      DisplayText$ = "The dial tone hums irregularly in your ear."
  2852.      PhoneTrick$ = "1"
  2853.     ELSEIF PhoneTrick$ = "1" THEN
  2854.      Reply$ = "You pick up the phone."
  2855.      DisplayText$ = "The humming stops - the chap on the other end just couldn't keep it up. He takesa deep breath, then continues."
  2856.      PhoneTrick$ = "2"
  2857.     ELSEIF PhoneTrick$ = "2" THEN
  2858.      Reply$ = "You pick up the phone."
  2859.      DisplayText$ = "But nothing happens."
  2860.     END IF
  2861.    END IF
  2862.   ELSE
  2863.    Reply$ = "There's no phone about."
  2864.   END IF
  2865.  ELSEIF Object1W$ = "WINDOW" THEN
  2866.   IF PlayLocation% = 18 THEN
  2867.    Reply$ = "You can't unlock or break down the French window bare-handed."
  2868.   ELSE
  2869.    Reply$ = "I got wind o' some trouble."
  2870.   END IF
  2871.  ELSEIF Object1W$ = "JCB" OR Object1W$ = "DIGGER" OR Object1W$ = "VEHICLES" OR Object1W$ = "VEHICLE" THEN
  2872.   IF PlayLocation% = 7 THEN
  2873.    Reply$ = "Don't look for attention. The builders have already noticed you."
  2874.   ELSE
  2875.    Reply$ = "There's no such technology around here."
  2876.   END IF
  2877.  ELSEIF Object1W$ = "GAS" OR Object1W$ = "PIPE" OR Object1W$ = "PIPELINE" THEN
  2878.  IF LOC$(PlayLocation%, 3) = "00000003" THEN
  2879.   Reply$ = "Perhaps there is a way to use the gas leak to your advantage..."
  2880.  ELSE
  2881.   Reply$ = "You can't use what's not around."
  2882.  END IF
  2883.  ELSEIF Object1W$ = "CIGARETTES" OR Object1W$ = "CIGARETTE" THEN
  2884.  IF LOC$(PlayLocation%, 3) = "00000003" THEN
  2885.   Reply$ = "You don't think it wise to try and steal anything from these guys."
  2886.  ELSE
  2887.   Reply$ = "What cigarette?"
  2888.  END IF
  2889.  ELSEIF Object1W$ = "FAGS" OR Object1W$ = "FAG" THEN
  2890.  IF LOC$(PlayLocation%, 3) = "00000003" THEN
  2891.   Reply$ = "The builders are completely heterosexual. In public, anyway."
  2892.  ELSE
  2893.   Reply$ = "There are no homosexuals about."
  2894.  END IF
  2895.  ELSEIF Object1W$ = "BENCH" THEN
  2896.   IF PlayLocation% = 8 THEN
  2897.    Reply$ = "You rest your weary self."
  2898.    Tired% = 0
  2899.   END IF
  2900.  ELSEIF Object1W$ = "TV" OR Object1W$ = "TELLY" OR Object1W$ = "TELEVISION" THEN
  2901.   IF PlayLocation% = 17 THEN
  2902.    Reply$ = "You switch on the television."
  2903.    IF TVTrick$ = "" THEN
  2904.     TVTrick$ = "1"
  2905.     DisplayText$ = "A long-faced youth appears on the screen. He brushes back his long, dark hair.  'Hey, this is just a little message from the designer of the gam-'              You switch it off. What rubbish."
  2906.    ELSEIF TVTrick$ = "1" THEN
  2907.     DisplayText$ = "There's only the government channel, PartyTV. You watch a documentary on        tractors for a moment, then switch off the television."
  2908.    END IF
  2909.   ELSE
  2910.    Reply$ = "Calm down, friend."
  2911.   END IF
  2912.  ELSEIF Object1W$ = "CAR" OR Object1W$ = "CHEVY" OR Object1W$ = "IMPALA" OR Object1W$ = "WRECK" OR Object1W$ = "HULK" THEN
  2913.   IF PlayLocation% = 25 THEN
  2914.    Reply$ = "You sit yourself gingerly in the old Chevy."
  2915.    DisplayText$ = "It smells good inside the car. Closing your hands around the unfamiliar controlsyou imagine the lost era of democracy and freedom that it represents."
  2916.   END IF
  2917.  ELSEIF Object1W$ = "MAN" OR Object1W$ = "BUILDERS" OR Object1W$ = "MEN" OR Object1W$ = "WOMAN" THEN
  2918.   Reply$ = "You can't just use a person like an electrician's wire-stripper!"
  2919.  ELSEIF Object1W$ = "DOOR" THEN
  2920.   IF PlayLocation% = 12 THEN
  2921.    Reply$ = "There's no real use to the door, but you can OPEN and CLOSE it if you like."
  2922.   ELSE
  2923.    Reply$ = "Use what?"
  2924.   END IF
  2925.  ELSEIF Object1W$ = "PISS" OR Object1W$ = "URINE" OR Object1W$ = "PAIL" OR Object1W$ = "BUCKET" THEN
  2926.   IF PlayLocation% = 14 THEN
  2927.    IF LOC$(14, 3) = "00000000" THEN
  2928.     Reply$ = "Perhaps you can use the piss somehow. The situation is getting urgent."
  2929.    ELSE
  2930.     Reply$ = "You pick up the bucket."
  2931.     DisplayText$ = "And drink your fill. Ahhhhh..."
  2932.    END IF
  2933.   ELSE
  2934.    Reply$ = "Piss off!"
  2935.   END IF
  2936.  ELSE Reply$ = "Use what?"
  2937.  END IF
  2938. CASE "4"
  2939.  Talk% = 1
  2940.  NPCToTalkTo% = VAL(NPCW$)
  2941.  IF NPCToTalkTo% <> 0 THEN
  2942.   Reply$ = "You try to start a conversation."
  2943.  ELSE
  2944.   Reply$ = "Talk to which person?"
  2945.  END IF
  2946.  IF PlayLocation% = 7 THEN
  2947.   Reply$ = "You feel no urge to let these fellows know that you vapourised their colleagues."
  2948.   NPCToTalkTo% = 0
  2949.  ELSEIF PlayLocation% = 10 THEN
  2950.   IF VAL(NPC$(4, 1)) > 9 THEN
  2951.    DisplayText$ = "But these fellows are way too unfriendly to even contemplate answering."
  2952.   END IF
  2953.  END IF
  2954. CASE "6"
  2955.  'IF Words$(2) = "AT" THEN
  2956.   'LookWordCount% = 2
  2957.   IF Object1W$ = "MAG" OR Object1W$ = "MAGAZINE" OR Object1W$ = "PORNO" OR Object1W$ = "PORN" OR Object1W$ = "FILTH" OR Object1W$ = "MATERIAL" OR Object1W$ = "ADULT" THEN
  2958.    IF VAL(Objects$(1, 1)) = PlayLocation% THEN
  2959.     DisplayText$ = Objects$(1, 3)
  2960.     Reply$ = "You look at the adult magazine."
  2961.    ELSEIF VAL(Objects$(1, 1)) = 0 THEN
  2962.     DisplayText$ = Objects$(1, 4)
  2963.     Reply$ = "You take out the magazine for a look."
  2964.    ELSE Reply$ = "You can't find a magazine."
  2965.    END IF
  2966.   ELSEIF Object1W$ = "WALLS" OR Object1W$ = "WALL" THEN
  2967.    Reply$ = "You inspect the nearest wall."
  2968.    IF PlayLocation% = 1 THEN
  2969.     DisplayText$ = Decor$(1)
  2970.    ELSEIF PlayLocation% = 5 THEN
  2971.     DisplayText$ = Decor$(16)
  2972.     NPC$(4, 3) = "2"
  2973.    ELSEIF PlayLocation% = 3 THEN
  2974.     DisplayText$ = Decor$(17)
  2975.     NPC$(4, 3) = "2"
  2976.    ELSEIF PlayLocation% = 2 THEN
  2977.     DisplayText$ = Decor$(18)
  2978.     NPC$(4, 3) = "2"
  2979.    ELSEIF PlayLocation% = 8 THEN
  2980.     DisplayText$ = Decor$(19)
  2981.     NPC$(4, 3) = "2"
  2982.    ELSE
  2983.     Rander% = INT(RND * 4) + 1
  2984.     IF Rander% = 1 THEN
  2985.      DisplayText$ = "This is almost as interesting as watching paint dry. Except it's already dry."
  2986.     ELSEIF Rander% = 2 THEN
  2987.      DisplayText$ = "It's a wall, okay?"
  2988.     ELSEIF Rander% = 3 THEN
  2989.      DisplayText$ = "You check if quantum indeterminacy will let you through the wall. It won't."
  2990.     ELSEIF Rander% = 4 THEN
  2991.      DisplayText$ = "There is nothing interesting about this wall."
  2992.     ELSEIF Rander% = 5 THEN
  2993.      DisplayText$ = "You can't find anything useful on this wall."
  2994.     END IF
  2995.    END IF
  2996.   ELSEIF Object1W$ = "PLANK" OR Object1W$ = "BEAM" THEN
  2997.    IF VAL(Objects$(2, 1)) = PlayLocation% THEN
  2998.     DisplayText$ = Objects$(2, 3)
  2999.     Reply$ = "You look at the plank."
  3000.    ELSEIF VAL(Objects$(2, 1)) = 0 THEN
  3001.     DisplayText$ = Objects$(2, 4)
  3002.     Reply$ = "You stand the plank up for a look."
  3003.    ELSE Reply$ = "You don't have a plank."
  3004.    END IF
  3005.   ELSEIF Object1W$ = "JAR" OR Object1W$ = "DOPE" OR Object1W$ = "CONTAINER" OR Object1W$ = "PLASTIC" OR Object1W$ = "PILLS" THEN
  3006.    IF VAL(Objects$(3, 1)) = PlayLocation% THEN
  3007.     DisplayText$ = Objects$(3, 3)
  3008.     Reply$ = "You look at the jar of pills."
  3009.    ELSEIF VAL(Objects$(3, 1)) = 0 THEN
  3010.     DisplayText$ = Objects$(3, 4)
  3011.     Reply$ = "You take out the jar o' dope for a look."
  3012.    ELSE Reply$ = "You don't have such a thing."
  3013.    END IF
  3014.   ELSEIF Object1W$ = "VEST" OR Object1W$ = "HIGHVIS" OR Object1W$ = "JACKET" THEN
  3015.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  3016.     DisplayText$ = Objects$(4, 3)
  3017.     Reply$ = "You look at the high-vis vest."
  3018.    ELSEIF VAL(Objects$(4, 1)) = 0 THEN
  3019.     DisplayText$ = Objects$(4, 3)
  3020.     Reply$ = "You check out the high-vis vest."
  3021.    ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  3022.     DisplayText$ = Objects$(4, 5)
  3023.     Reply$ = "You look down at the high-vis vest."
  3024.    ELSE Reply$ = "You don't have such a vestment."
  3025.    END IF
  3026.   ELSEIF Object1W$ = "HIGH" AND Words$(4) = "VIS" THEN
  3027.    IF VAL(Objects$(4, 1)) = PlayLocation% THEN
  3028.     DisplayText$ = Objects$(4, 3)
  3029.     Reply$ = "You look at the high-vis vest."
  3030.    ELSEIF VAL(Objects$(4, 1)) = 0 THEN
  3031.     DisplayText$ = Objects$(4, 4)
  3032.     Reply$ = "You check out the high-vis vest."
  3033.    ELSEIF VAL(Objects$(4, 1)) = 100 THEN
  3034.     DisplayText$ = Objects$(4, 5)
  3035.     Reply$ = "You look down at the high-vis vest."
  3036.    ELSE Reply$ = "You don't have such a vestment."
  3037.    END IF
  3038.   ELSEIF Object1W$ = "PAMPHLET" OR Object1W$ = "ESSAY" OR Object1W$ = "BOOKLET" OR Object1W$ = "ARTICLE" THEN
  3039.    IF VAL(Objects$(5, 1)) = PlayLocation% THEN
  3040.     DisplayText$ = Objects$(5, 3)
  3041.     Reply$ = "You lean over the pamphlet."
  3042.    ELSEIF VAL(Objects$(5, 1)) = 0 THEN
  3043.     DisplayText$ = Objects$(5, 4)
  3044.     Reply$ = "You whip out the pamphlet for a read."
  3045.    ELSE
  3046.     Reply$ = "You can't find any political literature."
  3047.    END IF
  3048.   ELSEIF Object1W$ = "SHARD" OR Object1W$ = "GLASS" THEN
  3049.    IF VAL(Objects$(6, 1)) = PlayLocation% THEN
  3050.     DisplayText$ = Objects$(6, 3)
  3051.     Reply$ = "You look down at the shard of glass."
  3052.    ELSEIF VAL(Objects$(6, 1)) = 0 THEN
  3053.     DisplayText$ = Objects$(6, 4)
  3054.     Reply$ = "You hold up the piece of glass."
  3055.    ELSE Reply$ = "You don't have a key."
  3056.    END IF
  3057.   ELSEIF Object1W$ = "BRICK" OR Object1W$ = "BLOCK" THEN
  3058.    IF VAL(Objects$(7, 1)) = PlayLocation% THEN
  3059.     DisplayText$ = Objects$(7, 3)
  3060.     Reply$ = "You inspect the brick."
  3061.    ELSEIF VAL(Objects$(7, 1)) = 0 THEN
  3062.     DisplayText$ = Objects$(7, 4)
  3063.     Reply$ = "You heft the block thoughtfully."
  3064.    ELSE Reply$ = "You don't have a brick."
  3065.    END IF
  3066.   ELSEIF Object1W$ = "BAG" OR Object1W$ = "SHOPPINGBAG" OR Object1W$ = "FOOD" OR Object1W$ = "PUDDING" THEN
  3067.    IF VAL(Objects$(8, 1)) = PlayLocation% THEN
  3068.     DisplayText$ = Objects$(8, 3)
  3069.     Reply$ = "You glance at the shopping-bag."
  3070.    ELSEIF VAL(Objects$(8, 1)) = 0 THEN
  3071.     DisplayText$ = Objects$(8, 4)
  3072.     Reply$ = "You open the bag for a one-eyed inspection."
  3073.    ELSE Reply$ = "There's nowt like that in sight."
  3074.    END IF
  3075.   ELSEIF Object1W$ = "LETTER" OR Object1W$ = "MEMO" OR Object1W$ = "MEMORANDUM" OR Object1W$ = "DOCUMENT" THEN
  3076.    IF VAL(Objects$(9, 1)) = PlayLocation% THEN
  3077.     DisplayText$ = Objects$(9, 3)
  3078.     Reply$ = "You eye the letter suggestively."
  3079.    ELSEIF VAL(Objects$(9, 1)) = 0 THEN
  3080.     DisplayText$ = Objects$(9, 4)
  3081.     Reply$ = "You smooth out the letter and read it voyeuristically."
  3082.    ELSE Reply$ = "There's no document around."
  3083.    END IF
  3084.   ELSEIF Object1W$ = "COINS" OR Object1W$ = "CHANGE" OR Object1W$ = "CASH" OR Object1W$ = "MONEY" OR Object1W$ = "BANKNOTES" OR Object1W$ = "NOTES" THEN
  3085.    IF VAL(Objects$(10, 1)) = PlayLocation% THEN
  3086.     DisplayText$ = Objects$(10, 3)
  3087.     Reply$ = "You take a good look at the coins."
  3088.    ELSEIF VAL(Objects$(10, 1)) = 0 THEN
  3089.     DisplayText$ = Objects$(10, 4)
  3090.     Reply$ = "You pull out the coins for a glance."
  3091.    ELSE
  3092.     IF PlayLocation% = 9 THEN
  3093.      Reply$ = "You eye the banknotes."
  3094.      DisplayText$ = Decor$(25)
  3095.     ELSE
  3096.      Reply$ = "Sorry! You're broke."
  3097.     END IF
  3098.    END IF
  3099.   ELSEIF Object1W$ = "BLANKET" OR Object1W$ = "COVER" OR Object1W$ = "RAG" THEN
  3100.    IF VAL(Objects$(11, 1)) = PlayLocation% THEN
  3101.     DisplayText$ = Objects$(11, 3)
  3102.     Reply$ = "You look at the filthy rag."
  3103.    ELSEIF VAL(Objects$(11, 1)) = 0 THEN
  3104.     DisplayText$ = Objects$(11, 4)
  3105.     Reply$ = "You inspect the blanket."
  3106.    ELSE Reply$ = "There are no covers around here."
  3107.    END IF
  3108.   ELSEIF Object1W$ = "LIGHTER" OR Object1W$ = "ZIPPO" THEN
  3109.    IF VAL(Objects$(12, 1)) = PlayLocation% THEN
  3110.     DisplayText$ = Objects$(12, 3)
  3111.     Reply$ = "You look at the cheap lighter."
  3112.    ELSEIF VAL(Objects$(12, 1)) = 0 THEN
  3113.     DisplayText$ = Objects$(12, 4)
  3114.     Reply$ = "You inspect the lighter."
  3115.    ELSE Reply$ = "There is no firestarter here."
  3116.    END IF
  3117.   ELSEIF Object1W$ = "DEODORANT" OR Object1W$ = "AEROSOL" OR Object1W$ = "CAN" OR Object1W$ = "SPRAY" THEN
  3118.    IF VAL(Objects$(13, 1)) = PlayLocation% THEN
  3119.     DisplayText$ = Objects$(13, 3)
  3120.     Reply$ = "You look at the can of deodorant."
  3121.    ELSEIF VAL(Objects$(13, 1)) = 0 THEN
  3122.     DisplayText$ = Objects$(13, 4)
  3123.     Reply$ = "You inspect the deodorant spray."
  3124.    ELSE Reply$ = "There is nothing like that in sight."
  3125.    END IF
  3126.   ELSEIF VAL(NPCW$) = 2 THEN 'Object1W$ = "BUILDERS" OR Object1W$ = "GUYS" OR Object1W$ = "MEN" THEN
  3127.    IF VAL(NPC$(2, 1)) = PlayLocation% THEN
  3128.     DisplayText$ = NPC$(2, 2)
  3129.     Reply$ = "You ogle the builders."
  3130.    ELSEIF PlayLocation% = 7 THEN
  3131.     DisplayText$ = Decor$(13)
  3132.     Reply$ = "You sneak a look at the builders across the road."
  3133.    ELSEIF PlayLocation% = 10 THEN
  3134.     IF VAL(NPC$(6, 1)) = 0 THEN
  3135.      Reply$ = "These guys don't look talkative, helpful or indeed anything but nasty."
  3136.     END IF
  3137.     Reply$ = "There are no such fellows in sight."
  3138.    END IF
  3139.   ELSEIF VAL(NPCW$) = 1 THEN 'Object1W$ = "SHOPKEEPER" OR Object1W$ = "COUNTERMAN" OR Object1W$ = "OWNER" OR Object1W$ = "DEALER" THEN
  3140.    IF VAL(NPC$(1, 1)) = PlayLocation% THEN
  3141.     DisplayText$ = NPC$(1, 2)
  3142.     Reply$ = "You glance at the guy in the dope shop."
  3143.    ELSE Reply$ = "That guy's not around."
  3144.    END IF
  3145.   ELSEIF VAL(NPCW$) = 3 THEN 'Object1W$ = "ADDICT" OR Object1W$ = "HOBO" OR Object1W$ = "BUM" OR Object1W$ = "TRAMP" OR Object1W$ = "JUNKIE" THEN
  3146.    IF VAL(NPC$(3, 1)) = PlayLocation% THEN
  3147.     DisplayText$ = NPC$(3, 2)
  3148.     Reply$ = "You inspect the fellow on the ground."
  3149.    ELSE Reply$ = "There's no-one like that visible."
  3150.    END IF
  3151.   ELSEIF VAL(NPCW$) = 4 THEN
  3152.    IF VAL(NPC$(4, 1)) = PlayLocation% THEN
  3153.     DisplayText$ = NPC$(4, 2)
  3154.     Reply$ = "You look over the disfigured man."
  3155.    ELSE Reply$ = "There is definitely no salesman here."
  3156.    END IF
  3157.   ELSEIF VAL(NPCW$) = 5 THEN
  3158.    IF VAL(NPC$(5, 1)) = PlayLocation% THEN
  3159.     DisplayText$ = NPC$(5, 2)
  3160.     Reply$ = "You look at the lady."
  3161.    ELSE Reply$ = "There ain't no lady round here."
  3162.    END IF
  3163.   ELSEIF VAL(NPCW$) = 6 THEN
  3164.    IF VAL(NPC$(6, 1)) = PlayLocation% THEN
  3165.     DisplayText$ = NPC$(6, 2)
  3166.     Reply$ = "You stare at the official."
  3167.    ELSE Reply$ = "There's no guy like that around."
  3168.    END IF
  3169.   ELSEIF VAL(NPCW$) = 7 THEN
  3170.    IF VAL(NPC$(7, 1)) = PlayLocation% THEN
  3171.     DisplayText$ = NPC$(7, 2)
  3172.     Reply$ = "You look at the old man."
  3173.    ELSE Reply$ = "There's no such man around."
  3174.    END IF
  3175.   ELSEIF VAL(NPCW$) = 8 THEN
  3176.    IF VAL(NPC$(8, 1)) = PlayLocation% THEN
  3177.     DisplayText$ = NPC$(8, 2)
  3178.     Reply$ = "You observe the busker."
  3179.    ELSE Reply$ = "There's no musician in sight."
  3180.    END IF
  3181.   ELSEIF VAL(NPCW$) = 9 THEN
  3182.    IF VAL(NPC$(9, 1)) = PlayLocation% THEN
  3183.     DisplayText$ = NPC$(9, 2)
  3184.     Reply$ = "You look at the receptionist."
  3185.    ELSE Reply$ = "She's not here."
  3186.    END IF
  3187.   ELSEIF VAL(NPCW$) = 10 THEN
  3188.    IF VAL(NPC$(10, 1)) = PlayLocation% THEN
  3189.     DisplayText$ = NPC$(10, 2)
  3190.     Reply$ = "You look the man over."
  3191.    ELSE Reply$ = "There's no such fellow around."
  3192.    END IF
  3193.   ELSEIF VAL(NPCW$) = 11 THEN
  3194.    IF VAL(NPC$(11, 1)) = PlayLocation% THEN
  3195.     DisplayText$ = NPC$(11, 2)
  3196.     Reply$ = "You glance at the officials."
  3197.    ELSE Reply$ = "They're not here."
  3198.    END IF
  3199.   ELSEIF VAL(NPCW$) = 12 THEN
  3200.    IF VAL(NPC$(12, 1)) = PlayLocation% THEN
  3201.     DisplayText$ = NPC$(12, 2)
  3202.     Reply$ = "You glance at the sergeant."
  3203.    ELSE Reply$ = "Talk sensible, wouldja?"
  3204.    END IF
  3205.   ELSEIF VAL(NPCW$) = 13 THEN
  3206.    IF VAL(NPC$(13, 1)) = PlayLocation% THEN
  3207.     DisplayText$ = NPC$(13, 2)
  3208.     Reply$ = "You coolly look the men over."
  3209.    ELSE Reply$ = "Feck off!"
  3210.    END IF
  3211.   ELSEIF Object1W$ = "WALLS" OR Object1W$ = "WALL" THEN
  3212.    Reply$ = "You inspect the nearest wall."
  3213.    IF PlayLocation% = 1 THEN
  3214.     DisplayText$ = Decor$(1)
  3215.    ELSE
  3216.     Rander% = INT(RND * 5)
  3217.     IF Rander% = 1 THEN
  3218.      DisplayText$ = "This is almost as interesting as watching paint dry. Except it's already dry."
  3219.     ELSEIF Rander% = 2 THEN
  3220.      DisplayText$ = "It's a wall, okay?"
  3221.     ELSEIF Rander% = 3 THEN
  3222.      DisplayText$ = "You check if quantum indeterminacy will let you through the wall. It won't."
  3223.     ELSEIF Rander% = 4 THEN
  3224.      DisplayText$ = "There is nothing interesting about this wall."
  3225.     ELSEIF Rander% = 5 THEN
  3226.      DisplayText$ = "You can't find anything useful on this wall."
  3227.     END IF
  3228.    END IF
  3229.   ELSEIF Object1W$ = "STEAM" THEN
  3230.    IF PlayLocation% = 1 THEN
  3231.     DisplayText$ = Decor$(2)
  3232.     Reply$ = "You look at the steam."
  3233.    ELSE
  3234.     Reply$ = "There is no steam to be seen."
  3235.     DisplayText$ = "You attempt to urinate in a desperate attempt to make some steam to look at.    But there's nothing there."
  3236.    END IF
  3237.   ELSEIF Object1W$ = "VENTS" OR Object1W$ = "VENT" THEN
  3238.    IF PlayLocation% = 1 THEN
  3239.     Reply$ = "You check out the vents."
  3240.     DisplayText$ = Decor$(3)
  3241.    ELSEIF PlayLocation% = 23 THEN
  3242.     Reply$ = "You look at the vents."
  3243.     DisplayText$ = Decor$(67)
  3244.    ELSEIF PlayLocation% = 14 THEN
  3245.     Reply$ = "You look at the poison gas vents."
  3246.     DisplayText$ = Decor$(70)
  3247.    ELSE
  3248.     Reply$ = "A vent? What do you think this is, Half-Life?"
  3249.    END IF
  3250.   ELSEIF Object1W$ = "RUBBISH" OR Object1W$ = "LITTER" OR Object1W$ = "TRASH" THEN
  3251.    IF PlayLocation% = 1 OR PlayLocation% = 3 THEN
  3252.     Reply$ = "You look at some rubbish."
  3253.     DisplayText$ = Decor$(4)
  3254.    ELSEIF PlayLocation% = 19 THEN
  3255.     Reply$ = "You eye the trash."
  3256.     DisplayText$ = Decor$(49)
  3257.    ELSE
  3258.     Reply$ = "You search your pockets."
  3259.     DisplayText$ = "The only litter you can find is half a Moro Bar wrapper in your pocket. You     scrutinise it zealously."
  3260.    END IF
  3261.   ELSEIF Object1W$ = "BUILDINGS" OR Object1W$ = "SHOPS" OR Object1W$ = "BUILDING" OR Object1W$ = "ESTABLISHMENT" OR Object1W$ = "ESTABLISHMENTS" THEN
  3262.    Reply$ = "You look at the nearest construction."
  3263.    IF PlayLocation% = 3 THEN
  3264.     DisplayText$ = Decor$(5)
  3265.    ELSEIF PlayLocation% = 21 THEN
  3266.     DisplayText$ = Decor$(53)
  3267.    ELSEIF PlayLocation% = 31 THEN
  3268.     DisplayText$ = Decor$(64)
  3269.    ELSE
  3270.     DisplayText$ = "You observe some nearby buildings. They are grotty and run-down."
  3271.    END IF
  3272.   ELSEIF Object1W$ = "HOLE" OR Object1W$ = "TRENCH" OR Object1W$ = "EXCAVATION" THEN
  3273.    IF PlayLocation% = 4 THEN
  3274.     DisplayText$ = Decor$(6)
  3275.     Reply$ = "You look at the trench in the road."
  3276.    ELSE
  3277.     Reply$ = "There is no hole in sight."
  3278.    END IF
  3279.   ELSEIF Object1W$ = "PORTAKABIN" OR Object1W$ = "PORTA" OR Object1W$ = "KABIN" OR Object1W$ = "CABIN" THEN
  3280.    IF PlayLocation% = 4 THEN
  3281.     Reply$ = "You look at the Porta-Kabin."
  3282.     DisplayText$ = Decor$(7)
  3283.    ELSE
  3284.     Reply$ = "You can't see any such thing."
  3285.    END IF
  3286.   ELSEIF Object1W$ = "CONE" OR Object1W$ = "CONES" THEN
  3287.    IF PlayLocation% = 4 THEN
  3288.     Reply$ = "You check out the cones."
  3289.     DisplayText$ = Decor$(8)
  3290.    ELSE
  3291.     Reply$ = "There is nothing conical in your field of view."
  3292.    END IF
  3293.   ELSEIF Object1W$ = "TRAFFIC" THEN
  3294.    IF Words$(LookWordCount% + 1) = "CONE" OR Words$(LookWordCount% + 1) = "CONES" THEN
  3295.     IF PlayLocation% = 4 THEN
  3296.      Reply$ = "You check out the cones."
  3297.      DisplayText$ = Decor$(8)
  3298.     ELSE
  3299.      Reply$ = "There are no traffic cones in sight."
  3300.     END IF
  3301.    ELSE
  3302.     Reply$ = "There is no traffic here. They banned it in '71."
  3303.    END IF
  3304.   ELSEIF Object1W$ = "TAPE" THEN
  3305.    IF PlayLocation% = 4 THEN
  3306.     Reply$ = "You inspect the red and white tape."
  3307.     DisplayText$ = Decor$(9)
  3308.    ELSEIF PlayLocation% = 7 THEN
  3309.     Reply$ = "You inspect the tape."
  3310.     DisplayText$ = Decor$(9)
  3311.    ELSE
  3312.     Reply$ = "There is no tape here. Why would there be?"
  3313.    END IF
  3314.   ELSEIF Object1W$ = "SHIT" OR Object1W$ = "STREAM" OR Object1W$ = "RIVER" OR Object1W$ = "CRAP" OR Object1W$ = "SEWAGE" THEN
  3315.    IF PlayLocation% = 2 THEN
  3316.     Reply$ = "You look at the sewage."
  3317.     DisplayText$ = Decor$(10)
  3318.    ELSE
  3319.     Reply$ = "Your efforts to produce sewage are in vain. There's none around here."
  3320.    END IF
  3321.   ELSEIF Object1W$ = "VEHICLES" OR Object1W$ = "VEHICLE" THEN
  3322.    IF PlayLocation% = 7 THEN
  3323.     Reply$ = "You inspect the construction machines."
  3324.     DisplayText$ = Decor$(11)
  3325.    ELSE
  3326.     Reply$ = "There are no vehicles visible."
  3327.    END IF
  3328.   ELSEIF Object1W$ = "SHOP" OR Object1W$ = "SHELVES" OR Object1W$ = "DRUGS" THEN
  3329.    IF PlayLocation% = 5 THEN
  3330.     Reply$ = "You cast your eye around the premises."
  3331.     DisplayText$ = Decor$(12)
  3332.    ELSEIF PlayLocation% = 3 THEN
  3333.     Reply$ = "You're too far away from the drugs shop."
  3334.    ELSE
  3335.     Reply$ = "No luck. You see nothing interesting."
  3336.    END IF
  3337.  ELSEIF Object1W$ = "DOOR" OR Object1W$ = "DOORWAY" THEN
  3338.   IF PlayLocation% = 8 THEN
  3339.    Reply$ = "You have a look at the door."
  3340.    DisplayText$ = Decor$(14)
  3341.   ELSEIF PlayLocation% = 12 THEN
  3342.    Reply$ = "It's a door. You've been through it already."
  3343.   ELSEIF PlayLocation% = 13 THEN
  3344.    Reply$ = "You look the door over."
  3345.    DisplayText$ = Decor$(32)
  3346.   ELSEIF PlayLocation% = 17 THEN
  3347.    Reply$ = "You look at the door."
  3348.    DisplayText$ = Decor$(41)
  3349.   ELSE
  3350.    Reply$ = "No door springs to mind."
  3351.   END IF
  3352.  ELSEIF Object1W$ = "STAIRS" OR Object1W$ = "STEPS" OR Object1W$ = "STAIR" OR Object1W$ = "STAIRWELL" OR Object1W$ = "STAIRWAY" THEN
  3353.   IF PlayLocation% = 8 THEN
  3354.    Reply$ = "You give the stairs the once-over."
  3355.    DisplayText$ = Decor$(15)
  3356.   ELSEIF PlayLocation% = 22 THEN
  3357.    Reply$ = "You coldly run your eye over the stairs."
  3358.    DisplayText$ = Decor$(55)
  3359.   ELSE
  3360.    Reply$ = "You can't see any stairs."
  3361.   END IF
  3362.   ELSEIF Object1W$ = "KEYPAD" THEN
  3363.    IF PlayLocation% = 8 THEN
  3364.     Reply$ = "You give the keypad a glance."
  3365.     DisplayText$ = Decor$(20)
  3366.    ELSEIF PlayLocation% = 15 THEN
  3367.     Reply$ = "You give the keypad a glance."
  3368.     DisplayText$ = Decor$(69) 'How ironic!
  3369.    ELSE
  3370.     Reply$ = "There is no such device in your field of view."
  3371.    END IF
  3372.  ELSEIF Object1W$ = "BENCH" THEN
  3373.   IF PlayLocation% = 8 THEN
  3374.    Reply$ = "You give the bench an antiquarian's appraisal."
  3375.    DisplayText$ = Decor$(21)
  3376.   ELSE Reply$ = "No bench here, bucko."
  3377.   END IF
  3378.  ELSEIF Object1W$ = "FLOOR" OR Object1W$ = "FLOORBOARDS" THEN
  3379.   IF PlayLocation% = 9 THEN
  3380.    Reply$ = "You look down at the wooden floor."
  3381.    DisplayText$ = Decor$(22)
  3382.   ELSEIF PlayLocation% = 14 OR PlayLocation% = 15 OR PlayLocation% = 16 THEN
  3383.    Reply$ = "You glance down at the floor of the police station."
  3384.    DisplayText$ = Decor$(33)
  3385.   ELSE
  3386.    Reply$ = "The floor is uninteresting here."
  3387.   END IF
  3388.  ELSEIF Object1W$ = "TABLE" THEN
  3389.   IF PlayLocation% = 9 THEN
  3390.    Reply$ = "You glance at the table."
  3391.    DisplayText$ = Decor$(23)
  3392.   ELSEIF PlayLocation% = 17 THEN
  3393.    Reply$ = "You check out the glass table."
  3394.    DisplayText$ = Decor$(40)
  3395.   ELSE
  3396.    Reply$ = "There's no table here."
  3397.   END IF
  3398.  ELSEIF Object1W$ = "LOCKER" THEN
  3399.   IF PlayLocation% = 9 THEN
  3400.    Reply$ = "You inspect the ammo box."
  3401.    DisplayText$ = Decor$(24)
  3402.    ELSE
  3403.    Reply$ = "There ain't no locker here."
  3404.   END IF
  3405.  ELSEIF Object1W$ = "BARRIER" OR Object1W$ = "BARRICADE" OR Object1W$ = "BARRIERS" THEN
  3406.   IF PlayLocation% = 10 THEN
  3407.    Reply$ = "You give the barriers a looking-over."
  3408.    DisplayText$ = Decor$(26)
  3409.   ELSEIF PlayLocation% = 31 THEN
  3410.    Reply$ = "You squint at the barriers."
  3411.    DisplayText$ = Decor$(26)
  3412.   ELSE
  3413.    Reply$ = "There are no barriers here."
  3414.   END IF
  3415.  ELSEIF Object1W$ = "FELT" OR Object1W$ = "ROOF" THEN
  3416.   IF PlayLocation% = 11 OR PlayLocation% = 23 THEN
  3417.    Reply$ = "You inspect the roof surface."
  3418.    DisplayText$ = Decor$(27)
  3419.   ELSE
  3420.    Reply$ = "There is no interesting roof around."
  3421.   END IF
  3422.  ELSEIF Object1W$ = "TAR" THEN
  3423.   IF PlayLocation% = 11 OR PlayLocation% = 23 THEN
  3424.    Reply$ = "You inspect the roof surface."
  3425.    DisplayText$ = Decor$(27)
  3426.   ELSE
  3427.    Reply$ = "Do you mean tarmac?"
  3428.   END IF
  3429.  ELSEIF Object1W$ = "CONSTRUCTION" OR Object1W$ = "SHACK" OR Object1W$ = "HUT" THEN
  3430.   IF PlayLocation% = 23 THEN
  3431.    Reply$ = "You look at the shack."
  3432.    DisplayText$ = Decor$(28)
  3433.   ELSE
  3434.    Reply$ = "There is no construction worthy of your interest in sight."
  3435.   END IF
  3436.  ELSEIF Object1W$ = "DESK" THEN
  3437.   IF PlayLocation% = 12 THEN
  3438.    Reply$ = "You check out the desk."
  3439.    DisplayText$ = Decor$(29)
  3440.   ELSEIF PlayLocation% = 13 OR PlayLocation% = 16 THEN
  3441.    Reply$ = "You look at the boring desk."
  3442.    DisplayText$ = "It is boring."
  3443.   ELSE
  3444.    Reply$ = "You can't find a desk of any sort."
  3445.   END IF
  3446.  ELSEIF Object1W$ = "SKYLIGHT" THEN
  3447.   IF PlayLocation% = 12 THEN
  3448.    Reply$ = "You glance up at the skylight."
  3449.    DisplayText$ = Decor$(30)
  3450.   ELSE
  3451.    Reply$ = "Whaddaya mean, skylight?"
  3452.   END IF
  3453.  ELSEIF Object1W$ = "PLANTS" THEN
  3454.   IF PlayLocation% = 13 THEN
  3455.    Reply$ = "You scrutinise the potted plants."
  3456.    DisplayText$ = Decor$(31)
  3457.   ELSEIF PlayLocation% = 27 THEN
  3458.    Reply$ = "You look at the weeds around you."
  3459.    DisplayText$ = Decor$(65)
  3460.   ELSEIF PlayLocation% = 19 THEN
  3461.    Reply$ = "You look to the weeds."
  3462.    DisplayText$ = Decor$(48)
  3463.   ELSEIF PlayLocation% = 29 THEN
  3464.    Reply$ = "You check out the flowers"
  3465.    DisplayText$ = Decor$(61)
  3466.   ELSE
  3467.    Reply$ = "There are no plants here."
  3468.   END IF
  3469.  ELSEIF Object1W$ = "TILE" OR Object1W$ = "TILING" OR Object1W$ = "TILES" OR Object1W$ = "TILING" THEN
  3470.   IF PlayLocation% = 14 OR PlayLocation% = 15 OR PlayLocation% = 16 THEN
  3471.    Reply$ = "You glance down at the floor of the police station."
  3472.    DisplayText$ = Decor$(33)
  3473.   ELSE
  3474.    Reply$ = "You can't see any tiles."
  3475.   END IF
  3476.  ELSEIF Object1W$ = "SAM" OR Object1W$ = "SALESMAN" THEN
  3477.   IF PlayLocation% = 14 THEN
  3478.    Reply$ = "Your eye rests on the corpse of the salesman."
  3479.    DisplayText$ = Decor$(34)
  3480.   ELSE
  3481.    Reply$ = "You can't see him."
  3482.   END IF
  3483.  ELSEIF Object1W$ = "BODY" OR Object1W$ = "CORPSE" OR Object1W$ = "CARCASS" OR Object1W$ = "CADAVER" THEN
  3484.   IF PlayLocation% = 14 THEN
  3485.    Reply$ = "Your eye rests on the corpse of the salesman."
  3486.    DisplayText$ = Decor$(34)
  3487.   ELSEIF PlayLocation% = 18 THEN
  3488.    Reply$ = "You stare at the body."
  3489.    DisplayText$ = NPC$(6, 2)
  3490.   ELSEIF PlayLocation% = 12 THEN
  3491.    IF Deado$ = "1" THEN
  3492.     Reply$ = "You gaze at Nick's carcass, a grim smile on your mush."
  3493.     DisplayText$ = NPC$(10, 2)
  3494.    ELSE
  3495.     Reply$ = "Nick isn't dead yet."
  3496.    END IF
  3497.   ELSE
  3498.    Reply$ = "You can't see one."
  3499.   END IF
  3500.  ELSEIF Object1W$ = "BOARD" OR Object1W$ = "SHELF" THEN
  3501.   IF PlayLocation% = 14 THEN
  3502.    Reply$ = "You look at the miserable excuse for a bed."
  3503.    DisplayText$ = Decor$(35)
  3504.   ELSE
  3505.    Reply$ = "There's no such apparatus in your vision."
  3506.   END IF
  3507.  ELSEIF Object1W$ = "BED" THEN
  3508.   IF PlayLocation% = 14 THEN
  3509.    Reply$ = "You look at the miserable excuse for a bed."
  3510.    DisplayText$ = Decor$(35)
  3511.   ELSEIF PlayLocation% = 29 THEN
  3512.    Reply$ = "You inspect the dodgy flower beds."
  3513.    DisplayText$ = Decor$(61)
  3514.   ELSE
  3515.    Reply$ = "There's no bed around here. No matter how much you want one."
  3516.   END IF
  3517.  ELSEIF Object1W$ = "BUCKET" OR Object1W$ = "PAIL" OR Object1W$ = "URINE" OR Object1W$ = "PISS" THEN
  3518.   IF PlayLocation% = 14 THEN
  3519.    Reply$ = "Grimacing, you crouch down beside the pail o' piss."
  3520.    DisplayText$ = Decor$(36)
  3521.   ELSE
  3522.    Reply$ = "Nope, you can't find that."
  3523.   END IF
  3524.  ELSEIF Object1W$ = "SOFA" OR Object1W$ = "COUCH" THEN
  3525.   IF PlayLocation% = 17 THEN
  3526.    Reply$ = "You slouch on the couch."
  3527.    DisplayText$ = Decor$(37)
  3528.   ELSE
  3529.    Reply$ = "There's no such furniture around."
  3530.   END IF
  3531.  ELSEIF Object1W$ = "TV" OR Object1W$ = "TELEVISION" OR Object1W$ = "TELLY" THEN
  3532.   IF PlayLocation% = 17 THEN
  3533.    Reply$ = "You stare at the telly."
  3534.    DisplayText$ = Decor$(38)
  3535.   ELSE
  3536.    Reply$ = "You can't find no stinkin' television."
  3537.   END IF
  3538.  ELSEIF Object1W$ = "TELEPHONE" OR Object1W$ = "PHONE" THEN
  3539.   IF PlayLocation% = 17 THEN
  3540.    Reply$ = "You have a squint at the phone."
  3541.    DisplayText$ = Decor$(39)
  3542.   ELSE
  3543.    Reply$ = "There's no communication device in the vicinity."
  3544.   END IF
  3545.  ELSEIF Object1W$ = "GLASS" THEN
  3546.   IF PlayLocation% = 17 THEN
  3547.    Reply$ = "You check out the glass table."
  3548.    DisplayText$ = Decor$(40)
  3549.   ELSE
  3550.    Reply$ = "There's nothing made of glass here."
  3551.   END IF
  3552.  ELSEIF Object1W$ = "GLASS" THEN
  3553.   IF PlayLocation% = 17 THEN
  3554.    Reply$ = "You check out the glass table."
  3555.    DisplayText$ = Decor$(40)
  3556.   ELSE
  3557.    Reply$ = "There's nothing made of glass here."
  3558.   END IF
  3559.  ELSEIF Object1W$ = "ROCKS" OR Object1W$ = "BOULDERS" OR Object1W$ = "STONES" OR Object1W$ = "STONE" OR Object1W$ = "ROCK" OR Object1W$ = "BOULDER" THEN
  3560.   IF PlayLocation% = 18 THEN
  3561.    Reply$ = "You try to appreciate the rock arrangement."
  3562.    DisplayText$ = Decor$(42)
  3563.   ELSE
  3564.    Reply$ = "It's not the time to get stoned."
  3565.   END IF
  3566.  ELSEIF Object1W$ = "PATTERN" OR Object1W$ = "PATTERNS" THEN
  3567.   IF PlayLocation% = 18 THEN
  3568.    Reply$ = "You look down at the raked gravel pattern."
  3569.    DisplayText$ = Decor$(43)
  3570.   ELSE
  3571.    Reply$ = "You look around for a pattern, but it's all too fractal."
  3572.   END IF
  3573.  ELSEIF Object1W$ = "GRAVEL" THEN
  3574.   IF PlayLocation% = 18 THEN
  3575.    Reply$ = "You look down at the raked gravel pattern."
  3576.    DisplayText$ = Decor$(43)
  3577.   ELSE
  3578.    Reply$ = "There's no gravel here, bucko."
  3579.   END IF
  3580.  ELSEIF Object1W$ = "MOSS" THEN
  3581.   IF PlayLocation% = 18 THEN
  3582.    Reply$ = "You gaze at the moss."
  3583.    DisplayText$ = Decor$(44)
  3584.   ELSE
  3585.    Reply$ = "The area is disappointingly moss-free."
  3586.   END IF
  3587.  ELSEIF Object1W$ = "FENCE" OR Object1W$ = "FENCING" THEN
  3588.   IF PlayLocation% = 18 OR PlayLocation% = 25 OR PlayLocation% = 26 OR PlayLocation% = 31 THEN
  3589.    Reply$ = "You stare at the fence."
  3590.    DisplayText$ = Decor$(45)
  3591.   ELSE
  3592.    Reply$ = "There's no fence here."
  3593.   END IF
  3594.  ELSEIF Object1W$ = "FRENCH" THEN
  3595.   IF PlayLocation% = 18 THEN
  3596.    Reply$ = "You gaze at the French window."
  3597.    DisplayText$ = Decor$(46)
  3598.   ELSE
  3599.    Reply$ = "Jeez, with you it's always just French this and French that."
  3600.   END IF
  3601.  ELSEIF Object1W$ = "REMAINS" THEN
  3602.   IF PlayLocation% = 18 THEN
  3603.    Reply$ = "You gaze at the remains."
  3604.    DisplayText$ = Decor$(46)
  3605.   ELSE
  3606.    Reply$ = "It remains my duty to ask you to be more relevant."
  3607.   END IF
  3608.  ELSEIF Object1W$ = "FRENCH" THEN
  3609.   IF PlayLocation% = 18 THEN
  3610.    Reply$ = "You gaze at the French window."
  3611.    DisplayText$ = Decor$(46)
  3612.   ELSE
  3613.    Reply$ = "Jeez, with you it's always just French this and French that."
  3614.   END IF
  3615.  ELSEIF Object1W$ = "WINDOW" THEN
  3616.   IF PlayLocation% = 18 THEN
  3617.    Reply$ = "You gaze at the French window."
  3618.    DisplayText$ = Decor$(46)
  3619.   ELSE
  3620.    Reply$ = "There's no window worth bothering with in sight."
  3621.   END IF
  3622.  ELSEIF Object1W$ = "MUD" THEN
  3623.   IF PlayLocation% = 19 THEN
  3624.    Reply$ = "You investigate the mud with distaste."
  3625.    DisplayText$ = Decor$(47)
  3626.   ELSE
  3627.    Reply$ = "Stop talking dirty!"
  3628.   END IF
  3629.  ELSEIF Object1W$ = "WEEDS" OR Object1W$ = "WEED" THEN
  3630.   IF PlayLocation% = 27 THEN
  3631.    Reply$ = "You look at the weeds around you."
  3632.    DisplayText$ = Decor$(65)
  3633.   ELSEIF PlayLocation% = 19 THEN
  3634.    Reply$ = "You look to the weeds."
  3635.    DisplayText$ = Decor$(48)
  3636.   ELSEIF PlayLocation% = 29 THEN
  3637.    Reply$ = "They're not weeds, they're flowers!"
  3638.   ELSEIF PlayLocation% = 13 THEN
  3639.    Reply$ = "They're plants, not weeds."
  3640.   ELSE
  3641.    Reply$ = "Just 'cause you need weed won't make it appear here, is that clear?"
  3642.   END IF
  3643.  ELSEIF Object1W$ = "TARMAC" OR Object1W$ = "MARKINGS" OR Object1W$ = "TARMACADAM" THEN
  3644.   IF PlayLocation% = 20 THEN
  3645.    Reply$ = "You look down at the tarmac."
  3646.    DisplayText$ = Decor$(50)
  3647.   ELSE
  3648.    Reply$ = "There's nothing to see."
  3649.   END IF
  3650.  ELSEIF Object1W$ = "DUST" THEN
  3651.   IF PlayLocation% = 21 THEN
  3652.    Reply$ = "You gaze at all the dusty dust."
  3653.    DisplayText$ = Decor$(51)
  3654.   ELSEIF PlayLocation% = 27 THEN
  3655.    Reply$ = "You investigate the dust."
  3656.    DisplayText$ = Decor$(71)
  3657.   ELSE
  3658.    Reply$ = "You look at some dust motes floating about you."
  3659.   END IF
  3660.  ELSEIF Object1W$ = "BINBAGS" OR Object1W$ = "BINS" OR Object1W$ = "BINBAG" OR Object1W$ = "BIN" THEN
  3661.   IF PlayLocation% = 21 THEN
  3662.    Reply$ = "You casually check out the bins."
  3663.    DisplayText$ = Decor$(52)
  3664.   ELSE
  3665.    Reply$ = "The area is free of bins."
  3666.   END IF
  3667.  ELSEIF Object1W$ = "FIRE" OR Object1W$ = "FIREESCAPE" THEN
  3668.   IF PlayLocation% = 21 THEN
  3669.    Reply$ = "You gaze up at the fire escape."
  3670.    DisplayText$ = Decor$(54)
  3671.   ELSEIF PlayLocation% = 22 THEN
  3672.    Reply$ = "You gaze down at the fire escape."
  3673.    DisplayText$ = Decor$(55)
  3674.   ELSE
  3675.    Reply$ = "There's none here."
  3676.   END IF
  3677.  ELSEIF Object1W$ = "LEDGE" THEN
  3678.   IF PlayLocation% = 22 THEN
  3679.    Reply$ = "You look thoughtfully at the ledge."
  3680.    DisplayText$ = Decor$(56)
  3681.   ELSE
  3682.    Reply$ = "What ledge?"
  3683.   END IF
  3684.  ELSEIF Object1W$ = "GRASS" THEN
  3685.   IF PlayLocation% = 25 OR PlayLocation% = 26 THEN
  3686.    Reply$ = "You kneel down."
  3687.    DisplayText$ = Decor$(57)
  3688.   ELSE
  3689.    Reply$ = "What grass?"
  3690.   END IF
  3691.  ELSEIF Object1W$ = "CAR" OR Object1W$ = "HULK" OR Object1W$ = "WRECK" OR Object1W$ = "CHEVY" OR Object1W$ = "IMPALA" THEN
  3692.   IF PlayLocation% = 25 THEN
  3693.    Reply$ = "You respectfully look at the wrecked car."
  3694.    DisplayText$ = Decor$(58)
  3695.   ELSE
  3696.    Reply$ = "Cars were banned, back in, oh, maybe, seventy-one... or was it two?"
  3697.   END IF
  3698.  ELSEIF Object1W$ = "GRAFFITI" THEN
  3699.   Reply$ = "You inspect the graffiti on the wall."
  3700.   IF PlayLocation% = 27 THEN
  3701.    Reply$ = "You read some graffiti."
  3702.    DisplayText$ = Decor$(59)
  3703.    ELSEIF PlayLocation% = 5 THEN
  3704.     DisplayText$ = Decor$(16)
  3705.     NPC$(4, 3) = "2"
  3706.    ELSEIF PlayLocation% = 3 THEN
  3707.     DisplayText$ = Decor$(17)
  3708.     NPC$(4, 3) = "2"
  3709.    ELSEIF PlayLocation% = 2 THEN
  3710.     DisplayText$ = Decor$(18)
  3711.     NPC$(4, 3) = "2"
  3712.    ELSEIF PlayLocation% = 8 THEN
  3713.     DisplayText$ = Decor$(19)
  3714.     NPC$(4, 3) = "2"
  3715.   ELSE
  3716.    Reply$ = "Did you know that the singular of graffiti is graffito?"
  3717.   END IF
  3718.  ELSEIF Object1W$ = "SHOPPING" OR Object1W$ = "MALL" THEN
  3719.   IF PlayLocation% = 28 OR PlayLocation% = 29 THEN
  3720.    Reply$ = "You stare, gobsmacked, at the ugliest thing in the world."
  3721.    DisplayText$ = Decor$(60)
  3722.   ELSE
  3723.    Reply$ = "There's none here."
  3724.   END IF
  3725.  ELSEIF Object1W$ = "FLOWERS" OR Object1W$ = "BEDS" OR Object1W$ = "FLOWER" THEN
  3726.   IF PlayLocation% = 29 THEN
  3727.    Reply$ = "You inspect the dodgy flower beds."
  3728.    DisplayText$ = Decor$(61)
  3729.   ELSE
  3730.    Reply$ = "You can't see any."
  3731.   END IF
  3732.  ELSEIF Object1W$ = "OFFICIALS" OR Object1W$ = "SUITS" OR Object1W$ = "POLICE" OR Object1W$ = "AGENTS" OR Object1W$ = "POLICEMEN" THEN
  3733.   IF PlayLocation% = 30 AND LOC$(30, 3) = "29330024" THEN 'if they're there
  3734.    Reply$ = "You look at the officials."
  3735.    DisplayText$ = NPC$(11, 2)
  3736.   ELSEIF PlayLocation% = 10 THEN
  3737.    IF VAL(NPC$(6, 1)) = 0 THEN
  3738.     Reply$ = "These guys don't look talkative, helpful or indeed anything but nasty."
  3739.    ELSE
  3740.     Reply$ = "There's only one official here."
  3741.    END IF
  3742.   ELSEIF PlayLocation% = 29 AND LOC$(30, 3) <> "29330024" THEN 'if they're not
  3743.    Reply$ = "You look at the officials."
  3744.    DisplayText$ = NPC$(11, 2)
  3745.   ELSE
  3746.    Reply$ = "There's no nasty bastards around."
  3747.   END IF
  3748.  ELSEIF Object1W$ = "FOUNTAIN" THEN
  3749.   IF PlayLocation% = 30 THEN
  3750.    Reply$ = "You look towards the ailing fountain."
  3751.    DisplayText$ = Decor$(63)
  3752.   ELSE
  3753.    Reply$ = "There is without a shadow of a doubt no fountain here."
  3754.   END IF
  3755.  ELSEIF Object1W$ = "APARTMENT" OR Object1W$ = "APARTMENTS" THEN
  3756.   IF PlayLocation% = 31 THEN
  3757.    Reply$ = "You gaze at the apartments."
  3758.    DisplayText$ = Decor$(64)
  3759.   ELSE
  3760.    Reply$ = "Nothing around you could be defined as an apartment."
  3761.   END IF
  3762.  ELSEIF Object1W$ = "HAT" OR Object1W$ = "FLOPPY" THEN
  3763.   IF PlayLocation% = 23 THEN
  3764.    Reply$ = "You gaze in awe at the hat."
  3765.    DisplayText$ = Decor$(66)
  3766.   ELSE
  3767.    Reply$ = "Hath thou been taking drugs again?"
  3768.   END IF
  3769.  ELSEIF Object1W$ = "SKY" THEN
  3770.   Reply$ = "You look at the sky."
  3771.   DisplayText$ = "It rains in your face."
  3772.  ELSEIF Object1W$ = "CONCRETE" THEN
  3773.   Reply$ = "There's concrete all over the place."
  3774.  ELSEIF Object1W$ = "WIRE" OR Object1W$ = "WIRES" THEN
  3775.   Reply$ = "You're acting fairly wired yourself, you know."
  3776.  ELSEIF Object1W$ = "DRAIN" OR Object1W$ = "DRAINS" THEN
  3777.   Reply$ = "They're really, really boring."
  3778.  ELSEIF Object1W$ = "WRINKLE" OR Object1W$ = "WRINKLES" THEN
  3779.   Reply$ = "You can't find a mirror."
  3780.  ELSEIF Object1W$ = "SURFACE" THEN
  3781.   IF PlayLocation% = 32 THEN
  3782.    Reply$ = "You cast an expert eye over the road surface."
  3783.    DisplayText$ = "The tarmac is fragmented and cracked beyond belief. Words can't convey the      abuse it has evidently suffered."
  3784.   ELSEIF PlayLocation% = 20 THEN
  3785.    Reply$ = "Those markings look interesting..."
  3786.   ELSE
  3787.    Reply$ = "I'll re-surface you."
  3788.   END IF
  3789.  ELSEIF Object1W$ = "DECOR" THEN
  3790.   IF PlayLocation% = 13 THEN
  3791.    Reply$ = "You look at the minimalist decor."
  3792.    DisplayText$ = Decor$(68)
  3793.   ELSE
  3794.    Reply$ = "Could you please be a tiny little bit more specific than 'decor'?"
  3795.   END IF
  3796.  ELSEIF Object1W$ = "MINIMALIST" THEN
  3797.   IF PlayLocation% = 13 THEN
  3798.    Reply$ = "You look at the minimalist decor."
  3799.    DisplayText$ = Decor$(68)
  3800.   ELSE
  3801.    Reply$ = "There is nothing minimalist in sight. Except perhaps your intelligence."
  3802.   END IF
  3803.  ELSEIF Object1W$ = "FORM" THEN
  3804.   IF PlayLocation% = 13 THEN
  3805.    Reply$ = "You can't get near enough."
  3806.   ELSE
  3807.    Reply$ = "You're on form today, all right."
  3808.   END IF
  3809.  ELSEIF Object1W$ = "POPPIES" OR Object1W$ = "POPPY" OR Object1W$ = "DANDELION" OR Object1W$ = "DANDELIONS" OR Object1W$ = "THORN" OR Object1W$ = "NETTLE" OR Object1W$ = "THORNS" OR Object1W$ = "NETTLES" THEN
  3810.   Reply$ = "You are not a botanist, or a herbalist. Get on with the real work."
  3811.  ELSEIF Object1W$ = "GARDEN" THEN
  3812.   IF PlayLocation% = 18 THEN
  3813.    Reply$ = "You're in it."
  3814.   ELSE
  3815.    Reply$ = "Keep guardin' your sanity, bud."
  3816.   END IF
  3817.  ELSEIF Object1W$ = "SIGN" THEN
  3818.   IF PlayLocation% = 5 THEN
  3819.    Reply$ = "You look up to the sign over the shop."
  3820.    DisplayText$ = Decor$(72)
  3821.   ELSE Reply$ = "Sign off."
  3822.   END IF
  3823.  ELSEIF Object1W$ = "PLASTIC" OR Object1W$ = "JAR" OR Object1W$ = "JARS" THEN
  3824.   IF PlayLocation% = 5 THEN
  3825.    Reply$ = "You look at the plastic jars."
  3826.    DisplayText$ = Decor$(73)
  3827.   ELSE Reply$ = "Your style of play is very jarring."
  3828.   END IF
  3829.  ELSEIF Object1W$ = "FOOTPATH" OR Object1W$ = "FOOTPATHS" OR Object1W$ = "PAVEMENTS" THEN
  3830.   Reply$ = "You gaze down."
  3831.   DisplayText$ = Decor$(74)
  3832.  ELSEIF Object1W$ = "PIPE" THEN
  3833.   IF PlayLocation% = 23 THEN
  3834.    Reply$ = "You look at James' pipe."
  3835.    DisplayText$ = Decor$(88)
  3836.   ELSEIF PlayLocation% = 1 THEN
  3837.    Reply$ = "You inspect the pipe."
  3838.    DisplayText$ = Decor$(75)
  3839.   ELSEIF PlayLocation% = 7 THEN Reply$ = "There's more than one pipe here."
  3840.   ELSE Reply$ = "Pipe down!"
  3841.   END IF
  3842.  ELSEIF Object1W$ = "VAN" OR Object1W$ = "VANS" THEN
  3843.   IF PlayLocation% = 10 THEN
  3844.    Reply$ = "You eye the anonymous vehicles."
  3845.    DisplayText$ = Decor$(78)
  3846.   ELSE Reply$ = "Did you ever hear of the man in the van?"
  3847.   END IF
  3848.  ELSEIF Object1W$ = "COAT" OR Object1W$ = "OVERCOAT" THEN
  3849.   IF PlayLocation% = 1 THEN
  3850.    Reply$ = "You glance disdainfully at the junkie's coat."
  3851.    DisplayText$ = Decor$(79)
  3852.   ELSE Reply$ = "You have no coat."
  3853.   END IF
  3854.  ELSEIF Object1W$ = "BEARD" THEN
  3855.   IF PlayLocation% = 23 THEN
  3856.    Reply$ = "You politely have a look at James' facial hair."
  3857.    DisplayText$ = Decor$(81)
  3858.   ELSE Reply$ = "You shaved it off yesterday."
  3859.   END IF
  3860.  ELSEIF Object1W$ = "GUITAR" OR Object1W$ = "AXE" THEN
  3861.   IF PlayLocation% = 33 THEN
  3862.    Reply$ = "You inspect the busker's axe."
  3863.    DisplayText$ = Decor$(85)
  3864.   ELSE Reply$ = "Calm down."
  3865.   END IF
  3866.  ELSEIF Object1W$ = "AMP" OR Object1W$ = "AMPLIFIER" THEN
  3867.   IF PlayLocation% = 33 THEN
  3868.    Reply$ = "You look at the busker's amp."
  3869.    DisplayText$ = Decor$(86)
  3870.   ELSE Reply$ = "Yippee!"
  3871.   END IF
  3872.  ELSEIF Object1W$ = "AROUND" THEN
  3873.   DisplayText$ = LOC$(PlayLocation%, 2)
  3874.   Reply$ = "You look around."
  3875.  ELSEIF Object1W$ = "" THEN
  3876.   DisplayText$ = LOC$(PlayLocation%, 2)
  3877.   Reply$ = "You look around."
  3878.  ELSE
  3879.   Reply$ = "Look where?"
  3880.  END IF
  3881. CASE "7"
  3882.  DisplayText$ = ""
  3883.  FOR AllObjects% = 1 TO ObjectsAmount%
  3884.  InventoryLine% = 11
  3885.  Reply$ = "You have:"
  3886.   IF Objects$(AllObjects%, 1) = "00" OR Objects$(AllObjects%, 1) = "100" THEN
  3887.    LOCATE InventoryLine%, 1
  3888.    DisplayText$ = DisplayText$ + Objects$(AllObjects%, 2) + CHR$(13)
  3889.    InventoryLine% = InventoryLine% + 1
  3890.   END IF
  3891.  NEXT AllObjects%
  3892. CASE "8"
  3893.  Reply$ = "Are you sure you want to quit? y/n"
  3894.  DisplayText$ = ""
  3895.  Quit% = 1
  3896. CASE "Y"
  3897.  Reply$ = "Why indeed?"
  3898. CASE "YELL"
  3899.  Reply$ = "Ssshhh! Keep it down."
  3900. CASE "SHOUT"
  3901.  Reply$ = "You shout yourself hoarse."
  3902. CASE "SCREAM"
  3903.  Reply$ = "What's wrong now?"
  3904. CASE "MEDITATE"
  3905.  IF PlayLocation% = 18 THEN Reply$ = "You reach a state of one-ness with the universe, inspired by your pleasing      surroundings. But it doesn't really help." ELSE Reply$ = "You are too distracted."
  3906. CASE "DANCE"
  3907.  Reply$ = "You get down to your inner groove."
  3908. CASE "HOP"
  3909.  Reply$ = "You hop cheerily about for a few moments."
  3910. CASE "JUMP"
  3911.  IF PlayLocation% = 22 THEN Reply$ = "Are you crazy?" ELSE Reply$ = "You execute an Olympian leap."
  3912. CASE "RUN"
  3913.  IF LOC$(18, 3) = "00000000" THEN Reply$ = "It's no use - your way is blocked." ELSE Reply$ = "Cool it!"
  3914. CASE "KILL"
  3915.  IF LOC$(18, 3) = "00000000" THEN Reply$ = "But how?" ELSE Reply$ = "Violence never solved anything."
  3916. CASE "HIT"
  3917.  IF LOC$(18, 3) = "00000000" THEN Reply$ = "Using what?" ELSE Reply$ = "You draw back your fist to deliver an almighty wallop, then decide not to."
  3918. CASE "KICK"
  3919.  IF LOC$(18, 3) = "00000000" THEN Reply$ = "That won't help." ELSE Reply$ = "D'you like a bit of footie, then?"
  3920. CASE "SMASH"
  3921.  IF LOC$(PlayLocation%, 3) = "26000000" THEN Reply$ = "You'll have to use something heavy to smash this yoke." ELSE Reply$ = "Cool it! That's not necessary."
  3922. CASE "BREAK"
  3923.  IF LOC$(PlayLocation%, 3) = "26000000" THEN Reply$ = "You'll have to use something heavy to break the glass." ELSE Reply$ = "Calm down, would you?"
  3924. CASE "MONKEY"
  3925.  Reply$ = "Stop monkeying around."
  3926. CASE "FRISK"
  3927.  Reply$ = "On reflection, you decide to refrain from such an invasion of privacy."
  3928. CASE "SEARCH"
  3929.  Reply$ = "There's no need."
  3930. CASE "SHOOT"
  3931.  Reply$ = "You left your Colt Equalizer revolver at home. Silly you."
  3932. CASE "FART"
  3933.  Reply$ = "As you are about to let off, the need fades away."
  3934. CASE "SHIT"
  3935.  Reply$ = "Don't."
  3936. CASE "PISS"
  3937.  Reply$ = "Your bladder is remarkably empty, and will remain so for the rest of the game."
  3938. CASE "FUCK"
  3939.  Reply$ = "No."
  3940. CASE "THINK"
  3941.  Reply$ = "That's your job."
  3942. CASE "LOKK"
  3943.  Reply$ = "Why does everyone love typing 'LOKK?'"
  3944. CASE "LOK"
  3945.  Reply$ = "You typed 'LOK.' Don't ask me why."
  3946. CASE "TAKL"
  3947.  Reply$ = "You 'takl' away for a few moments."
  3948. CASE "TLAK"
  3949.  Reply$ = "You 'tlak' firmly."
  3950. END SELECT
  3951. IF Padkill% = 1 THEN
  3952.  Keypad% = 0
  3953.  Padkill% = 0
  3954. END IF
  3955. END SUB
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