e55fa912-0986-479b-a1c1-bdd07ab89b48 1.0 2014 body { line-height: 1.2em; } div#txtCommandDiv { border:0; background: no-repeat; font-size:10px; font-family:'Trebuchet MS', Helvetica, sans-serif; } input#txtCommand { outline:none; border:0; font-size:10px; margin:0; padding:0; max-width: 1000px; } ]]> false 11 1 false false false 0 0 false 1270 500 100 'Trebuchet MS', Helvetica, sans-serif ABeeZee Black LightGrey false 0 futurecity 2.jpg 100 false false Sci-Fi false LightGrey JS.JS.eval ("getCSSRule('a.cmdlink').style.color='#ffffff'") false ") SetTimeout (3) { msg ("You throw back the covers with a groan, and climb out of bed.

An expanse of glass overlooks the darkened city below. You can't remember the last time you saw a clear sky.

A door leads to the bathroom while an archway gives access to the lounge area.
") } } otherwise { msg ("Your bed lies unmade on the far wall.

A door leads to the bathroom while an archway gives access to the lounge area.
") } } ]]>
false The bed is as wide as it is long. The ruffled sheets are a mixture of tasteful chocolate browns and beiges. You climb on the bed and close your eyes. It's bolted to the floor. msg ("You climb on the bed and close your eyes.") false A crumpled pair of black slacks, red shirt and a pair of suede shoes. if (GetBoolean(player, "clotheson")) { msg ("You're already wearing the clothes.") } else { msg ("You give the clothes a quick smell before shrugging and putting them on.") SetObjectFlagOn (player, "clotheson") } If you do that, your room will collapse. Now stop being silly. You step up to the window and notice the grime on the outside of the glass. Below, the city streets are glistening, reflecting the many neons lining the sidewalks.

A kitchen lies at the far end. A door leads to your bedroom and an elevator gives access to the streets outside.

There is a smoked-glass coffee table here.") } else { msg ("The lounge is large and open-plan. It's why you choose the apartment... that and the security of having your own, retina-scan operated elevator. It came at a price, but you had money... back then.

A kitchen lies at the far end. A door leads to your bedroom and an elevator gives access to the streets outside.

There is a smoked-glass coffee table on which sits a cellphone.") } } else { if (Got(cellphone)) { msg ("The lounge is large and open-plan. It's why you choose the apartment... that and the security of having your own, retina-scan operated elevator. It came at a price, but you had money... back then.

A kitchen lies at the far end. A door leads to your bedroom and an elevator gives access to the streets outside.

There is a smoked-glass coffee table on which sits a gun.") } else { msg ("The lounge is large and open-plan. It's why you choose the apartment... that and the security of having your own, retina-scan operated elevator. It came at a price, but you had money... back then.

A kitchen lies at the far end. A door leads to your bedroom and an elevator gives access to the streets outside.

There is a smoked-glass coffee table on which sits a gun and a cellphone.") } } ]]>
A Pear ePhone 6 in black. You grab the phone and drop it into your pocket. You think better and decide to keep hold of it for now. false use lift; use elevator table It's a smoked-glass table with a frame made from carbon nanotubes.

A razor sits on the small glass shelf beneath the mirror.

To your right is the toilet, and to your left a wet-room.]]>
You pick it up and check the blades. Looks clean enough. You place the razor back on the shelf. It's a simple three-bladed razor and looks relatively new.
Five minutes later and clean shaven, you feel remarkable refreshed.") ]]>
Nothing out of the ordinary here - just a bog-standard bog. It's bolted to the floor false It's not the most comfortable place to sit. if (GetBoolean(player, "boguse")) { msg ("You've already been.") } else { msg ("You approach the toilet and pull out your member. The flow comes easily and you sigh as you feel your bladder emptying.") SetObjectFlagOn (player, "boguse") } The wetroom takes up half the bathroom space, and it's a big bathroom. Don't be silly. shower
Ten minutes later you step out and begin patting yourself dry with a towel.") SetObjectFlagOn (player, "hadshower") } ]]>

The lounge is situated at the opposite end and an elevator in the wall to you left leads to the streets outside.

A silver fridge sits at one end.
") } else { msg ("A seldom used place, at least for cooking, evident by the pristine hob in the work surface.

The lounge is situated at the opposite end and an elevator in the wall to you left leads to the streets outside.

A silver fridge sits at one end and on the work surface by its side lies a packet of cigarettes.
") } } else { if (Got(cigarettes)) { msg ("A seldom used place, at least for cooking, evident by the pristine hob in the work surface.

The lounge is situated at the opposite end and an elevator in the wall to you left leads to the streets outside.

A silver fridge sits at one end and on the work surface by its side lies a torch.
") } else { msg ("A seldom used place, at least for cooking, evident by the pristine hob in the work surface.

The lounge is situated at the opposite end and an elevator in the wall to you left leads to the streets outside.

A silver fridge sits at one end and on the work surface by its side lies a torch, a packet of cigarettes.
") } } ]]>
Nothing special. Its the same fridge you've had for the last four years. false msg ("The smell of something long past its sell-by date rushes your nostrils. You recoil and close the door.") msg ("The stench of something long past its sell-by day invades your nostrils. You recoil and close the door.") It's a hob, unused. The hob is now on. The hob is off. use lift; use elevator; go lift; go elevator; use the elevator; use the lift cigs fags cig fag You pick up the packet of cigarettes and slip them into your pocket. You drop the packet of ciagrettes. It's a softpak of 20 Morfield Lights, with two already smoked. if (GetBoolean(player, "cigbut")) { msg ("You're already smoking one.") } else { msg ("You grab the pack from you pocket and tap one into your hand. You light it and inhale deeply") SetObjectFlagOn (player, "cigbut") SetTimeout (120) { msg ("You take a final drag from the cigarette before flicking it into the air.") SetObjectFlagOff (player, "cigbut") } } if (GetBoolean(player, "cigbut")) { msg ("You're already smoking one.") } else { msg ("You grab the pack from you pocket and tap one into your hand. You light it and inhale deeply") SetObjectFlagOn (player, "cigbut") SetTimeout (10) { msg ("You take a final drag from the cigarette before flicking it into the air.") SetObjectFlagOff (player, "cigbut") } } if (GetBoolean(player, "cigbut")) { msg ("You're already smoking one.") } else { msg ("You grab the pack from you pocket and tap one into your hand. You light it and inhale deeply") SetObjectFlagOn (player, "cigbut") SetTimeout (10) { msg ("You take a final drag from the cigarette before flicking it into the air.") SetObjectFlagOff (player, "cigbut") } } if (GetBoolean(player, "cigbut")) { msg ("You're already smoking one.") } else { msg ("You grab the pack from you pocket and tap one into your hand. You light it and inhale deeply") SetObjectFlagOn (player, "cigbut") SetTimeout (10) { msg ("You take a final drag from the cigarette before flicking it into the air.") SetObjectFlagOff (player, "cigbut") } }
lift; elevator false
Please wait...
") SetTimeout (2) { MoveObject (player, outside) } ]]>

Please wait...") SetTimeout (4) { } MoveObject (player, outside) ]]>
") } ]]> ") SetTimeout (3) { msg ("You pour yourself another scotch and contemplate your option. The kitchen is bare, you're running out of scotch, and you're tired.") } ]]>

Back to the west you can just make out the lights around the entrance to your apartment.
") } else { msg ("The sign above the main entrance reads Dawsons Expert Systems. Large, double glass doors lead through to the reception.

To the west you can just make out the entrance to your apartment through the rows of food stalls and people.
") } ]]>
enter; enter building; open door; go dawsons; enter dawsons office
"I'm glad you've called," he says, "I've put this together for you. It's all the information I have. It's all I know." He leans in close and hisses in your ear, "Don't fucking lose it."

He holds out a small black notebook. "I could have given you this information digitally... sent it to your phone, whatever, but I know if that falls into the wrong hands it's not going to get traced back to me. Safer all round. I had a few of my contacts gather this information, but it's as far as they were prepared to go... and they weren't best pleased about doing that." He opens the notebook and shows you a small photo lying between the pages. "There's also this - it's a photo of Yazmin. A bit worn, but you're not having my decent ones." He prods the notebook towards you. "Here, take them."]]>
leave office; go out; leave; leave room use gun; fire gun; kill dawson; kill frank; kill dawson with gun; kill frank with gun; shoot dawson; shoot frank
dawsons
\"I'm here to see Mr Dawson,\" you reply.

She picks up the phone and places a hand over the mouthpiece. \"What name is it, please?\"

You hesitate. \"Just tell him his new employee needs to speak to him. He'll know what you mean.\"

The woman eyes you suspiciously before speaking into the phone. A breif moment later she hangs up and gestures towards a door to you left.

The sign on the office door says Frank Dawson CEO

West will return you to the street outside.
") } otherwise { msg ("You are in the foyer of Dawsons. The receptionist busies herself behind a large U-shaped entry desk.

West will return you to the street outside.
") } ]]>
enter; enter office; go office; open door

Most of the stuff out there is harmless enough; Virtual Dream Enhancers, Deep Sleepers, Instant Inebriates... but there's a new one on the market, and a particularity dangerous one at that. On the street, it goes by the name of Cloud9 - Trapemiumbenzodipotream if you want to get chemical. It's primary purpose is recreational, offering a euphoric high like nothing before, but the come-downs are devastating, triggering suicidal desires in many users, and unbridled aggression in others.

The enforcement department, such as they are, have turned a blind eye to the problem – no doubt paid off by the drug's developers, but there are many who want to see it gone for good.

One such man has good reason. He lost his daughter to the drug and is willing to pay good money to anyone who can bring the production of Cloud9 to a stop, by whatever means possible. He doesn't advertise the job, for obvious reasons, but he's heard of your record and reputation for getting jobs done.

A fee was agreed and you shook hands before going home to get a good night's sleep – probably your last for the foreseeable.

Stand by...
") wait { MoveObject (player, bedroom) } ]]>
slums
The drug den in the derelict apartments to your north lies quiet. A thick metal door seals the entrance - seems even the criminal professions like to keep regular hours these days.
") } else { firsttime { msg ("As you near the slums you can feel the air begin to change. Everything seems darker here, although you know it's just your imagination. Those having just used don't hang around here - too depressing. No, you'll only ever find those who are coming down lurking about this place.

Many of the apartment entrances are boarded up, but the clean-up process was never really intended as anything other than a mild deterent - a gesture by the authorities, to show that something was being done about the problem.

Tiny glass vials litter the area, snapped at the neck. You recognise the vessels as those that carry the drug Cloud9. Appartenly the clear liquid tastes lke battery acid, but what do they care? Three minutes later they'll be higher than the highest kite.

A fair amount of noise and activity is coming from one of the apartments to your north. A black rectangle in the wall leads into the darkness.

Your apartment back to the east is just visiable through the crowds of people. Further west lies the shuttle service.
") } otherwise { msg ("A fair amount of noise and activity is coming from one of the apartments to your north. A black rectangle in the wall where the boarding once stood leads into the darkness.

Your apartment lies to the east and further west is the shuttle service.
") } if (GetBoolean(player, "knapsack")) { msg ("You check for prying eyes again, then duck down quickly and retrive your knapsack from the pile of cardboard boxes.
") MoveObject (knapsack, player) SetObjectFlagOff (player, "knapsack") } } ]]>
n; north; go hole; enter apartment; go apartment; open steel door; open metal door; shoot lock; shoot lock on metal door; kick steel door; use crowbar; use crowbar on door
street
Dawsons Expert Systems lie to the east, shuttered down for the night.

West, The Slums - far more active and dangerous at this time of night.

The elevator from which you've just stepped, leads back to your apartment.
") } else { firsttime { msg ("It's been raining again and dirty puddles have collected where ever you want to step. Rubbish seems to be everywhere you look; empty food cartons, cigarette packets, bottles... the sanitory droids must still be in maintainence.

Food stalls line the whole length of the street and you can't walk five paces without banging shoulders with someone. You remember the first time you moved here, constantly apologising and exscusing yourself for every little bump and collision. Not any more, and especially not today.

Over on the east block is Dawsons - the company owned by your employer Frank Dawson, the man who lost his daughtert to Cloud9 and who's paying you a large sum of money to bring the developers of the drug to justice. You've discussed the contract and conditions already, but maybe there's more he can tell you about his daughter.

And then there's the users themselves, of course, over in the slums on the west side of town, where few dare to venture.

An elevator leads back to your apartment.
") } otherwise { msg ("Food stalls line the street and people are milling about everywhere. An elevator leads up to your apartment.

Dawsons Electronics lies to the east. West will take you to the slums.") } } ]]>
There are no buttons for calling the elevator. scanner; scan; retina scan scanner scan retina scan retina scanner false
The lift doors open and you step inside.
") MoveObject (player, elevator2) } ]]>
use lift; use elevator A short line of pods lie in wait.

North leads to Millers Bar") } ]]>
pod2 shuttle false false false
A polite sounding male voice greets you. \"Good morning. Please state your destination when ready.\"") get input { if (LCase(result)="wilsons palace") { MoveObject (player, wilsons palace) } else if (LCase(result)="millers bar") { MoveObject (player, millers bar) } else if (LCase(result)="oaklie towers") { MoveObject (player, oaklie towers) } } ]]>

A polite sounding male voice greets you. \"Good morning. Please choose from the list of available destinations and state your choice clearly.\"

Oaklie Towers
Wilsons Palace
Shuttle Service
") } ]]>
leave; leave pod; out; open; open pod; open door; get out; get out of pod wilsons palace; Wilsons Palace millers bar; Millers Bar oaklie towers; Oaklie Towers open notebook; use notebook; look notebook; look at notebook shuttle service; shuttle station
enter; enter pod; go pod; enter shuttle; go shuttle; open door; ride pod; ride shuttle

The slums are back to your east, barely visible at this time of night. Within walking distance to the north, the buildings and towers of the indutrail park look even less inviting than they do during the day.
") } else { firsttime { msg ("As you near the shuttle station you see the line of shiny Transport Pods waiting to carry their occupants around the city. Silver in colour, with a large black door in the centre, the pods sway and bob, just inches from the metal guidetrack below their bellies. The front pod, nearest to you, displays a large green sign in the door which reads 'Vacant'.

The slums lurk under dark clouds back to the east. Within walking distance to the north you can see a number of drab looking buildings and towers belonging to a derelict indutrail park.
") } otherwise { msg ("The shuttle pods lie in wait, like some giant pearl necklace.

The slums lurk under dark clouds back to the east. North you can see a number of drab looking buildings and towers belonging to an indutrail park.
") } } ]]>
pod shuttle false false false
A polite sounding male voice greets you. \"Good morning. Please state your destination when ready.\"") get input { if (LCase(result)="wilsons palace") { MoveObject (player, wilsons palace) } else if (LCase(result)="millers bar") { MoveObject (player, millers bar) } else if (LCase(result)="oaklie towers") { MoveObject (player, oaklie towers) } } ]]>

A polite sounding male voice greets you. \"Good morning. Please choose from the list of available destinations and state your choice clearly.\"

Oaklie Towers
Wilsons Palace
Millers Bar
") ]]>
leave; leave pod; out; open; open pod; open door; get out; get out of pod wilsons palace; Wilsons Palace millers bar; Miller Bar oaklie towers; Oaklie Towers open notebook; use notebook; look notebook; look at notebook
enter; enter pod; go pod; enter shuttle; go shuttle; open door; ride pod; ride shuttle

To the west, squashed between two larger buildings, you can just make out the shape of a small hut.

The shuttle service is south, and to the east where the fence is broken, a field looks onto the rear of the slum buildings.
") } otherwise { msg ("A collection of dark buildings and chimneys loom over you here.

A small wooden hut lies to the west, set back and lying between two bigger buildings.

The shuttle service is south, and to the east where the fence is broken, a field looks onto the rear of the slum buildings.
") } } else { firsttime { msg ("You stroll into the yard of the indutrial estate. Litter floats on the wind making the whole place feel like a ghost town. It might as well be for the activity it sees these days. Thirty years ago it was a hive of indutrial activity, producing materials and goods for the whole city, but its machines and furances have long since been retired. No one needs or wants those things now... or so the kids say.

Almost every building's means of entrance is shuttered with inch-thick metal grills, riveted for extra security. Not even the drug users bother trying to make use of this place.

A small wooden hut lies to the west, set back and lying between two bigger buildings.

The shuttle service is south, and to the east where the fence is broken, a field looks onto the rear of the slum buildings.
") } otherwise { msg ("A collection of dark buildings and chimneys loom over you here.

A small wooden hut lies to the west, set back and lying between two bigger buildings.

The shuttle service is south, and to the east where the fence is broken, a field looks onto the rear of the slum buildings.
") } } ]]>
false false false s = "It looks like a storage hut." if (GetBoolean(player, "inhut")) { s = s + " The door lies open." } if (GetBoolean(game, "night")) { s = s + " At this time of night it looks very dark." } s = s + "East will take you back to the entrance." msg (s) open door; enter hut; push door; enter; go; go hut; try door; break door; break down door kick door; ram door; barge door; use force; force door; smash door; break door; break down door; boot door shoot door; shoot lock; use gun; shoot lock with gun ") } else if (Got(crowbar)) { msg ("The hut's interior is pitch black, You wait for your eyes to adjust, but it makes no difference. (crowbar is NOT here)
") } } else { SetObjectFlagOn (player, "inhut") if (not Got(crowbar)) { msg ("The air inside is damp and stale. It's a small hut, about 14' X 10'. A workbench runs down the right side and a table and chair occupy the other side.

Propped up in the corner by the door you notice a small crowbar.
") } else if (Got(crowbar)) { msg ("The air inside is damp and stale. It's a small hut, about 14' X 10'. A workbench runs down the right side and a table and chair occupy the other side.
") } } ]]>
It's a standard wooden chair. Paint is flaking off in various places. seat false msg ("You lower yourself onto the chair. It takes your weight, but creaks with every move.") false false
Three magazine lie covered in dust.") } else if (Got(magazines)) { msg ("Two coffee mugs - their insides coated with green, furry mould - sit on the table. A bottle of milk is also there, half full, its contents looking like a well-matured blue stilton.") } ]]>
The workbench is roughly eight feet in length and littered with dust, splinters of metal. There is nothing of use here. out; go out; leave; leave hut; go out of hut; outside; go outside milk On closer inspection, the contents of the bottle look more like cottage cheese than stilton. You shake your head and dismiss the idea, wondering why you ever thought a bottle of stinking milk would be of any use to you. false 'World's Best Dad' printed on it. The other is a plain beige colour. Both have... or at least had, dregs of coffee in them at one time, but now something that looks very much like green candyfloss grows in there.]]> cups mugs cup mug You decide against it. mags magazines You gather up all three magazines and slip them into your knapsack. ") } else if (Got(magazines)) { msg ("The cover depicts a full-figured, naked woman with a pink feather boa draped around her neck.
") } ]]>
use torch; switch on torch; use flashlight; switch on flashlight; turn on torch; turn on flashlight It's a small crowbar, rusty in parts, but good and strong. You decide to hold on to it for now. You crab the crowbar and heft it in your hand before slipping in inside your knapsack. false false

The back of the slum apartments are a row of black, featureless blocks. There's no light around here, but that suits you perfectly considering your intentions.

One of these buildings is the drug den. You stop and try to visualise the front of the properties, in an attempt to identify the correct one. After some thought, you convince yourself it's the third one along from where you stand.

West leads back in to the industrial park. The slum rears are to the south.
") } otherwise { msg ("You're stood on the edge of the waste ground, by the broken fence.

West leads back in to the industrial park. The slum rears are to the south.
") } } else { firsttime { msg ("You make your way over the concrete towards the broken fence. Broken glass cracks and crunches under your weight. You step over the fence and onto the wasteground.

The back of the slum apartments are a row of black, featureless blocks.

One of these buildings is the drug den. You stop and try to visualise the front of the properties, in an attempt to identify the correct one. After some thought, you convince yourself it's the third one along from where you stand.

West leads back in to the industrial park. The slum rears are to the south.
") } otherwise { msg ("You're stood on the edge of the waste ground, by the broken fence.

West leads back in to the industrial park. The slum rears are to the south.
") } } ]]>

You approach the wall of the third building.

The field is behind you to your north.
") } otherwise { msg ("You're standing in the shadows of the slum buildings. Each of their back entrances hidden behind a six-foot brick wall covered in climbing ivy.

The field is behind you to your north.
") } } else { firsttime { msg ("As you near the backs of the buildings, you notice each of their back entrances hidden behind a six-foot brick wall covered in climbing ivy.

Raised voices and activity is coming from one of the buildings and several people are strolling back and forth across the filed.

The field is behind you to your north.
") } otherwise { msg ("You're standing at the rear of the slum buildings. Each of their back entrances hidden behind a six-foot brick wall covered in climbing ivy.

The field is behind you to your north.
") } } ]]>
climb wall; climb over wall; climb up wall; climb The wall is made from brick, and roughly six-feet high.

The room is thick with smoke and the unmistakeable stench of weed. A man lounges in a tatty old armchair, and stood either side of him, two shaven-headed men, bred for fighting.

The two men move forward quickly and throw your arms up in the air. Frisking time!

You wait patiently as they pat you down. Finally satisfied, the two gorillas step back and nod to the man in the armchair.

\"Okay, grandpa, what can I do for you?\"

You drop into character and beging shifting uncomfortably. \"I just need some Yellows, that's all. Just for a bit of escape. Nothing heavy.\"

\"Dream Enhancers, huh? Well I sincerley hope you have the magic word.\"
") } otherwise { msg ("\"Well look who it isn't!\" the man says, still slumped in his armchair. His two bodygaurds snigger. \"I sure as hell hope you've got the magic word this time, cos it's your last chance!\"
") } ]]>
#text# cold rose; Cold rose; say cold rose; say Cold Rose \"Drop the gun!\" the goon screams.

Through the open door you see his two asscoiates making a run for it - obviously no stomach for this kind of thing when it comes to the crunch.

\"Drop it! He repeats. \"You've got ten seconds. before I pull the trigger!\"

\"Fuck ten seconds!\" Lance yells. \"Shoot him now, you immecile! This isn't the NYPD!\"
") SetTimeout (15) { if (game.pov.parent = shootout) { msg ("
The man fires, but misses and you hear the bullet crack into the plaster above your head.
") } } } ]]>
shoot goon; shoot; kill goon; shoot at goon; shoot him; fire; fire at goon; fire gun at goon; shoot goon; kill thug, shoot at thug #text# attack goon; attack; attack goons; attack man in armchair; punch goon; kick goon; kick goons duck; hide behind desk; duck behind desk; take cover shoot lance; kill lance; fire at lance drop gun; drop handgun; drop meson; surrender; give up; put hands up

A man in his 40s sits behind a desk. You guess this must be Lance. You quickly scan the desk for his weapon, but see nothing. No doubt he's packing something somewhere.

You suddenly wish you'd given your plans more thought. No need to fake your fear now.

\"Oi! I haven't got all day. What are you after?\"

\"Uum... some Yellows.\"

The man opens a draw, reaches inside and pulls out a handgun. He places it on the table then reaches back into the draw and produces a large quanity of yellow pills in a clear plastic bag.

As he struggles with the knot fastening the bag, you eye his gun and wonder if you could reach it before him. The saftey catch is off and you prey it's loaded.
") ]]>
lance ") } else if (GetBoolean(lance, "lancedead")) { msg ("Lance hasn't moved since you shot him. Definately dead.
") } else { msg ("The man is in his mid 40s, slim, clean shaven, and wearing an expensive suit.
") } ]]>
handgun It's a Meson 9mm. handgun gun meson meson 9mm false false get gun; grab gun; snatch gun; get gun quickly; reach for gun; get meson; get meson 9mm; grab meson; grab meson 9mm; snatch meson; snatch meson 9mm; take gun; take meson; take meson 9mm; take pistol; take handgun; grab pistol; grab handgun; snatch handgun; snatch pistol; grab gun quickly #text# attack man; attack lance; distract lance; attack; leave; go out; out; escape; run; dive at lance; dive on man; dive on lance; kill lance; get gun and shoot lance; grab gun and shoot lance; snatch gun and shoot lance; get handgun and shoot lance; grab handgun and shoot lance; snatch handgun and shoot lance yellows A clear plastic bag containing at least a hundred, small yellow pills. pills yellows grab pills; grab yellows; grab bag of pills; take pills; take yellows; take bag of pills; snatch pills; snatch yellows; snatch bag of pills; take bag of yellows; snatch bag of yellows; grab pills; grab bag of pills; grab bag of yellows shoot lance It's a wooden desk and looks to have drawers on the right side. search drawers; search desk say #text#; ask #text#
You assess the situation and decide you probably dont have long before a team of Lance's cronies turn up. There has to be something in here, but the room is practically bare, save for the desk and Lance's corpse. shoot; fire; kill lance; shoot lance search drawers; search desk; search the desk; search the drawers; open drawers; open the drawers search lance; search lance's body; search body; search dead body; search lances body bills It's about two inches in diameter - several hundred numus, at least. You take the money. You drop the money. money cash MoveObject (roll of bills, player) desk It's a wooden desk and looks to have drawers on the right side. You take the address book. You drop it. false leave and return to the privacy and safety of your apartment before examining your findings.") } else { picture ("address_book_distressed.jpg") } ]]> leave and return to the privacy and safety of your apartment before examining your findings.
") } else { picture ("address_book_distressed.jpg") } ]]>
leave and return to the privacy and safety of your apartment before examining your findings.
") } else { picture ("address_book_distressed.jpg") } ]]>
leave and return to the privacy and safety of your apartment before examining your findings.
") } else { picture ("address_book_distressed.jpg") } ]]>
leave; leave drugden; leave drug den; out; go out lance Lance hasn't moved since you shot him. Definately dead. #text# It's a Pear ePad 4 - the same ePad everybody else buys. You slide the ePad from his pocket. You decide agianst it for now. false ePad 4 false MoveObject (ePad, player) "1234") { msg ("Incorrect password entered
") msg (CommandLink("use epad", "Try again")) } else if (result="1234") { ClearScreen MoveObject (player, login) } } ]]>
go room; go backroom; enter room; enter backroom A tatty wooden door. Closed. The two goons measure six four, at least. Not to be tangled with. goon goons shaven headed man men goon man man in armchair guy in armchair man in chair guy in chair The man has a wirey build and clearly needs the protection of the men by his side. l; look say #text#; ask #text# attack goon; attack; attack goons; attack man in armchair; punch goon; kick goon; kick goons ") } else if (GetBoolean(goon, "goondead")) { msg ("He's as dead as they come.
") } ]]>
attack man; attack goons; attack gorillas; attack men; punch goon; punch man
") } otherwise { msg ("The wall of the yard leads to the field and the hole where the grill once stood leads to the kitchen.
") } } else if (IsSwitchedOn(torch)) { firsttime { msg ("The enclosed yard is tiny, no bigger than ten feet square. There is a door secured with a metal grill.
") } otherwise { msg ("The wall of the yard leads to the field and the hole where the grill once stood leads to the kitchen.
") } } ]]>
pull off grill; tear off grill; kick grill; break grill; pull grill off door; tear grill off door; yank grill off door; remove grill; remove grill from door shoot at grill; shoot grill; shoot grill with gun; use gun to shoot off grill; use gun; fire gun at grill use crowbar; use crowbar on door grill; use crowbar on grill; use crowbar to remove grill; use crowbar to remove grill from door; lever grill with crowbar climb wall; climb over wall; climb up wall; climb go kitchen; enter; in; kitchen false false if (Got(gun)) { msg ("You reach round your back and take out your gun.") } else if (not Got(gun)) { msg ("You reach round your back to grab your gun, only to realise it's not there.") } false false dropped knapsack notebook book You take the notebook. The cover is soft, feels like leather. You think twice and decide to keep hold of it.
He coughs and gathers himself together. \"Anyway, we've already agreed the fee and you've had half of it up front, so why don't you get out there and find the bastards that killed my little girl?\"") } ]]>

He coughs and gathers himself together. \"Anyway, we've already agreed the fee and you've had half of it up front, so why don't you get out there and find the bastards that killed my little girl?\"
") } ]]>
picture ("Moleskine_pg2 2.jpg") false You take the photo from Dawson. Passport size, the photo is creased and well thumbed. You decide to keep the photo for now. false picture ("yaz_dawson_photo_distressed2.jpg") An Oracle Snubnose. Discreet, but packs a mighty whallop. You grab the gun and slip into your trouser waist. false You think better and decide to keep hold of it for now. pistol oracle if (Got(gun)) { msg ("You fire the pistol and gunshot noise fills the air.") } else if (not Got(gun)) { msg ("You reach round your back to grab your gun, only to realise it's not there.") }
flashlight false You decide to keep hold for the time being. You turn the torch on - the beam is good and strong.
The wall over which you climbed to get in is behind you.
") } if (game.pov.parent = drug den backroom) { if (GetBoolean(player, "lucybackroom")) { msg ("
You sweep it across the room, illuminating a desk and.... a man slumped across its surface.

The shock knocks you back a step, more because you don't know if he's alive or just sleeping.

As you pull out your gun and slowly approach the man, your torch picks up the red-black blood that's pooled under his head. The blood's sheen has dulled somewhat - clearly not a very recent death and obviously the source of the smell.

This must be the Lance Lucy taled about.
") } else if (not GetBoolean(player, "lucybackroom")) { msg ("
You sweep it across the room, illuminating a desk and.... a man slumped across its surface.

The shock knocks you back a step, more because you don't know if he's alive or just sleeping.

As you pull out your gun and slowly approach the man, your torch picks up the red-black blood that's pooled under his head. The blood's sheen has dulled somewhat - clearly not a very recent death and obviously the source of the smell.
") } } ]]>
") } if (game.pov.parent = drug den backroom) { msg ("Total darkness. You can't see anything.
") } ]]>
strong

You point your torch south down the hallway. Out will take you back to the yard.
") } otherwise { msg ("The kitchen has been completely stripped of all its appliances, leaving only kitchen worktops strewn with fast food cartons.

A hole where the door should be leads out to the yard. South leads down the hallway.
") } ]]>
out; Out; go out; leave; leave kitch; go yard Formica kitchen surfaces, think with grime and littered with fast food packaging. They are of various sizes and types and strewn about the kitchen. false You pick up one of the boxes. Nothing out of the ordinary. You toss it away. They are of various sizes and types and strewn about the kitchen. You pick up one of the boxes. Nothing out of the ordinary. You toss it away. food cartons cartons boxes

Back to the north is the kitchen.
") } otherwise { msg ("You're standing in the hallway. A black drape hangs in place of the door.

Back to the north is the kitchen.
") } ]]>
It's made from heavy black cotton - looks like a bed sheet. go kitchen; go to kitchen; kitchen; enter kitchen enter lounge; go lounge; lounge; go to lounge; enter room; go room; go to the room

The shock knocks you back a step, more because you don't know if he's alive or just sleeping.

As you pull out your gun and slowly approach the man, your torch picks up the red-black blood that's pooled under his head. The blood's sheen has dulled somewhat - not a very recent death then.

This must be the Lance Lucy told you of.
") } else if (not GetBoolean(player, "lucybackroom")) { msg ("You open the door and step into the room, pointing the torch's beam into the dark corners. You sweep the beam across the room, illuminating a desk and.... a man slumped across its surface.

The shock knocks you back a step, more because you don't know if he's alive or just sleeping.

As you pull out your gun and slowly approach the man, your torch picks up the red-black blood that's pooled under his head. The blood's sheen has dulled somewhat - not a very recent death then.
") } } else if (not IsSwitchedOn(torch)) { msg ("Total darkness. You can't see anything, but there is a faint, unpleasent sickly sweet smell in the air.
") } ]]>
false lance man body He's been dead a few hours. Looks like a single bullet to the head. desk It's a wooden desk and looks to have drawers on the right side. search lance; search lance's body; search body; search dead body; search lances body; search man; search body; search corpse; search dead man search drawers; search desk; search the desk; search the drawers; open drawers; open the drawers It's about two inches in diameter - several hundred numus, at least. cash roll of bills money You shove the roll into your pocket. You drop the money. address book leave and return to the privacy and safety of your apartment before examining your findings.") } else { picture ("address_book_distressed.jpg") } ]]> You slip the adress book into your pocket. false You decide to keep it for now. It's a Pear ePad 4 - the same ePad everybody else buys. You slide the ePad from his pocket. You decide to keep hold of it for now. ePad leave; out; leave room; open door; go out; go lounge search room

On the back wall, a closed door leads to another room, and behind the drape lies the hallway.
]]>
sit down; sit in armchair; sit down in armchair; rest in armchair; sit; sit in chair; sit down in chair It's dusty and grubby. The material on the arms has long since worn away. You pick it up and try to stuff it into your knapsack. You eventually give up trying and wonder why you tried to do such a stupid thing. It's made from cheap ply and is closed. open door; go door; go room; walk to room; go to room; enter room hallway; go hallway; enter hallway; go to hallway

Another day at the office, but perhaps a few hours sleep wouldn't go a miss. Maybe with a clear head your options will be easier to come by.
") wait { if (GetBoolean(player, "knapsack")) { msg ("You retrive your knapsack from the knapsack from its hiding place and head back to your apartment, already planning another way into the drug den.
") MoveObject (knapsack, player) SetObjectFlagOn (player, "night") wait { MoveObject (player, bedroom) } } } ]]>

Various side streets branch off in all directions, most of them leading to the flickering lights along the main highway. A row of terraced houses, their occupants sleeping, sits overlooking the bar,

The pod rank is back to the south.
") SetObjectFlagOn (player, "beenmillers") } else { SetObjectFlagOn (player, "beenmillers") firsttime { msg ("A short stroll north from the small shuttle rank where the pod dropped you off, and you find yourself on a quiet street opposite Millers Bar. It's a small, inconspicuous looking place. The sign is made from blue neon and written in a hand script, with the arm of the final R looping round and forming a line under the name.

Various side streets branch off in all directions, most of them leading to the hustle of bustle of the main highway, and a row of terraced houses sit overlooking the bar.

The pod rank is back to the south. East will take you to the bar.
") } otherwise { msg ("You're standing opposite Millers Bar.

Various side streets branch off in all directions, most of them leading to the hustle of bustle of the main highway, and a row of terraced houses sit overlooking the bar.

The pod rank is back to the south. East will take you to the bar.
") } } ]]>
n; w; ne; se; sw; nw; go houses; go streets; go highway; go main highway
A couple, deep in conversation, are sat at a table a few feet away. At the other side of the area, a young woman sits alone.

Over by the bar itself is another woman ordering drinks. Possibly the friend of the girl on her own.

On the far side to your left, the toilets, and behind you the way out.
") } otherwise { msg ("
The place is far busier than it was the last time you were here.

You ask a few questions at a couple of the tables, but your presense and queries attract too much unwanted attraction, especially from the barman who is eyeing you suspiciously and talking with two shaven-headed men that look like tanks. You decide you've outstayed your welcome and leave.
") wait { MoveObject (player, millers bar ext) } } ]]>
couple The couple are in their mid-thirties, and clearly enjoying one anothers company. They sip at their drinks between exchanges. couple people couple at table false
You think about breaking his nose, but just about resist the temptation. No need to cause a scene.
") } otherwise { msg ("\"Are you looking for trouble? I've already told you, piss off!\"

His girlfriend looks a little embarrassed, not to mention concerned. For her sake, you smile and back away.") } ]]>
woman lone woman woman woman on her own girl girl on her own She's in her mid twenties, not unattractive, wearing jeans and a fluffy blue jumper.
\"You're a friendly bunch, it has to be said.\"

She shows no sign of amusment.
") } otherwise { msg ("\"Look. Go away, please. My husband will be back soon and he won't appreciate you talking to me.\"") } ]]>
ask barman for drink; order drink; order; buy drink; buy go toilets; go toilet; use toilet; use toilets She's leaning over the bar flirting with the barman, her shortness meaning she has to stand on the chrome footbar to steady herself. Two fresh drinks in tall glasses are by her side. She's wearing a short denim skirt, black boots and white t-shirt. MoveObject (player, bar) MoveObject (player, bar) barman A young, slim man with a Mediterranean look. He's dressed in a white shirt, but the bar he stands behind prevents you defining any more detail. out; go out; leave bar; leave millers bar

Not your best move ever. You very much doubt you'll be welcome back into that place anytime soon, and what's more you managed to gather nothing from Lucy.

There has to be another way into the drug den. Maybe a few hours sleep might clear you head - you could certainly use a bed right now.
") wait { ClearScreen MoveObject (player, bedroom) } ]]>
game.external_state = 1
e; east; enter bar; enter millers bar; go millers; go millers bar

"A milk, please."

"Milk?"

"Yes, you know, the stuff that comes out of a cow's udder. Milk."

"No, it's just that we don't really sell milk. I mean I can get you some from the fridge, but we don't have a price for it."

"Well how about you get me some and I'll make you an offer?"

The barman turns to the woman and says, "I'll be back in a tick, Lucy," before slipping through to the back room and returning with a tall glass of the stuff.

You look over at Lucy and notice a wide grin on her face.

Over beyond the seating area is the way out.

]]>
false false false false false false woman woman at bar lucy woman girl at bar girl yazmin ") } else if (GetBoolean(lucy, "lucybackroom")) { msg ("Perched on the edge of the desk and looking as pretty as ever.
") } ]]>
msg ("") \"Who?\"

\"Yazmin. Yazmin Dawson. I'm trying to gather some information about her last movements.\"

\"She dead then?\" Lucy asks coldly, her grin suddenly fading.

You nod. \"Very. Did you know her, Lucy?\"

\"Are you a cop then?\"

\"No, I work for myself.\" You lean in closer and lower your voice. \"Listen, nothing you tell me is going to go any further than my ears.\"

Lucy looks hesitant, but finally speaks. \"I knew of her, but I can't say I knew her personally. She used to be a regular in here, liked to make a scene... get herself noticed, if you know what I mean.\"

\"Was she usually alone or with people?\"

\"Usually with a couple of other people... faces I don't know.\" She looks around the bar again before lowering her voice herself. \"Listen... whoever you are, if you want to keep talking then you're going to have to make it worth my while. If you're interested I'll be in that room back there.\" She gestures to a back room at the end of a short corridor that runs along the right side of the bar.

You watch her stroll off and dissappear behind the door.
") MoveObject (lucy, back room) ]]>
Lucy grabs her drinks and strolls past you, stopping breifly to say, \"Get lost!\"") ]]> \"Never heard of him.\"

You study her face for a moment. Seems to be on the level.

You accept her answer.") ]]>
\"Uum, yeah, name rings a bell. I think she was one of the ones Yazmin used to hang around with.\"

\"Anything else you can tell me? Anything?\"

\"Look, I'm getting a little uncomfortable with all this. I've told you all I know.\"") ]]>

You study her face for a moment. Seems to be on the level.

You accept her answer.") ]]>
\"Uum, yeah, name rings a bell. I think she was one of the ones Yazmin used to hang around with.\"

\"Anything else you can tell me? Anything?\"

\"Look, I'm getting a little uncomfortable with all this. I've told you all I know.\"") ]]>

\"Yazmin. Yazmin Dawson. I'm trying to gather some information about her last movements.\"

\"She dead then?\" Lucy asks coldly, her grin suddenly fading.

You nod. \"Very. Did you know her, Lucy?\"

\"Are you a cop then?\"

\"No, I work for myself.\" You lean in closer and lower your voice. \"Listen, nothing you tell me is going to go any further than my ears.\"

Lucy looks hesitant, but finally speaks. \"I knew of her, but I can't say I knew her personally. She used to be a regular in here, liked to make a scene... get herself noticed, if you know what I mean.\"

\"Was she usually alone or with people?\"

\"Usually with a couple of other people... faces I don't know.\" She looks around the bar again before lowering her voice herself. \"Listen... whoever you are, if you want to keep talking then you're going to have to make it worth my while. If you're interested I'll be in that room back there.\" She gestures to a back room at the end of a short corridor that runs along the right side of the bar.

You watch her stroll off and dissappear behind the door.
") ]]>
Lucy grabs her drinks and strolls past you, stopping breifly to say, \"Get lost!\"") ]]>
A young, slim man with a Mediterranean look. He's dressed in a white shirt and black slacks. \"I'm a busy man, friend. I don't have time for your questions.\"") ]]> drink; drink milk buy girl drink; buy lucy drink; buy lucy a drink; buy girl a drink; offer lucy a drink; offer girl a drink out; go out; leave bar; leave millers bar pay barman; pay for drink; pay; pay barman for drink; pay for milk; pay barman for milk go back room; follow lucy; enter back room; follow woman attack barman; attack lucy; shoot barman; shoot lucy; kill barman; kill lucy; slap lucy; punch barman offer money; give money; offer cash; give cash; offer bribe; give bribe; offer lucy a bribe; give lucy money; offer lucy money
back room You tentitively enter the room and find Lucy perched on the edge of a desk, waiting. She stands and says, \"Before you say a word, let me explain that my boyfriend is just outside that door,\" she points to a door in the side of the room, \"He's armed and will be in here quicker than you can blink should you try any funny busniness. Okay?\"

You don't believe a word of it. You've encountered enough dodgy people over your time to know when you need to watch your back, and this girl poses no threat at all. She's just a kid trying to make some numus. And besides, if she has some information, you're not about to jepordise it.

You stifle the grin you feel creeping across your face. \"That's fine, Lucy. I'm no threat to you.\"

She says nothing as she takes a step closer to you and holds out her upturned palm.
") MoveObject (notebook page 2, player) ]]>
give money; give lucy money; pay lucy; pay lucy money; give some money to lucy; pay; give; give money to lucy give more money; give lucy more money; pay more; give more attack lucy; shoot lucy; kill lucy; slap lucy; attack lucy with crowbar; kill lucy with crowbar; hit lucy; punch lucy; grab lucy say #text#; ask #text#
light cigarette; light a cigarette; use cigarettes; smoke; smoke cigarette; smoke a cigarette
wear #object# wear DefaultWear .*)$|^go to (?.*)$|^go (?.*)$|^(?north|east|south|west|northeast|northwest|southeast|southwest|in|out|up|down|n|e|s|w|ne|nw|se|sw|o|u|d)$]]> You can't go there. dress dress #object# "You can't dress " + object.article + "." DefaultDress fire fire #object# lift; elevator ") SetTimeout (4) { msg ("The elevator doors open and you step inside.

Going up.

Please wait...
") SetTimeout (2) { MoveObject (player, lounge) } } ]]>
msg ("Going up...") MoveObject (player, lounge)
This is Wilsons Palace.]]> This is Oaklie Towers.]]> ride ride "You can't ride " + object.article + "." hire hire "You can't hire " + object.article + "." hail hail "You can't hail " + object.article + "." msg ("You burst through the door and find yourself in total darkness. You trace your hand up the door frame and find the light switch, but nothing happens when you flick the switch.") switch on torch; turn on torch; switch on flashlight; turn on flashlight; use torch; use flashlight smash smash "You can't smash " + object.article + "." break break "You can't break " + object.article + "." order a #text#; buy a #text#; order #text#; buy #text# .*)$]]> smoke smoke "You can't smoke " + object.article + "." light light "You can't light " + object.article + "." have have "You can't have " + object.article + "." money money "You can't money " + object.article + "." cash cash "You can't cash " + object.article + "." bills bills "You can't bills " + object.article + "." look look "You can't look " + object.article + "." log off use epad