Huh?
random number
e55fa912-0986-479b-a1c1-bdd07ab89b481.02014
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]]>false111falsefalsefalse00false1270500100Tahoma, Geneva, sans-serifHindBlackLightGreyfalse0futurecity 2.jpg100falsefalseSci-FifalseLightGreyfalse
JS.JS.eval ("getCSSRule('a.cmdlink').style.color='#ffffff'")
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 dawsonsoffice "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 roomuse gun; fire gun; kill dawson; kill frank; kill dawson with gun; kill frank with gun; shoot dawson; shoot frankdawsons \"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 doorstreet 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 scanscannerscanretina scanretina scannerfalseuse lift; use elevatorA short line of pods lie in wait.
North leads to Millers Bar")
}
]]>pod2shuttlefalsefalsefalse 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 podwilsons palace; Wilsons Palacemillers bar; Millers Baroaklie towers; Oaklie Towersopen notebook; use notebook; look notebook; look at notebookshuttle service; shuttle stationenter; 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. ")
}
}
]]>podshuttlefalsefalsefalse A polite sounding male voice greets you. \"Good morning. Please use the touchscreen to choose from the list of available destinations.\"
Oaklie Towers - Unavailable. Error Ref: Guide track error Wilsons Palace - Unavailable. Erro Ref: Guide track error {command:millers bar:Millers Bar}")
}
else if (GetBoolean(player, "contacts")) {
msg ("The door hisses and slides into the body of the pod. You step inside and sit in the nearest seat, hitting the button to close the door as you do so.
A polite sounding male voice greets you. \"Good morning. Please use the touchscreen to choose from the list of available destinations.\"
{command:oaklie towers:Oaklie Towers} Wilsons Palace - Unavailable. Error Ref: Guide track error {command:millers bar:Millers Bar}")
}
]]>leave; leave pod; out; open; open pod; open door; get out; get out of podwilsons palace; Wilsons Palacemillers bar; Miller Baroaklie towers; Oaklie Towersopen notebook; use notebook; look notebook; look at notebookenter; enter pod; go pod; enter shuttle; go shuttle; open door; ride pod; ride shuttle; enter shuttle pod; use pod; use shuttle service; use 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. ")
}
}
]]>falsefalsefalse
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 doorkick door; ram door; barge door; use force; force door; smash door; break door; break down door; boot doorshoot 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.seatfalsefalsefalse 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 outsidemilkOn 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.]]>cupsmugscupmugYou decide against it.magsmagazinesYou 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 flashlightIt'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 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; climbThe 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!
\"Let me introduce you,\" the man in the armchair says mockingly. \"This is Markus and Jon.\" He takes a long drag from his joint while he watches. \"You can call me Joey,\" he says after a moment.
Finally satisfied, the two gorillas step back and nod to Joey. \"He's clean, boss,\" Jon growls.
Joey takes another toke on his joint. \"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!\" Joey says, still slumped in his armchair. His two bodygaurds, Jon and Markus, laugh. \"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!\" Markus screams.
Through the open door you see Jon and Joey 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 (not GetBoolean(markus, "goondead")) {
msg (" The man fires, but misses and you hear the bullet crack into the plaster above your head. ")
}
}
}
]]>shoot markus; shoot; kill markus; shoot at markus; shoot him; fire; fire at markus; fire gun at markus; shoot markus; kill thug, shoot at thug#text#attack markus; attack; attack jon; attack man in armchair; punch markus; kick markus; kick jon; kick jon; punch jonduck; hide behind desk; duck behind desk; take covershoot lance; kill lance; fire at lancedrop gun; drop handgun; drop meson; surrender; give up; put hands upsearch markussearch lance 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. ")
}
]]>handgunIt's a Meson 9mm.handgungunmesonmeson 9mmfalsefalseget 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 lanceyellowsA clear plastic bag containing at least a hundred, small yellow pills.pillsyellowsgrab 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 yellowsshoot lanceIt's a wooden desk and looks to have drawers on the right side.search drawers; search desksay #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 lancesearch drawers; search desk; search the desk; search the drawers; open drawers; open the drawerssearch lance; search lance's body; search body; search dead body; search lances bodybillsIt's about two inches in diameter - several hundred numus, at least.You take the money.You drop the money.moneycash
MoveObject (roll of bills, player)
deskIt's a wooden desk and looks to have drawers on the right side.You take the address book.You drop it.falseleave 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 outlanceLance 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.falseePad 4
MoveObject (ePad, player)
go room; go backroom; enter room; enter backroomA tatty wooden door. Closed.markusgoonsshaven headed manmengoon")
}
else if (GetBoolean(markus, "goondead")) {
msg ("He's as dead as they come. ")
}
]]>joeyman in armchairguy in armchairman in chairguy in chairThe man has a wirey build and clearly needs the protection of the men by his side.l; looksay #text#; ask #text#attack joey; attack markus; attack gorillas; attack men; punch markus; punch joeyCould almost be Markus' twin brother.")
}
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 doorshoot at grill; shoot grill; shoot grill with gun; use gun to shoot off grill; use gun; fire gun at grilluse 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 crowbarclimb wall; climb over wall; climb up wall; climbgo kitchen; enter; in; kitchen 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 yardFormica kitchen surfaces, think with grime and littered with fast food packaging.They are of various sizes and types and strewn about the kitchen.falseYou 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 cartonscartonsboxes 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 kitchenenter lounge; go lounge; lounge; go to lounge; enter room; go room; go to the roomfalse 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. ")
}
]]>lancemanbodyHe's been dead a few hours. Looks like a single bullet to the head.deskIt'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 mansearch drawers; search desk; search the desk; search the drawers; open drawers; open the drawersIt's about two inches in diameter - several hundred numus, at least.cashroll of billsmoneyYou shove the roll into your pocket.You drop the money.address bookYou slip the adress book into your pocket.falseYou decide to keep it for now.leave and return to the privacy and safety of your apartment before examining your findings.")
}
else {
picture ("address_book_distressed.jpg")
}
]]>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.ePadleave; out; leave room; open door; go out; go loungesearch 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 chairIt'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 roomhallway; 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 fail)
}
}
]]>coupleThe couple are in their mid-thirties, and clearly enjoying one anothers company. They sip at their drinks between exchanges.couplepeoplecouple at tablefalse 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.")
}
]]>womanlone womanwomanwoman on her owngirlgirl on her ownShe'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; buygo toilets; go toilet; use toilet; use toiletsShe'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)
barmanA 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)
}
}
else if (not GetBoolean(player, "night")) {
msg ("You curse yourself for your stupidity. Can't go back in there now, too much suspicion directed at you.
Maybe a few hours sleep with help you evaluate, you tell yourself. You turn and head back for your apartment.")
wait {
MoveObject (player, bedroom)
}
SetObjectFlagOn (player, "night")
}
]]>
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.
]]>falsefalsefalsefalsefalsefalsewomanwoman at barlucywomangirl at bargirlyazmin")
}
else if (GetBoolean(lucy, "lucybackroom")) {
msg ("Stood upright, she barely measures five feet. ")
}
]]>")
]]>\"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)
]]> \"Not exactly. Just wondered what you can tell me about it.\"
\"Not a lot,\" she says, turning to take a sip from her drink. \"It's the lastest thing. Sends you crazy.\"
\"Do you use it, Lucy?\"
She shruggs. \"I've dabbled. It's good, but the comedowns suck ass.\"
You take a glug from your glass of milk and consider another line of questioning. ")
}
else {
msg ("\"The time for talking is over. I know what you want, and you know what I want.\" ")
}
]]> \"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)
]]> \"Not exactly. Just wondered what you can tell me about it.\"
\"Not a lot,\" she says, turning to take a sip from her drink. \"It's the lastest thing. Sends you crazy.\"
\"Do you use it, Lucy?\"
She shruggs. \"I've dabbled. It's good, but the comedowns suck ass.\"
You take a glug from your glass of milk and consider another line of questioning. ")
}
else {
msg ("\"The time for talking is over. I know what you want, and you know what I want.\" ")
}
]]>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 milkbuy girl drink; buy lucy drink; buy lucy a drink; buy girl a drink; offer lucy a drink; offer girl a drinkout; go out; leave bar; leave millers bar; leavepay barman; pay for drink; pay; pay barman for drink; pay for milk; pay barman for milkgo back room; follow lucy; enter back room; follow womanattack barman; attack lucy; shoot barman; shoot lucy; kill barman; kill lucy; slap lucy; punch barmanoffer money; give money; offer cash; give cash; offer bribe; give bribe; offer lucy a bribe; give lucy money; offer lucy money#text#back roomYou 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. You guess she's not holding out her hand for you to shake it. ")
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 lucygive more money; give lucy more money; pay more; give moreattack lucy; shoot lucy; kill lucy; slap lucy; attack lucy with crowbar; kill lucy with crowbar; hit lucy; punch lucy; grab lucy#text#light cigarette; light a cigarette; use cigarettes; smoke; smoke cigarette; smoke a cigarettewear #object#wearDefaultWear.*)$|^go to (?.*)$|^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.dressdress #object#"You can't dress " + object.article + "."DefaultDressfirefire #object#lift; elevator")
SetTimeout (4) {
msg ("The elevator doors open and you step inside.
Going up.
Please wait... ")
SetTimeout (2) {
MoveObject (player, lounge)
}
}
]]>This is Wilsons Palace.]]>rideride"You can't ride " + object.article + "."hirehire"You can't hire " + object.article + "."hailhail"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 flashlightsmashsmash"You can't smash " + object.article + "."breakbreak"You can't break " + object.article + "."order a #text#; buy a #text#; order #text#; buy #text#.*)$]]>smokesmoke"You can't smoke " + object.article + "."lightlight"You can't light " + object.article + "."havehave"You can't have " + object.article + "."moneymoney"You can't money " + object.article + "."cashcash"You can't cash " + object.article + "."billsbills"You can't bills " + object.article + "."looklook"You can't look " + object.article + "."log offuse epadcontacts You push the large double glass doors and walk into the lobby. Marble pillars and sparkling, highly poilished surfaces are everywhere. An unmanned reception desk lies on the west side of the lobby, while a large elevator is to the north.
Behind you lie the glass doors that lead back out to the street.")
}
otherwise {
msg ("You push the large double glass doors and walk into the lobby. Marble pillars and sparkling, highly poilished surfaces are everywhere. An unmanned reception desk lies on the west side of the lobby, while a large elevator is to the north.
Behind you lie the glass doors that lead back out to the street.")
}
]]>deskreceptionLook atLook atIt's a J-shaped desk, made from thick, cream-coloured marble that glimmers under the lights.false It's currently unmanned and on the wall to its back is a grid of small locked containers - presumably holding the room keys. The work area behind the desk is littered with papers and a large, leather-bound book titled 'Residents Log Book'.
The elevator is north. The lobby area is east.")
}
otherwise {
msg ("It's currently unmanned and on the wall to its back is a grid of small locked containers - presumably holding the room keys. The work area behind the desk is littered with papers and a large, leather-bound book titled 'Residents Log Book'.
The elevator is north. The lobby area is east.")
}
]]>falsejump over desk; jump desk; climb desk; climb over desksimon aronson; Simon Aronson; aronson; Aronson; aronson simon; Aronson Simon; say simon aronson; say Simon Aronson; say aronson; say Aronson; say aronson simon; say Aronson Simonkeycardcard keyIt's a credit card-sized keycard with a large number 56 written in white.The elevator is to the north. East will return you to the lobby area.]]>cardLook at \"Floor five. Please wait... ")
SetTimeout (3) {
MoveObject (player, floor 5)
}
]]>Look atThe papers appear to consist of bills and various other correspondance, none of which are any use.Just as you reach over the desk to grab the papers, a man appears from around the corner.\"Can I help you, sir?\" he asks firmly and with more than a little suspicion.
\"Yes,\" you say, trying to sound confident. \"I'd like my room key, please.\"
The man lifts a flap and steps behind the desk. \"What name is it?\" he asks. ")
]]>containerskey holdersLook atLook atUseThey're roughly six inches square and arranged in a large grid that covers a large portion of the reception's back wall. Each one is numbered in tens, starting in the top left of the grid with 1-10. Ten rooms to a floor, you tell yourself, making a mental note.Look atTakeLook atTakeleather log booklog bookbooklogbookIt's bound in red leather and closed.falseJust as you reach over the desk to grab the log book, a security man appears from around the corner. \"Can I help you, sir?\" he asks firmly and with more than a little suspicion.
\"Yes,\" you say, trying to sound confident. \"I'd like my room key, please.\"
The man lifts a flap and steps behind the desk. \"What name is it?\" he asks. ")
SetObjectFlagOn (player, "security")
}
else if (GetBoolean(player, "security")) {
msg ("You reach over and grab the log book and flick through the list of residents. There are pages and pages. You toss it away impatiently.")
}
]]>
SetObjectFlagOn (player, "security")
RemoveObject (log book)
#text#n; northe; eastliftselevatorselevatorliftLook atLook atUseThe elevator is wide and trimmed with gold and more marble. There is a large square button by the side of the elevator.The elevator is wider than most. A button sits in the wall to its side. South takes you back to the main lobby area.press button; push buttonexit; say exitswipe keycard; use keycard; swipe card; use card#text#n; northout; leave; go out; leave building; leave oaklie towerse; east
msg ("This is floor five.")
It's about three inches square and bordered with an electric-blue strip.Look atLook atUsefalseYou press the button. The strip light around its border turns green and after a few moments the doors slide open. You step inside and a soft, female voice greets you.You press the button. The strip light around its border turns green and after a few moments the doors slide open. You step inside and a soft, female voice greets you. Behind you lie the glass doors that lead back out to the street.]]>s; southw; west It lies to your west while the nearest shuttle station is to your east. Side streets fork off in all directions, leading to the main highway.")
}
otherwise {
msg ("You're standing outside Oaklie Towers. The nearest shuttle station is to the east. West will take you into Oaklie Towers. Streets run off in all direction, most of them abandoned at this time in the morning.")
}
]]>n; s; ne; se; sw; nw; go houses; go streets; go highway; go main highway; go sidestreets; go side streetsfalsefalsefalsefalsedropped knapsacknotebookYou 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?\" ")
}
]]>false
picture ("Moleskine_pg2 2.jpg")
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.falseYou think better and decide to keep hold of it for now.pistoloracleflashlightfalseYou decide to keep hold for the time being.You turn the torch on - the beam is good and strong.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. ")
}
]]> Oaklie Towers is back to the west while streets fork off in all directions.")
}
otherwise {
msg ("Three shuttle pods lie in wait.
Oaklie Towers is a long walk back to the west, while streets fork off in all directions.")
}
]]> A polite sounding male voice greets you. \"Good morning. Please use the touchscreen to choose from the list of available destinations.\"
Oaklie Towers - Unavailable. Error Ref: Guide track error Wilsons Palace - Unavailable. Erro Ref: Guide track error {command:millers bar:Millers Bar}")
}
else if (GetBoolean(player, "contacts")) {
msg ("The door hisses and slides into the body of the pod. You step inside and sit in the nearest seat, hitting the button to close the door as you do so.
A polite sounding male voice greets you. \"Good morning. Please use the touchscreen to choose from the list of available destinations.\"
{command:oaklie towers:Oaklie Towers} Wilsons Palace - Unavailable. Error Ref: Guide track error {command:millers bar:Millers Bar}")
}
]]>leave; leave pod; out; open; open pod; open door; get out; get out of podwilsons palace; Wilsons Palacemillers bar; Millers Baroaklie towers; Oaklie Towersn; e; s; ne; se; sw; nw; go houses; go streets; go highway; go main highway; go sidestreets; go side streetsenter; enter pod; go pod; enter shuttle; go shuttle; open door; ride pod; ride shuttle; enter shuttle pod; use pod; use shuttle service; use shuttlepresspress"You can't press " + object.article + "."swipeswipe"You can't swipe " + object.article + "."