-   
- screen 12 ' 80 characters wide 
-   
-   
- q  = chr$(34) ' *** Double quote
-   
-   
-   
-   
-   
- ' ===== Flags ===== 
-   
- ' ----- Standard flag values ----- 
-   
- const-  no_item    = 0 ' Most items will start in this state
 
- const-  used_item  = 2 ' Generally used when an item is no longer in the inventory, and can't be re-acquired
 
-   
-   
- ' ----- Inventory items ----- 
-   
- ' Listed first as they will be listed in constant-numerical order when "inv" is typed 
-   
- const-  i_sh_deadflashlight  = 1 ' No batteries
 
- const-  i_sh_flashlight      = 2 ' Has batteries
 
-   
-   
- const-  i_sh_drawerkey       = 6 ' When used_item, the drawer has been opened
 
- const-  i_sh_keyring         = 7 ' Car keys
 
- const-  i_sh_papers          = 8 ' Papers containing addresses of three destinations
 
-   
-   
- ' ----- Non-inventory flags ----- 
-   
- ' Things such as doors, lights, any state the game needs to keep track of 
-   
- const-  f_sh_drawertop     = 12 ' Number of times drawer has been opened
 
- const-  f_sh_drawermiddle  = 13 ' Middle drawer state
 
- const-  f_sh_bonk          = 14 ' Whether the player has run into the bedroom door
 
- const-  f_sh_doorbedroom   = 15 ' Bedroom door state
 
- const-  f_sh_doorfront     = 16 ' Front door state
 
- const-  f_sh_clearingseen  = 17 ' Player has noticed the clearing in the grass
 
-   
-   
- dim shared-  flag (- total_flags ) as-  byte  ' All flag states stored here
 
- dim shared-  item_name$ (- total_items )   ' Names of items, for inventory display
 
-   
- item_name$(i_sh_deadflashlight) = "Flashlight without power" 
- item_name$(i_sh_flashlight)     = "Flashlight" 
- item_name$(i_sh_batteries)      = "Pack of D batteries" 
- item_name$(i_sh_drawerkey)      = "Small aluminum key" 
- item_name$(i_sh_keyring)        = "Keyring with red bell fob" 
- item_name$(i_sh_papers)      = "Assorted papers" 
-   
- ' ----- Location references ----- 
-   
- ' On title screen, player can choose new or resume. 
- ' If resume, loaded file will contain this location value, and the flag() array. 
-   
- const-  loc_home_bedroom    = 1
 
- const-  loc_home_machinery  = 4
 
- const-  loc_home_clearing   = 7
 
-   
-   
- ' ----- Input handling ----- 
-   
-   
- ' *** Title menu here should allow loading a saved game 
-   
-   
- ' *** Following branch is used when finished loading 
-   
-    case-  loc_home_bedroom:    goto-  home_bedroom 
 
-    case-  loc_home_machinery:  goto-  home_machinery 
 
-    case-  loc_home_clearing:   goto-  home_clearing 
 
-   
-   
-   
-   
-   
- ' -------------------------------------------------- 
- ' ===== THE SCENT OF ADVENTURE: The Safe House ===== 
- ' -------------------------------------------------- 
-   
-   
-   
- home_bedroom: 
-   
- ?"You wake up in bed.  This is surprising to no one.  It is also not surprising" 
- ?"that this is the beginning of the game; it's almost like this was written with" 
- ?"very little planning.  You stand up slowly, it feels like forever since you" 
- ?"were awake." 
- ? 
- ?"You feel like typing 'look' would give you more information about this room." 
-   
- location = loc_home_bedroom 
-   
-                ?"You are in a simple bedroom, with a small bed against the east wall." 
-                ?"Bright sunlight is visible through the south window, above a chest of drawers." 
-                ?"There is a door to the north." 
-                ? 
-                ?"You ponder the four compass directions.  North, east, south, west.  Each one" 
-                ?"has its own starting letter!  This is convenient, since moving around won't" 
-                ?"require you to type the whole word.  Just one letter will do." 
-                ? 
-                ?"Oh, also, you can type a word after 'look,' to examine something more closely." 
-   
-                if-  flag (- i_sh_drawerkey ) =-  no_item  then
 
-                   ?"A white-painted four poster bed with a blue coverlet.  It's set about a foot" 
-                   ?"above the floor-- oh!  The sunlight is glinting off something on the floor" 
-                   ?"next to the bed.  It's a small aluminum key." 
-                   ?"A white-painted four poster bed with a blue coverlet.  It's set about a foot" 
-                   ?"above the floor." 
-   
-                ?"It's made of sturdy-looking wood, but isn't painted or varnished." 
-   
-                ?"A single-shutter affair, unpainted, with no curtains." 
-                ?"The glass is glass-colored." 
-   
-                ?"The chest is painted light blue and has three drawers." 
-                ?"The bottom one has a keyhole between the handles." 
-   
-                ?"Seems to be made of aluminum." 
-   
-                if-  flag (- i_sh_batteries ) =-  no_item  and-  flag (- f_sh_drawermiddle ) =-  true  then
 
-                   ?"You've got the batteries.  To see your items, type 'inv.'  Why 'inv'?" 
-                   ?"It's an abbreviation.  It stands for 'investigate.'  You use it to" 
-                   ?"'investigate' your inventory." 
-                   flag(i_sh_batteries) = have_item 
-   
-                if-  flag (- i_sh_drawerkey ) =-  no_item  then
 
-                   ?"You've got the key.  To see your items, type 'inv.'  Why 'inv'?" 
-                   ?"It's an abbreviation.  It stands for 'inventive.'  You've got to be 'inventive'" 
-                   ?"when deciding how to use your inventory." 
-                   flag(i_sh_drawerkey) = have_item 
-   
-                ?"There are so many drawers here!  Top, middle, bottom." 
-                ?"Why, there is even one more than two drawers here!" 
-   
-                if-  flag (- f_sh_drawertop ) < 4 then
 
-                   ?"It slides open easily, but there's nothing inside, so you close it again." 
-                   flag(f_sh_drawertop) = flag(f_sh_drawertop) + 1 
-                   ?"It slides open easily, but there's NOTHING INSIDE SO YOU CLOSE IT AGAIN.  Gosh." 
-   
-                if-  flag (- f_sh_drawermiddle ) =-  false  then
 
-                   ?"It slides open easily.  There is a pack of D batteries inside, enough to power" 
-                   ?"a large flashlight.  You can carry a lot of stuff, why not get these?" 
-                   ?"'Get.'  Hey, that's another thing you can type!" 
-                   flag(f_sh_drawermiddle) = true 
-                   ?"That drawer is already open." 
-   
-                if-  flag (- i_sh_drawerkey ) =-  no_item  then
 
-                   ?"It won't open.  If you do find the key, just try opening the drawer again," 
-                   ?"unlocking is part of opening a locked thing." 
-                   ?"The key fits awkwardly into the chintzy lock, which takes some fiddling to pop" 
-                   ?"open.  The drawer slides open, but there's nothing inside.  Is this the true" 
-                   ?"meaning of 'tutorial'?" 
-                   ? 
-                   ?"You close the drawer with the key inside, then lock it again, just to screw" 
-                   ?"with the next guy.  Though I'm not sure how you even did that." 
-                   flag(i_sh_drawerkey) = used_item 
-                   ?"You already locked the key inside, remember?" 
-   
-                if-  flag (- f_sh_doorbedroom ) =-  door_open  then
 
-                   ?"It's already open." 
-                elseif-  flag (- f_sh_doorbedroom ) =-  door_closed  and-  flag (- f_sh_bonk ) =-  false  then
 
-                   ?"You turn the handle and pull the door open.  It swings soundlessly." 
-                   ?"The scent of adventure wafts into the room." 
-                   flag(f_sh_doorbedroom) = door_open 
-                elseif-  flag (- f_sh_doorbedroom ) =-  door_closed  and-  flag (- f_sh_bonk ) =-  true  then
 
-                   ?"You turn the handle and pull the door open.  It protests vehemently, hinges" 
-                   ?"creaking loudly and several long splinters snapping off.  But at least it's" 
-                   ?"open.  The scent of adventure wafts into the room." 
-                   flag(f_sh_doorbedroom) = door_open 
-   
-          if-  flag (- f_sh_doorbedroom ) =-  door_closed  then
 
-             ?"I think the door felt that more than you did.  Doors tend to turn into doorways" 
-             ?"when you do something to them... I think it starts with 'O'?" 
-             ?"(And you should be specific about what you want to 'open,' too.)" 
-             flag(f_sh_bonk) = true 
-             ?"You step out into the hall.  The morning sunlight shining through the east" 
-             ?"window reveals quite a bit of dust in the air.  You continue to the west end" 
-             ?"of the hallway." 
-   
-   
-   
-   
- home_hall: 
-   
- location = loc_home_hall 
-   
-                ?"You're in a narrow east-west hallway.  The sun is casting a shaft of blinding" 
-                ?"light through the east window, and the floor is coated in a thin layer of dust," 
-                ?"which kicks up into the air as you move.  Through the north door you can see" 
-                ?"a room with a large table; the south door reveals a dark room almost completely" 
-                ?"occupied with some intimidating machinery.  East leads back to the bedroom." 
-                ?"The door at the west end, which is much older-looking than the others," 
-                if-  flag (- f_sh_doorfront ) =-  door_closed  then ?"is closed."
 
-                if-  flag (- f_sh_doorfront ) =-  door_open  then ?"is open."
 
-   
-                ?"Like the bedroom, there is no carpet or other flooring here, just a rough" 
-                ?"wooden floor covered in dust.  There were no footprints in the dust, you now" 
-                ?"realize." 
-   
-                ?"It just seems to be ordinary dust that would accumulate anywhere." 
-   
-                ?"There are many dials and buttons, but to get a closer look, you'll have to" 
-                ?"walk into the room." 
-   
-                if-  flag (- f_sh_doorfront ) =-  door_closed  then
 
-                   ?"The door opens on a small flight of three steps made of grey concrete, and a" 
-                   ?"dirt path leads from the steps to a gate in a wooden post fence, along a small" 
-                   ?"road.  West across the road is a thick, colorful forest.  The grass next to" 
-                   ?"the path is almost knee-high, and has gone to seed." 
-                   ? 
-                   ?"A rotted chunk of the door's latch breaks off and falls into the weeds next to" 
-                   ?"the steps.  The door swings itself wide and rests against the side of the" 
-                   ?"house." 
-                   flag(f_sh_doorfront) = door_open 
-   
-          ?"You step into the north room." 
-   
-          ?"You return to the bedroom." 
-   
-          ?"You peer cautiously into the room filled with machines.  You hadn't noticed it" 
-          ?"out in the hall, but there's a very faint humming sound." 
-   
-          if-  flag (- f_sh_doorfront ) =-  door_open  then
 
-             ?"You step out into the glorious sun.  It's a brisk fall day, but not cold." 
-   
-   
-   
-   
- home_table: 
-   
- location = loc_home_table 
-   
-                ?"This room has a large, rounded oak table against the north and west walls," 
-                ?"it's a bit too big for this room, and there are no chairs.  The north wall" 
-                ?"has another small window, which is blocked by tall grass, so the room isn't" 
-                ?"very brightly lit." 
-   
-                if-  flag (- i_sh_deadflashlight ) =-  no_item  and-  flag (- i_sh_papers ) =-  no_item  then
 
-                   ?"On the table, there are some scattered papers, as well as a large flashlight." 
-                elseif-  flag (- i_sh_deadflashlight ) <>-  no_item  and-  flag (- i_sh_papers ) =-  no_item  then
 
-                   ?"On the table, there are some scattered papers." 
-                elseif-  flag (- i_sh_deadflashlight ) =-  no_item  and-  flag (- i_sh_papers ) <>-  no_item  then
 
-                   ?"On the table, there is a large flashlight." 
-                elseif-  flag (- i_sh_deadflashlight ) <>-  no_item  and-  flag (- i_sh_papers ) <>-  no_item  then
 
-                   ?"There's nothing on the table." 
-   
-                if-  flag (- i_sh_deadflashlight ) =-  no_item  then
 
-                   ?"It looks heavy, and is made of black-painted metal." 
-   
-                if-  flag (- i_sh_papers ) =-  no_item  then
 
-                   ?"There's a lot to take in here.  There are pages with lists of numbers, pages" 
-                   ?"with indecipherable handwriting, maps of various places, a few pamphlets to" 
-                   ?"local attractions, some receipts for small purchases, and a thin, almost" 
-                   ?"used-up pad of tear-off legal stationery." 
-   
-                if-  flag (- i_sh_deadflashlight ) =-  no_item  then
 
-                   ?"You've got the flashlight.  It's lighter than you expected and doesn't work;" 
-                   ?"checking the battery compartment, you find there are no batteries.  If you find" 
-                   ?"some, using the batteries is clear enough.  Generally, if you 'use' something," 
-                   ?"you'll know how to use it and what to use it on." 
-                   flag(i_sh_deadflashlight) = have_item 
-   
-                if-  flag (- i_sh_papers ) =-  no_item  then
 
-                   ?"You pick up the mass of papers, hold them vertically, and shake them briskly" 
-                   ?"against the table to form a neat stack.  A lot of this information seems" 
-                   ?"random and probably useless, but in your situation, anything can help." 
-                   ?"Perhaps some of this will make more sense later." 
-                   flag(i_sh_papers) = have_item 
-   
-          ?"You return to the hallway." 
-   
-   
-   
-   
- home_machinery: 
-   
- location = loc_home_machinery 
-   
-                ?"It's surprisingly dark in here, there are no windows.  The only light is coming" 
-                ?"from the buttons and the hallway.  There don't seem to be any lights to turn on" 
-                ?"here, either - all of the walls are bare." 
-                ? 
-                ?"Around the sides of the room are industrial-looking metal consoles.  There are" 
-                ?"less buttons and such than you expected.  In one corner of the floor, you can" 
-                ?"barely make out a thick metal disk, about two feet in diameter.  There is a" 
-                ?"matching disk mounted to the ceiling above it.  These are both connected to the" 
-                ?"main bulk of the technology by rubber-coated cables, as thick as your arm." 
-                ?"The light emanating from the buttons is dim, and all of the display screens" 
-                ?"are off." 
-                if-  flag (- i_sh_flashlight ) =-  have_item  and-  flag (- i_sh_keyring ) =-  no_item  then
 
-                   ? 
-                   ?"On top of one of the consoles is a small keyring, with two identical keys and" 
-                   ?"a red bell fob." 
-   
-                ?"It just looks like a slab of solid metal.  Moving your hand close, you can" 
-                ?"sense a slight throbbing.  Otherwise, it betrays no sign of its purpose." 
-   
-                ?"The buttons are mostly about finger-sized, and various colors.  Nothing" 
-                ?"resembles a keyboard.  There are a few labels here and there, but mostly" 
-                ?"numbers and a few letters, nothing intelligible.  Whatever these do, you" 
-                ?"haven't a ghost of a clue how to use them." 
-   
-                if-  flag (- i_sh_keyring ) =-  no_item  then
 
-                   ?"The keyring itself is about an inch wide, the keys are small and made of brass." 
-                   ?"The red bell is about the same size as the keys. 
-                end if 
-          end select 
-   
-          select case object$ 
-             case "keyring" 
-                if flag(i_sh_keyring) = no_item then 
-                   ?"You've got the keyring.  The keys being the same, it won't matter which one" 
-                   ?"you use.  The bell tinkles merrily." 
-                   flag(i_sh_keyring) = have_item 
-   
-          ?"You return to the hallway." 
-   
-   
-   
-   
- home_path: 
-   
- location = loc_home_path 
-   
-                ?"There's a good breeze going, the trees are swaying a bit, but there are no" 
-                ?"other sounds.  The grass gets even taller a few yards on either side of the" 
-                ?"path, obscuring your view of the countryside.  The fence beside the road is" 
-                ?"a simple post fence made of narrow logs, with a gate leading to the road," 
-                ?"which is paved with coarse gravel.  Behind the small house is another forest." 
-                ?"The sky is a steely blue, with a few large clouds." 
-   
-                ?"The house is raised off the ground, with a crawlspace underneath, choked with" 
-                ?"grass and weeds.  It's a simple rectangular shape with a sloped roof," 
-                ?"unpainted, the outer walls covered in smooth wood paneling.  Despite the" 
-                ?"obvious age of the gate and front door, the rest of the house appears very new," 
-                ?"showing no signs of wear." 
-   
-                ?"It's too overgrown to explore.  On the right side, you can see a stack of" 
-                ?"cinderblocks supporting the part of the floor under the room with the machines." 
-   
-                ?"There are no signs of traffic, and no mailbox.  You can't see much of the road" 
-                ?"from here, due to the tall grass." 
-   
-                ?"The gate has no latch, only a rusty pair of hinges.  Wedged into the hinges" 
-                ?"is a folded, weatherworn flyer with colorful printing." 
-   
-                ?"You read, 'Old Uncle Tommy's BONA FIDE Robot Bounties!  Redeem your old useless" 
-                ?"robots for cash in hand!  Sentient toaster giving you lip?  Show it what for," 
-                ?"call Uncle Tommy today!" 
-                ? 
-                ?"You feel a twinge of sympathy for the poor robots." 
-   
-                ?"Swinging the door shut, you can see the words 'SAFE HOUSE' painted in black" 
-                ?"on the side of the house where it was.  At first it seems machine printed," 
-                ?"as it's in a very neat typeface, but looking closer, you can see brush strokes." 
-                ? 
-                ?"With the latch broken, the door swings open again in the breeze, clattering" 
-                ?"loudly against the house.  That was probably audible for a mile or so." 
-   
-          ?"You go back inside the house." 
-   
-          ?"You hop spryly over the gate, landing at the shoulder of the gravel road with" 
-          ?"a crunch.  It winds north and south, disappearing before long around the trees." 
-   
-          ?"A part of you wants to go exploring in the tall grass, but the cold, rational" 
-          ?"side of you realizes there are more likely ways to answer your pressing" 
-          ?"questions." 
-   
-          if-  flag (- f_sh_clearingseen ) =-  false  then
 
-             ?"A part of you wants to go exploring in the tall grass, but the cold, rational" 
-             ?"side of you realizes there are more likely ways to answer your pressing" 
-             ?"questions." 
-             ?"Wading through the tall stalks of grass for a while, you eventually come across" 
-             ?"a small patch that has been leveled by the presence of a car!  Only the part" 
-             ?"covered by the car is flattened, so the car is walled on all sides by grass." 
-   
-   
-   
-   
- home_road: 
-   
- location = loc_home_road 
-   
-                ?"The road is narrow, and could only accommodate one vehicle.  The forest to" 
-                ?"the west is very thick and overgrown, the leaves an assortment of brilliant" 
-                ?"colors.  Here and there, the first leaves are falling.  To the east is the" 
-                ?"house you awoke in, with high grass to either side.  On the north side of" 
-                ?"the house, the grass seems to thin out, as if there's a clearing just out" 
-                ?"of sight." 
-                flag(f_sh_clearingseen) = true 
-   
-                ?"You can't see anything interesting among the trees, it's far too crowded." 
-   
-                ?"The road is old and narrow, and paved with dirt and gravel.  Any vehicles" 
-                ?"using this road would cause a lot of noise and leave a cloud of dust." 
-   
-                ?"The house looks especially out of place from here.  All the surroundings are" 
-                ?"thickly grown and untended, but the house appears recently built." 
-   
-                ?"Yes, there's definitely an open area among the grass to the north, some yards" 
-                ?"away from the house." 
-   
-          ?"You venture north along the road for a few minutes, the perfect fall day putting" 
-          ?"a spring in your step, but all you find is more road and more forest.  Perhaps" 
-          ?"it would be best to find a faster mode of travel.  You return to the gate." 
-   
-          ?"You venture south along the road for a few minutes, as it's excellent weather for" 
-          ?"a walk, but there isn't much to see, as the road seems to go on endlessly." 
-          ?"Perhaps it would be best to find a faster mode of travel.  You return to the gate." 
-   
-          ?"You vault back over the gate onto the path." 
-   
-          ?"You see no reason to venture into the forest." 
-   
-   
-   
-   
- home_clearing: 
-   
- location = loc_home_clearing 
-   
-                ?"You are standing in tall grass, with a car in front of you.  It's difficult" 
-                ?"to see much else." 
-   
-                ?"It's an old brown coupe, it seems in decent working order from here, the paint" 
-                ?"is weatherbeaten but not peeing, and you can't see any rust.  What you can see" 
-                ?"of the tires says they are probably fine.  You're on the driver's side," 
-                ?"the car is pointing toward where the road should be.  The seats are a tacky" 
-                ?"yellow flannel, so on second thought, the car should probably be condemned." 
-   
-                if-  flag (- i_sh_keyring ) <>-  have_item  then
 
-                   ?"With some difficulty pushing the grass aside, you slowly work the driver's" 
-                   ?"side soor open and climb inside.  There are no keys in the ignition, neither" 
-                   ?"in the glove box or anywhere else that you can see, so you climb back out." 
-                   ?"With some difficulty pushing the grass aside, you slowly work the driver's" 
-                   ?"side door open and climb inside, closing the door behind you.  It closes on" 
-                   ?"some of the grass, but there's not much point trying to get it completely" 
-                   ?"clear.  Taking out the keyring, you insert one of the keys and give it a turn." 
-                   ?"The engine sputters a bit, but starts on the first try." 
-                   ? 
-                   if-  flag (- i_sh_papers ) <>-  have_item  then
 
-                      ?"However, the road ahead is likely to be long and confusing, and you don't have" 
-                      ?"a good idea of where to go from here.  It would be a good idea to form a basic" 
-                      ?"plan first.  You kill the motor and get back out." 
-                      ?"You should be able to get the car to move west from here onto the road." 
-                      ?"You have a mind to check out some of the places described among the papers" 
-                      ?"you found." 
-   
-          ?"There's no reason to search past this point." 
-          ?"There's no reason to search past this point." 
-          ?"There's no reason to search past this point." 
-   
-          ?"You navigate the tall grass again and make your way back to the house." 
-   
-   
-   
-   
- home_car: 
-   
- location = loc_home_car 
-   
-                ?"You're sitting in an old brown car facing roughly west, surrounded by tall" 
-                ?"grass.  The car is running, and presumably the road is through the grass" 
-                ?"in front of you." 
-   
-          ?"The grass is thick, and it would be awkward and pointless to try to move that way." 
-          ?"The grass is thick, and it would be awkward and pointless to try to move that way." 
-          ?"The grass is thick, and it would be awkward and pointless to try to move that way." 
-   
-          ?"It takes some pumping the gas to get the car through the grass ahead, but after" 
-          ?"a minute or so of coaxing, you emerge, the front of the car pointed onto the" 
-          ?"road.  Each of the pamphlets shows an interesting location and lists an address" 
-          ?"with a small map.  There's a bigger travel map in the glovebox, so while" 
-          ?"navigating might be a bit touch and go at first, you're confident you can" 
-          ?"figure it out.  Type one of the following to drive there:" 
-          ? 
-          ?"'drive 1' - Newport Theater, 544 Old Elanise Road" 
-          ?"'drive 2' - Kenworthy Historical Estate, 1202 *** Avenue" 
-          ?"'drive 3' - David H. Christopher Public Library, 4 Vicksburgh Circle" 
-          ? 
-          ?"Currently, none of these locations are implemented in the game." 
-          ?"You've completed the teaser!" 
-          ? 
-          ?"This is a side project to my main game development project, so I will be" 
-          ?"continuing it as I feel motivated to.  Thanks for playing!" 
-          ? 
-          ?"Press enter to exit." 
-          ? 
-   
-   
-   
-   
-   
-   
-   
- ' -------------------- 
- ' ===== Routines ===== 
- ' -------------------- 
-   
-   
- ' This sub is never called, it contains templates. 
-   
- ' --- Text width ruler, at location select case indent --- 
-   
- '        ?"         1         2         3         4         5         6         7         8  
- '        ?"12345678901234567890123456789012345678901234567890123456789012345678901234567890" 
-   
- ' --- Location template --- 
-   
- 'home_bedroom: 
-   
- location = loc_home_bedroom 
-   
-   
-   
-   
-   
-       ' Other verbs as needed 
-   
-   
-   
-   
-   
-   
- letter = false 
-   
-   
-   
-   
- ? 
-   
-   
- ' Process input into verb and object 
-   
-   
- ' Remove all non-letter, non-space characters 
-   
- ' Remove leading spaces 
-   
- ' Extract first word to verb$ 
-   
- ' Remove leading spaces 
-   
- ' Extract second word to object$, use empty string if none 
- object$  = left$(- i$ ,-  p  - 1)
-   
-   
- ' Verb shortcut replacement 
-   
-    case "n"- : verb$  = "north"
 
-    case "s"- : verb$  = "south"
 
-   
-   
-   
- '? "["; verb$; "] ["; object$; "]" 
- ? 
-   
-   
-   
- ' Global commands - can be used from anywhere 
-   
-          ?"[h or help] - Show this information" 
-          ?"[l or look] - Look around, or at something specific" 
-          ?"[o or open] - Open something, keys will be used automatically" 
-          ?"[u or use] - Use something, can generally replace other verbs" 
-          ?"[g or get] - Pick up an item, type [inv] to see your items" 
-          ?"[n, e, s, w, or north, east, south, west] - Move around" 
-          ?"[nw, se, northwest, southeast, etc] - Move around some more" 
-          ? 
-          ?"These are only the most common commands.  Some situations will" 
-          ?"require others.  However, you will never need more than a verb" 
-          ?"followed by a thing." 
-   
-          ?"--- INVENTORY ---" 
-             if-  flag (- n ) =-  have_item  then ?-  item_name$ (- n )
 
-   
-                if-  flag (- i_sh_batteries ) =-  have_item  and-  flag (- i_sh_deadflashlight ) =-  have_item  then
 
-                   ?"You open the package and pop the batteries into the handle of the flashlight." 
-                   ?"Testing the switch, it's now powered and will last as long as you'll need." 
-                   flag(i_sh_batteries)      = used_item 
-                   flag(i_sh_deadflashlight) = used_item 
-                   flag(i_sh_flashlight)     = have_item 
-   
-   
-       ' Looking at items in inventory 
-   
-                ' Only one key in this intro chapter, but multiple keys possible later 
-                ' These papers may reveal more later on, so the text will depend on progress 
-   
-   
-   
-   
-   
-