DACT: IFRF 1=0;SAY Funny, this room looks exactly like the one in the other house.;SAY Either this is a council house...;SAY ...or the programmer couldn't be bothered to draw another screen!;SETRF 1=1;EXIT
/* Room actions follow below ***
/*
/* ACTION: verbno;condition;...;command;...
/*
/* Action 0 - Exit
/* ===============
/*
ACTION: 0;IFOBJ 1;MEXIT;GOTO 8,2
ACTION: 0;IFOBJ 2;MEXIT;GOTO 22,1;EXIT
/* Action 1 - Give
/* ===============
/*
/* Action 2- Pick up
/* =================
/*
ACTION: 2;IFOBJ ROBJ1;SAY I don't really want to carry that around with me!;EXIT
ACTION: 2;IFOBJ ROBJ2;SAY Yeah, right, just rip it out of the wall!;EXIT
/*
/* Action 3 - Use
/* ==============
/*
ACTION: 3;IFOBJ ROBJ1;MOBJ;SAY It's a neat picture, but I don't think it will be useful for anything.;EXIT
ACTION: 3;IFOBJ 17;IFOBJ2 ROBJ2;IFRF 2=0;SAY I doubt it will work, but OK...;MOBJ ROBJ2;HANDLE ROBJ2;W 25;HANDLE -1;SAY Well, that was a total waste of time.;EXIT
ACTION: 3;IFTYPE X;IFOBJ2 ROBJ2;IFRF 2=0;SAY There is no way that is going to get it open!;EXIT
/* This gets the radio out of the safe.
ACTION: 3;IFOBJ 32;IFOBJ2 ROBJ2;IFRF 2=0;SAY Okay, let's see if it fits!;MOBJ ROBJ2;HANDLE ROBJ2;W 50;HANDLE -1;SAY Well, it opened. There is a strange looking radio in here.;SAY I'll take it.;SETRF 2=1;REMOVE 32,N,0;GET 33,U;EXIT
/*
/* Action 4 - Open
/* ===============
/*
ACTION: 4;IFOBJ ROBJ2;IFRF 2=0;MOBJ;SAY It won't open, it is locked.
ACTION: 4;IFOBJ ROBJ2;IFRF 2=0;IFCARR 32;SAY Here is a little hint for you.;SAY Firstly, you are carrying a key.;SAY Secondly, the safe has a lock on the front of it.;SAY Finally, using one on the other should produce the desired result.
ACTION: 4;IFOBJ ROBJ2;IFRF 2=0;EXIT
ACTION: 4;IFOBJ ROBJ2;MOBJ;SAY It's empty.;EXIT
/* Action 5 - Talk to
/* ==================
/*
/*
/* Action 6 - Push
/* ===============
/*
ACTION: 6;IFOBJ ROBJ2;IFRF 2=0;MOBJ;HANDLE;W 25;HANDLE -1;SAY You aren't going to open it just by doing that!;EXIT
/*
/* Action 7 - Close
/* ================
/*
/* Action 8 - Look at
/* ==================
/*
ACTION: 8;MOBJ
ACTION: 8;IFOBJ ROBJ1;SAY "To be this good will take Sega Ages.";SAY It's the last time Commodore did any advertising.;SAY 1993, wasn't it?;EXIT
ACTION: 8;IFOBJ ROBJ2;IFRF 2=0;SAY It's a safe. It's locked.;EXIT
ACTION: 8;IFOBJ ROBJ2;IFRF 2=1;SAY It's a safe. It's unlocked, but it's empty.;EXIT