DAB?!X'D:\6]12345?V!;">7V!/p~ ####8#5 62#^#V+z(s#r (* >'!\6 ՀW>8 >8>zɯ 6E > (+>A> A>A ( A(w#x (> A> Aͯ Հ> 2> A= ~# ̾( (+~ ( ( (#:䀸ܾ~ ( ( (A#:䀐ۀ2yOoyXg~8%+*c\+"c\"e\x 6~η(8 :j\2j\ >] >[0f (>!NG>OOCT"KT/~ ~ "˾_!^#fkoV"=KT@:U<2U(,:T< 2T:U=2U :T=2T1>2TKT/> Vƀ!nEƀ!BE*x\"-p The Code "The Code" is an adventure game with all the ingredients of a classic mystery thriller. The player takes on the identity of a secret agent whose task is to crack "The Code". Play takes place in a secret military establishment, built above and below ground. There are four levels to the underground installation and each level holds a number of CLUES and OBJECTS that the agent can utilise to his best advantage. PRESS ANY KEY FOR MORE Like all mysteries "The Code" is full of danger and red herrings to distract and confuse the player. To crack "The Code" is going to take patience, concentration and lateral thinking. One wrong move at any stage of the game could lead to the agents death and the end of that game. Press any key to start B0zֈ?U4یH<D|bUd4?PMޢwѥئxuU{󰺱µoULlWWW_mmmÆ눏UcS팻YN,QnczJSab!4q ͱٵl`zfdԻn|s&hanging on the end of a rope. Which way do you want to swing? the Security Room. In front of you, above a desk is a sign which reads : ."SHOW ALL PASSES" You are lucky as no one seems to be around. Passages lead nw,sw. a Dark Room In the dim red light you can vaguely make out bottles of developer, fixer and half processed photographs lying in water baths. There is a picture here, faded at the edges, hanging on the wall. It ages before your very eyes - it must be Dorian Grey. Passages go in all directions the Recreation Room All around the room are scattered various board and video games. Doors appear to lead in all directions, but the only exit is the way you came in. a Waiting Room Hard wooden backed chairs stand to attention like rows of soldiers all facing south. Several other doors and passages seem to stem from here, but the only sure exit is south. the induction office The walls are totally bare, but in the middle of the room is a table with two chairs, one on each side. A spot lamp sits in the SE corner of the room facing west. A message on the wall reads:- Don*t forget the picture in the darkroom. Stairs lead upward. Rest Room A. This is a rest room for the security staff on the base. In one corner there is the necessary equipment to make small snacks, tea and coffee. The north and west walls are hot. Passages run Up, Down and North. at a Junction of Passages. Passages lead off in all directions. Stairs leading down have a warm wind blowing up them, carrying with it a strong smell of sulphur. the Typing Pool. This seems to be the central office of the first level. Neat rows of desks with typewriters placed on them face north, the main exit. Other passages and exits lead in all directions. the Managers Office. Facing the door through which you have just walked is a leather topped desk, the drawers of which are securely locked and there are no keys in the building with which to open them. The main exit is South. the Library. Bookshelves take up every available inch of space and as you browse along the shelves you see that Le Carre is a popular author with someone - could this be the mole*s hole? the Music Room. The music room looks like an old victorian morning room with aspidistra sprouting everywhere. There is a strange echo in the air, just as if someone has just finished playing a piano. Obvious exits lead from all four corners. an Exercise Gym. All kinds of equipment is here, looking the worse for wear. The walls are lined with bars and general gym equipment. Remember the german word Gymnasium. an Enlightenment Office. There is a vast amount of anti-establishment literature here - piled high almost to the ceiling in places. This office obviously deals in propaganda - but for whom? Doors on the west side of the office have been left open. the Boiler Room. This room would seem to contain the heating system for this level. The heat here is almost overpowering. Burnt on the wall is the message "Put "A" at the end and "B" at the front and leave the rest the same." The nearest exit leads east. a Washroom. There are rows of white baths and showers in here, with a line of cubicles on the south wall. Graffitti seems to be a major pastime here "2C ONLY SEVEN PLANETS?" is painted on the north wall. Dare you risk the time to answer the call of nature? the Caretakers Office. This looks more like Euston Station lost property office than a caretakers room. There are shelves full of odd tools, gloves, boots and umbrella*s. It*s like something out of a DICKENS novel. There are a number of ways out - are they lost passages, collected here with everything else? a Store Room. Th walls are lined with perfectly matched shelves with meticulously labelled boxes covering all surfaces. Looking around you can see that many of the exits are obscured by the shelves. a Data Processing Plant. There must be at least 30 terminals in this office, grouped into 5 sections and surrounded by smoked glass panels. Are they there to stop you getting in or the terminals getting out? Is someone really watching you - or are you getting just a touch paranoid? Try not to look behind you as you choose one of the three exits. a Rest Room How anyone can rest in this room is a mystery in itself. There are only four, old, hard backed chairs, a table that looks as if its been used for darts practice and a moth eaten rug in front of a fire. A note on the table reads "2B THE RED PLANET". An awful smell is coming from a door leading SE. a Maintenance Workshop. This room is simply a DIY man*s dream with every kind of drill, screwdriver, plane, lathe and vice - none of which you have time to take advantage of!An awful smell is coming from a passage leading east. a Surgery. As you would expect, the surgery is spotlessly clean, to the point of being antiseptic. The surgeons instruments of torture are all laid out in a cabinet on the east wall. However, from the NE there is a vaguely unpleasant smell. a Dormitory. Just as you were feeling worn out you enter a dormitory with a row of narrow, neatly made beds against opposite walls. Fancy a quick 40 winks? - but are there REDS UNDER THE BED. There are so many exits from here its bewildering - Oh decisions, decisions! at Checkpoint 2C. Here we go again with the passwords. Does this mean that were getting somewhere important? Again there are many exits, but the passage leading west has a warm breeze blowing along it. at Checkpoint 2B. You have arrived at checkpoint 2B and notice that all the security guards look the same, fat and smug, waiting for a chance to arrest you. Passages lead in all directions. a Canteen. The health inspectors have obviously never been in here since the last ice age. Its a dingy room with old furniture and suspiciously yellow walls. The overalls hanging up behind the grease covered counter look as if they could walk by themselves. There are numerous exits from here all equally unlikely. "A2Z5F44" a Printing Office. The printing office is dominated by several large machines in the centre of the room. They draw in paper from one end and emit fire regulations from the other. The passage leading SW is cold and eerily quiet, other passages leading S and SE seem warm. a Weapons Hold. There are enough small arms here to start WW3, everything from handguns to rocket launchers. All exits are in the SW quarter of the room. an Experimental Lab. This room smells revolting - it doesn*t bear thinking about what is experimented on in here. The walls are painted grey, do not have any windows and the furniture consists of a high stool, 3 lamps and a long chemistry bench. There are exits in nearly every direction. a Foodstore. Large boxes and packets of every size and description fill this room - its so full that they must have had a delivery recently. Some of the provisions look quite tempting, surely they wouldn*t miss a bar of chocolate, but the strong smell of decay coming from an exit leading east puts you right off!!! at Checkpoint 2A You have entered what appears to be the major checkpoint for this level. You must give your password in order to continue. a Waste Recycling Plant. Infront of a large machine there are big dustbins with paper, metal and glass painted on their sides. Cool air flows up a passage leading east. the Showers. The showers are warm but bare. Rows of open fronted showers with wooden standing platforms leaning against the white tiles seem to be waiting. Exits are all in one half of the room, but watch out for the soap on the floor. at Level 2 Entrance. This is the entrance to level 2. A large hallway with a high ceiling and cream painted walls. Passages lead North, West and NW. a Wind Tunnel. You are standing in a wind tunnel with so much wind blowing through it, it takes your breath away. You must choose either nw or sw as every step takes a great deal of effort. a Video Room. There are literally thousands of video*s stacked in racks all over this room. Most of the titles are Russian but some are in English, though you*ve never seen any of these in the top 10 in the local video shop. The floor is most certainly solid. an Invisibility Test Room. There is nothing here - or is there? Are the tests successful and is Scottie going to beam you up at any moment. Passages lead in three directions. a Dormitory. Beds, Beds and yet more Beds - all the people crammed in here to sleep must constitute a serious health hazard - or is there just safety in numbers? Exits are scattered in several directions. Remember "Reds under the beds". a Tea Room. You*ve never seen a tea room like this! No carpets and gentile old ladies in hats sitting at checked table clothed tables sipping china tea and eating dainty sandwiches. There are 2 large urns on a table in the middle of the room and a tressle table along one wall with an assortment of chairs infront of it. You can hear a tapping noise from the passage opposite. an Ammo Dump. Different kinds of shells, bullets and missiles fill all the shelves in here. Corridors lead NE, E, SW, S and SE. the Professor*s Office. You are in the professors private room, books and papers are scattered everywhere, none of them interesting. Obvious exits lead S and E. the Communications Office. There is the constant tapping of printers coming from the far corner of this room. The message says "For each letter, rotate B to A left. Put start at finish". Telex and telephone equipment take up nearly all the remaining space. You can hear someone talking from a passage leading west. at a Counterfeit Press. You are sorely tempted to unpeg some of the notes which are hanging up to dry, some American, some Russian and even some British fifty pound notes. You wonder what the weather is like in the Virgin Islands - who cares with that amount of money. Passages, corridors and paths lead you S, SW, W, SE, E. a Narcotics Test Room. How do they test narcotics? Are there a set of human guinea pigs wandering around constantly on a higher plane than we are? The mind boggles. The passages leading away from here all seem dimly lit except for the one going east. an Assembly Hall. This is a large hall, like the ones found in schools with a stage and curtains lowered. Behind the curtain, on stage, you can hear voices but not what they are saying. Passages lead N, NW, NE, E and SE. a Chemical Test Room (Lab). This room has lab benches up the centre with numerous bubbling substances suspended over bunsen burners on them. The door of a cupboard containing many different types of chemicals is open. None of the names make much sense. You hear voices from the passage leading south talking about orange peel and chalk marks on lamposts, just who are they? at a Security Check. To the west is a very solid looking steel door which you must go through. All you need are the keys and the password. "Ooch A big mutant hound" is the only clue you*ll get. the Wages Office. No wonder this room has steel doors, it*s the wages office, the most important room in the building - the safe gleams at you from the opposite wall and the neatly laid out desks look abandoned. The only obvious way out is east unless you have the next three CLUES, when you can go WEST. the Generator Room. The noise in here is a high pitched continuous whine which threatens to drive you mad very soon. The generator is an enormous metal construction and it fills the room, leaving you very little space to see the exits, which are infact, all around the walls. the Burrow. As the name suggests, this is a narrow, roughly built, circular hole with two exits leading southwest and northwest. the Detention Centre. This really is quite pleasant before you see the bars towards the back of the room. Infront of you is a typical office layout with filing cabinets and plants which don*t quite hide the security doors behind them. There are four passages leading out. There is a bell button on the wall here. the Questioning Room. This room is small and airless. There is only a table with two chairs on either side of it, the atmosphere is menacing. Passages lead N, S, E and W. on Death Row. This is the real macoy - abandon hope all ye who enter here. Bare cells line one wall, waiting for the next victim. One of the previous guests has scratched "@ is nothing" into the wall. Four passages lead out. an Execution Chamber. This is really two rooms, as a partition wall has been built dow the middle of it. A small hole has been knocked through the partition, and on one side of it is a chair with body straps attached, on the other a bare table. the Room of Doors. On entering this room the floor begins to move under your feet, slowly exposing an expanse of still murky water. You must cross this water to get out of the room. Ever felt like 007? In the centre of the ceiling is a hook. It looks strong enough to take your weight. a Waste Tip. This room has 6 large bins with shutes leading directly into them. All kinds of waste, from paper to tins, is constantly flowing down the shutes. The air smells of decay. All exits look the same, tiled and brightly lit. a Cell Block. You have entered a cell block and there is a guard sitting at a desk infront of a very solid looking steel door. You*d better pretend to know what you*re doing to avoid questioning and ending up in a cell. Exits run N, S, E and W. The steel door is NW. I hope you know what you*re doing as the guards are looking at you as their next inmate. There are many exits. These cell blocks look disussed, the air could do with changing from the 1880 vintage in here now. There are five exits, all going south. the Mortuary. There seems to have been a death recently if the tag tied on the big toe of the covered corpse is anything to go by. The rest of the room is filled with extra large filing cabinets. I don*t think you*ll find any help in here, no one seems talkative. Five passages lead out. the Ghost Hall. What are a few ghosts after everything your nervous system has been through? You may get a message from the other side if you wait long enough. Passages lead off N, NW, S, SE, E and W. By the way, try counting to 60. a Cell Block. The cell block seems unmanned. It may be something to do with the electrified gates facing you and the camera in the NW corner of the room. Before setting off emergency bells, why not leave? There are many exits and who knows where they*ll lead. The prisoners in these cells don*t need watching, they are all drugged. The cell doors are*t locked but the prisoners seem incapable of movin{&g. Exits are infront and behind you. In this cell block you hear sounds of shouting and fighting behind the locked gates, guards are everywhere arming themselves with batons and shields. Passages lead N, S, E, W and NW. the Code Room. This room is completely devoid of furnishings and lit by a single bulb hanging from the ceiling. At first site there is nothing whatever here, but on closer inspection you can just make out something on the floor. (BNT[m€‰mmmm•¥mmmmmmm a lit torcha gunan unlit torcha low level security passa code booka keya ropethe ace of spadesa manilla envelopea ladderanother keyyet another keya high level security passan ice axea jug of watera gold bara piece of papera wiga dressa shoea drilla saw   "(/.)$+,3<@   "(/.)$+,3<@*  %2EZir{ĂďĘģĮĻ 12=HOTahułŏŚťŰŻ&'4?JU`mxƃƎ                             !  ! #%'"$%)0#%0#$"&-0'%),.((*.0&#'&0-*0#&,*('),+*#0-.*0&)-+(%,.+'0&-.('$%),.+323136221667896>?<5<7423<648:;7499::884:;7899=<7:@?567;=>?<;>5??==>5<=>;NORTN SOUTS WESTW EASTE NE NW SE SW UP U DOWN D GET PICK TAKE DROPPUT LOOKHELPGUN TORCPASSCODEBOOKKEY ROPEACE SPADCARDINVEI QUITSTOPABORSCORLIGHFIRESHOOSHOOOPENENVECLIMDRIN WATE!JUG !ON "OFF #READ$LADD%DRIL&SLEE'ROCK(LAUN(EAT )GOLD*BAR *DOOR+TAG ,LABE,THRO-SMAS.BREA.HIT .PUNC.THUM.SHIT/PISS/WANK0FUCK0RAPE0SCRE0BOLL0FRIG0SAVE1PAPE2NOTE2TIE 3SWIN4HOOK5ICE 6AXE 6PAUS7WIG 8DRES9SHOE:WEAR;REMOBATT?EXAM@FINDALOCAAPRESBPUSHBBELLCBUTTC(+29>CFKͤͲ;TY^Y͆͆dipsz}#&ɉɕɝɡ͕͕ɯɯɸ! h  = @6  @;H@  < ! "  >щA?@BC        6$%6$*/2 $7 8$<8$A;8$F 9$J9$O;9$T :$X:$];:$b7$f &$h&$m =$r=$w=|<8$т<9$ф<:$ц"(.4:";@HKPSUXZ_adhkvy·ΕΣαο$2  !$ &) +. 03 58 := ?B DG IL NQ SV 2XY[^%ad !gj !qr";@"HK"PSqt"qt#vy#~ρ#qσ$ψ$qσϕϢϧ %Ϫ%ϯ Ϸ&Ͽ'' ( ())  '  ** "%'*'/'4'9'>CFCKCPCUCZC_CdCinqnvn{nЀnЅЍНЪЯжн+++++$, $-.#/0135 4 44!" L L   M   N B >JK2O,                   $+,3<   !%#$    %&'%)*+*(   0%<X #-        YY!Y #Y#Y. //1%/#/.8 /8 :8 08 8 8 81;23456789:;6A6  6A6 BC%uEFG    DId.ґң3Ӂ/tԹ3_՟1z`׏:Kxؑج٢*N+܊ "+UyݝYmނޜ#.߶ U_X},7bThe photographs go black with the light. You have destroyed them. The government won*t like that! I don*t have it. I don*t see anyone to fire at. You missed him. You will have to do better than that. You hit him. Well done. It contains a message saying : XMRN@XTQ@JGWC@EY@ALK@QDIOIEGZAIN@KLDGWFQ@VNICKX@NQSSZILR@BTJSEJF@ME@VQKTNKKV KCXRZ@HMI@HZNZE@NGLJ@JUKFNCQ@XZBBFU@QCNDO@SIS@XMA@TIW@PES@YJFC@HBWJY@BV@PVXPH@SFBL SPLQWFX@CZZSYK@UACUM@XKGQ@RRLL@IG@PEJF@NUUN@ZPC@KWODQCA@NIHFVII@FFZZ@PLRU@DV@HZLA@GUAGIU NLIU@MMSETXBT@CYXU@GAELNBBKC@KI@TAI@XBQUL@BQE@SMO@TIW@YARUKW@NA@ZQY XMRN@MAAG@DT@FSO@LLYJVW@BWZGQO@SHM@YC@OMRRMIK@GYW@EOMR@CZN@LYU@VHYA ZJF@WUUS@SPFCQE@JQYCFCV@GRNK@YVCKG@JD@VEEKWJBR@WWQQ@FYQA@MBP EMIHJQ@AETXOAM@TXVLY@XR@PDDQPW@QTLTX@TBD@TJCUJNGHF@BDYQHZM PSXU@EXQ@SWW@OSS@UPRFR@OJLZL@SCUM@SO@DNZOK SPXEI@YGI@UOFTTYW@OW@PHCWER@MHVNYGIC@GVJEONV@YNB@JVNCPBZ@BHMII GYA@VH@WZVUSY@ZP@XHXNW@UUOO@YW@MAMKJAS@FZ@UWUJTR@UUOO@NQDWDDP@HHBB CGA@OBXQ@JPYR@XYAM@IFVH@PF@WLQ@MMGG@CCJ@QVH@ANJ@WWCE@RL@CUFHJJTOQ@SOJBO@XXRR SYHA@NTPZ@IC@NPKAA@TFQH@TTNN@PCCL@NYAZ@NP@CPL@QEVV@LDE@KA@MZV@IFVB@CCWW SFFO@CL@KXT@ZADD@PHFFVGQVS@NXNO@LLFF@PE@MEONLZ@GDT@OOCK@NNHH@QAWTTE@LPLRYIQJBM VCIH@XHFV@PURZE@VWSK@FDEL@GMJA@MMGG@HSAP@BXCAK@XR@UHD@ZKYY@LNE@BRI@CCZLKY@ZCSWHAH Ouch I have fallen and broken my neck. I can*t go on like this! . Yuk It tastes horrible. I think it is poison. Yes, it was poison. You have just dropped down dead. It is already on. It is already off. I can*t read it. It doesn*t make any sense to me. The agent fires at you... ....and misses. ....and hits you. I am afraid you are dead. An enemy agent appears. A security guard appears. He looks at your pass and walks away. As you don*t have a valid pass he takes you back to the security room. The guard arrests you for destroying the photographs in the dark room. He takes you back to the security room and releases you there. Thank goodness, the lights are back on again. Once again you are plunged into darkness. A torch is very useful in these circumstances. The game is in four levels. You must finish one level before you can go onto the next. Some usefull commands are : Inventory, Score, Look, Get, Drop, Fire, Open, Read and Quit. You haven*t read all the messages. You need them all to claim your prize. You don*t have the key to level 2. Drilling the walls is noisy and unproductive. Besides, it makes a mess and judging by your appearance you*re not going to clear it up, are you! Okay. You go to sleep.... Wakey Wakey. Time to get on with the adventure. The floor looks hard. I don*t fancy sleeping there. Now if you could find a nice, soft bed... Woops, it has gone off. You have blown the entire base up. That wasn*t very clever was it. You will never finish "The Code" now! I don*t see it here. It tasted good but gave you violent stomach ache. You don*t have the key to level 3. You don*t have the key to level 4. Ouch. I walked straight into the door! It is already open! You don*t have a key to fit it! It says: KARLA ? FOUND BY MONOLITH ON HAMPSTEAD HEATH 01/08/84 BY WHITESTONE POND TIME 09:00 I can*t fire that! I can*t drink that! How am I meant to climb! It doesn*t have any writing on it! It doesn*t seem to want to be thrown! Don*t be a vandal! Please don*t swear I beg your pardon! Pardon??? The case you are carrying has started ticking. It must be a bomb. You had better hurry up and finish the adventure before it blows up! The batteries in your torch have just run out. I can*t. The batteries are dead. The bomb in your case has just blown up. You are scattered all over the base. This is the end of you and the Adventure. To what? Too late! You gave up without a fight - the pirhana never had it so good. Fish cannot live out of water and as you are inside several hundred of them I think that we had better call it a day for now! On what? As you try to saw the wall, you slip. To your (and mine) surprise a leg has just fallen into the room. As you go to examine it you fall over in a pool of blood. Its your leg. I am afraid you have bled to death. This is the end of your Adventure. You look daft in a long blonde wig! You look really stupid in a pink flowered dress! It is very difficult to walk wearing three shoes! You can*t enter the code room yet. You haven*t completed all your tasks! You wait. There aren*t any more batteries. You should have bought the black and gold ones in the first place! Everything looks normal to me! He takes one look at what you are wearing and suspects you are not what you seem. You are forcibly dragged back to the Enlightenment Office, and are released there. Hurry up. Your time is running out. The water looks less inviting all the time. An alarm bell sounds. A security guard comes running and drags you back to the security room, where he releases you. P P P 8 MORO\GWq !ov>>BB<DHpHDB@~BfZBBB!BbRJFB-]-`*,i,?DX'!MABD^KAB[^p@<9$@<$ @@ @@ @ @  $@<$@8B888$@8B88$88x8D8x8D8<8h8D8@88@8x<88x8888888hD888D8@8@8x8D888(888x8@88x88D8888888<8x8D@888888(8888($@8B88$xD@D71V?p!@>Ð  JP SAVE LD IX,4000 LD DE,BFE0 LD A,FF SCF LD SP,FFFF CALL 556 JP 703F SAVE LD IX,4000 LD DE,BFE0 LD A,FF CALL 4C2 RST 8 8 28670o """The Code"""100d "":"" 1:7:1 ?23613=\,0:23614>\,0:23642Z\,0 0:0 23762\: d 28670o n23765\ \ @e  ] MMP-q^?\+-e3: Rv>"P! p66#!uAA6#!P"+pO!;"!:A#~<( *-pU)"-p|0 (w>G!"^! p6 Do you wish to restore a game? !pEY(y pqƀݾ(Xݾ(5:;ݾ(H0D$Everything is dark. You can*t see. !qݾ(5You are in !9qn&)^#Vn&u~6 ?^#V> A6!;~ ݾ here. !qݾ Dݾ There is also !q4!q and ! ^#V# !.sݾ(5ݾ(5" _ ! r0u6}2p <~ ( !I don*t understand. !Or~ #( (#6~ ( ʱr ʱr##}2p ~( ( (#^!]^#V~(cݾ Z#~ OBThe passage doesn*t go anywhere. You are back where you started. !rqwp##!6~¼sݾq~ 8M~ !You can*t do that. !IsqYou can*t do that, yet. !jsq!You can*t go in that direction. !sq( ݾ(.s#~(ݾ(+#N#F# t2p2p 2p!t^^#V:pݾ(d:p d##6.s!;^~ݾ(E0A*-pU)"-p|ݖ8/!;^~ !;^~(! p^~(:p s ! p^  ! p^8t!;^~((t~=_!1p~#rtt W^*+pRrtttt3tEtUtet}tttttN#F#6 .s?2p2p 2p!Wu^^#V!;N ~!6u~wingnveeV*‡]s#r2և*ʨx?yyzz"{{{{{{{{|||8}L}\}o}}j}q}}}}"0=Oauxu!v*-pU)"-p|!Mw0u!6u~# ( (R(r( G(g( B( b( y(Y ( ƀ!ww!w!?x{You suddenly notice a small package with four coloured wires protruding from it, in the corner of the room. On examining the package you accidently trigger the mechanism and it begins to tick loudly. It must be a time bomb! Before your next move you must disarm this bomb by disconnecting the correct wire. Choose from red, green, blue and yellow.  .B O O M ! You are in the far flung corners of the room. Pull yourself together and try again! You are dead. It*s still ticking! And ticking.... You had better try again, quickly! It has stopped ticking. You must have got it right. F!x6~η(^{Press any key to restart You are carrying : !x6!;~(F8>6! ^#V~ "!x which you are wearing.;# ݾ{Nothing at all. !$y{%u(&You are not wearing it. !Iyj}~ .!You can*t. Your hands are full. !vyj}64Okay. You have removed it. !y{~ (You can*t carry any more. !yj}%uݾ 064Okay. You have picked it up. !z{((!Gzj}It isn*t here! You already have it. !Zzj}%uݾ !You don*t have it. !zj}(N ~ @!z{I had better not. It will scratch the polished floor! 5~wOkay. You have dropped it. !z{%u 165Okay. You are now wearing it. !1{{ *You are already wearing it. !a{j}You don*t have it. !{j}!N ^#V5p {~2\2\{~w! pN 6 ! pN 6:pqt%u#Fw+p!Are you sure you want to quit ? ! |E Y(y{ Very well. !E|!|:,p͸}:+p͸};Do you wish to try again ? !s|Answer Yes or No !|EY?py?pNnYour final score is Ok.. !| {!p8Ready cassette? !}E>7!;">7 { 2p! pN w{!;N ~w{!;N 6{q:+pG:p'2+p#:,p'2,p{You have a score of !}:,p͸}:+p͸};{}0A+ƀ{Fv{!N ~#fo{A#Enter password now. !~0u!6u~[8 ( ( O#yݾ 2$Correct password. You may proceed. !L~{7Incorrect password. You are acting very suspiciously. !~~~+A security guard appears and arrests you. !~This is the end of your game. !~Y|^!u6ü{%u5~w{~=_!/p6{~=_!/p6{~=_!0p62#w#w{! "'p")p'p~ (( ( [8 #!>6'p~((6#ݾ ~#Ready cassette? !E!p8>7