Top 10k strings from Code, The (1984)(Soft Concern).tzx in <root> / bin / z80 / software / Sinclair Spectrum Collection TOSEC.exe / Sinclair ZX Spectrum - Games / [TZX] /

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   2 a Dormitory.
   2 a Cell Block.
   2 You don*t have it.
   2 Ready cassette?
   2 LD DE,BFE0
   2  Shimon Young 1988    DISCiPLE to Tape 48K snap
   1 {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. 
   1 {You have a score of 
   1 {Press any key to restart
   1 {I had better not. It will scratch the polished floor!
   1 yet another key
   1 the induction office
   1 the ace of spades
   1 the Wages Office.
   1 the Typing Pool.
   1 the Showers.
   1 the Security Room.
   1 the Room of Doors.
   1 the Recreation Room
   1 the Questioning Room.
   1 the Professor*s Office.
   1 the Music Room.
   1 the Mortuary.
   1 the Managers Office.
   1 the Library.
   1 the Ghost Hall.
   1 the Generator Room.
   1 the Detention Centre.
   1 the Communications Office.
   1 the Code Room.
   1 the Caretakers Office.
   1 the Burrow.
   1 the Boiler Room.
   1 t3tEtUtet}t
   1 on Death Row.
   1 j}It isn*t here!
   1 hanging on the  end of a rope. Which way do you want to swing?
   1 erous 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?
   1 at a Security Check.
   1 at a Junction of Passages.
   1 at a Counterfeit Press.
   1 at Level 2 Entrance.
   1 at Checkpoint 2C.
   1 at Checkpoint 2B.
   1 at Checkpoint 2A
   1 another key
   1 an unlit torch
   1 an ice axe
   1 an Invisibility Test Room.
   1 an Experimental Lab.
   1 an Exercise Gym.
   1 an Execution Chamber.
   1 an Enlightenment Office.
   1 an Assembly Hall.
   1 an Ammo Dump.
   1 a piece of paper
   1 a manilla envelope
   1 a low level security pass
   1 a lit torch
   1 a jug of water
   1 a high level security pass
   1 a gold bar
   1 a code book
   1 a Wind Tunnel.
   1 a Weapons Hold.
   1 a Waste Tip.
   1 a Waste Recycling Plant.
   1 a Washroom.
   1 a Waiting Room
   1 a Video Room.
   1 a Tea Room.
   1 a Surgery.
   1 a Store Room.
   1 a Rest Room
   1 a Printing Office.
   1 a Narcotics Test Room.
   1 a Maintenance Workshop.
   1 a Foodstore.
   1 a Data Processing Plant.
   1 a Dark Room
   1 a Chemical Test Room (Lab).
   1 a Canteen.
   1 ZJF@WUUS@SPFCQE@JQYCFCV@GRNK@YVCKG@JD@VEEKWJBR@WWQQ@FYQA@MBP
   1 Yuk It tastes horrible. I think it is poison.
   1 Your final score is 
   1 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.
   1 You missed him. You will have to do better than that.
   1 You look really stupid in a pink flowered dress!
   1 You look daft in a long blonde wig!
   1 You hit him. Well done.
   1 You haven*t read all the messages. You need them all to claim your prize.
   1 You have entered what appears to be the major checkpoint for this level. You must give your password in order to continue.
   1 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.
   1 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.
   1 You don*t have the key to level 4.
   1 You don*t have the key to level 3.
   1 You don*t have the key to level 2.
   1 You don*t have a key to fit it!
   1 You can*t enter the code room yet. You haven*t completed all your tasks!
   1 You can*t do that.
   1 You can*t do that, yet.
   1 You can*t carry any more.
   1 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.
   1 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.
   1 You are not wearing it.
   1 You are lucky as no one seems to be around. Passages lead nw,sw.
   1 You are in the professors private room, books and papers are scattered everywhere, none of them interesting. Obvious exits lead S and E.
   1 You are in the far flung corners of the room. Pull yourself together and try again! You are dead.
   1 You are in 
   1 You are carrying :
   1 You are already wearing it.
   1 You already have it.
   1 Yes, it was poison. You have just dropped down dead.
   1 XMRN@XTQ@JGWC@EY@ALK@QDIOIEGZAIN@KLDGWFQ@VNICKX@NQSSZILR@BTJSEJF@ME@VQKTNKKV
   1 XMRN@MAAG@DT@FSO@LLYJVW@BWZGQO@SHM@YC@OMRRMIK@GYW@EOMR@CZN@LYU@VHYA
   1 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!
   1 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.
   1 Wakey Wakey. Time to get on with the adventure.
   1 Very  well.
   1 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!
   1 To the west is a very solid looking steel door which you must go through. All you need are the keys and the password.
   1 To crack "The Code" is going to take patience, concentration and lateral thinking.
   1 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.
   1 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
   1 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.
   1 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.
   1 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.
   1 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.
   1 This room has lab benches up the centre with num
   1 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.
   1 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.
   1 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?
   1 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
   1 This is the entrance to level 2. A large hallway with a high ceiling and cream painted walls. Passages lead North, West and NW.
   1 This is the end of your game.
   1 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.
   1 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.
   1 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.
   1 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.
   1 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.
   1 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.
   1 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.
   1 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.
   1 There is also 
   1 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.
   1 There aren*t any more batteries. You should have bought the black and gold ones in the first place!
   1 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?
   1 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.
   1 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.
   1 The water looks less inviting all the time.
   1 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.
   1 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.
   1 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 moving. Exits are infront and behind you.
   1 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.
   1 The photographs go black with the light. You have destroyed them. The government won*t like that!
   1 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.
   1 The nearest exit leads east.
   1 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.
   1 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"
   1 The guard arrests you for destroying the photographs in the dark room. He takes you back to the security room and releases you there.
   1 The game is in four levels. You must finish one level before you can go onto the next.
   1 The floor looks hard. I don*t fancy sleeping there. Now if you could find a nice, soft bed...
   1 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.
   1 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!
   1 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.
   1 The batteries in your torch have just run out.
   1 The agent fires at you...
   1 The Code  
   1 Thank goodness, the lights are back on again.
   1 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.
   1 TIME 09:00
   1 Some usefull commands are : 
   1 SYHA@NTPZ@IC@NPKAA@TFQH@TTNN@PCCL@NYAZ@NP@CPL@QEVV@LDE@KA@MZV@IFVB@CCWW
   1 SPXEI@YGI@UOFTTYW@OW@PHCWER@MHVNYGIC@GVJEONV@YNB@JVNCPBZ@BHMII
   1 SPLQWFX@CZZSYK@UACUM@XKGQ@RRLL@IG@PEJF@NUUN@ZPC@KWODQCA@NIHFVII@FFZZ@PLRU@DV@HZLA@GUAGIU
   1 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
   1 SAVE  LD IX,4000
   1 Rest Room A.
   1 Press any key to start 
   1 Please don*t swear
   1 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.
   1 Passages lead off in all directions. Stairs leading down have a warm wind blowing up them, carrying with it a strong smell of sulphur.
   1 PSXU@EXQ@SWW@OSS@UPRFR@OJLZL@SCUM@SO@DNZOK
   1 PRESS ANY KEY FOR MORE
   1 Ouch. I walked straight into the door!
   1 Ouch I have fallen and broken my neck. I can*t go on like this!
   1 One wrong move at any stage of the game could lead to the agents death and the end of that game.
   1 Once again you are plunged into darkness. A torch is very useful in these circumstances.
   1 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.
   1 Okay. You have removed it.
   1 Okay. You have picked it up.
   1 Okay. You have dropped it.
   1 Okay. You go to sleep....
   1 Okay. You are now wearing it.
   1 ON HAMPSTEAD HEATH 01/08/84
   1 Nothing at all.
   1 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.
   1 NLIU@MMSETXBT@CYXU@GAELNBBKC@KI@TAI@XBQUL@BQE@SMO@TIW@YARUKW@NA@ZQY
   1 Like all mysteries "The Code" is full of danger and red herrings to distract and confuse the player.
   1 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!!!
   1 LD SP,FFFF
   1 LD IX,4000
   1 KCXRZ@HMI@HZNZE@NGLJ@JUKFNCQ@XZBBFU@QCNDO@SIS@XMA@TIW@PES@YJFC@HBWJY@BV@PVXPH@SFBL
   1 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!
   1 It*s still ticking! And ticking.... You had better try again, quickly!
   1 It tasted good but gave you violent stomach ache.
   1 It is very difficult to walk wearing three shoes!
   1 It is already open!
   1 It is already on.
   1 It is already off.
   1 It has stopped ticking. You must have got it right.
   1 It doesn*t seem to want to be thrown!
   1 It doesn*t have any writing on it!
   1 It contains a message saying :
   1 Inventory, Score, Look, Get, Drop, Fire, Open, Read and Quit.
   1 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.
   1 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.
   1 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
   1 In front of you, above a desk is a sign which reads :
   1 I hope you know what you*re doing as the guards are looking at you as their next inmate. There are many exits.
   1 I don*t understand.
   1 I don*t see it here.
   1 I don*t see anyone to fire at.
   1 I don*t have it.
   1 I can*t. The batteries are dead.
   1 I can*t read it. It doesn*t make any sense to me.
   1 I can*t fire that!
   1 I can*t drink that!
   1 I beg your pardon!
   1 Hurry up. Your time is running out.
   1 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.
   1 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.
   1 How am I meant to climb!
   1 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.
   1 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.
   1 He looks at your pass and walks away.
   1 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.
   1 GYA@VH@WZVUSY@ZP@XHXNW@UUOO@YW@MAMKJAS@FZ@UWUJTR@UUOO@NQDWDDP@HHBB
   1 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. 
   1 FOUND BY MONOLITH
   1 Everything looks normal to me!
   1 Enter password now.
   1 EMIHJQ@AETXOAM@TXVLY@XR@PDDQPW@QTLTX@TBD@TJCUJNGHF@BDYQHZM
   1 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!
   1 Don*t be a vandal!
   1 Do you wish to try again ?
   1 Different kinds of shells, bullets and missiles fill all the shelves in here. Corridors lead NE, E, SW, S and SE.
   1 DRIN 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;REMO<SAW =WAIT>BATT?EXAM@FINDALOCAAPRESBPUSHBBELLCBUTTC
   1 DDDx D DDDD
   1 DDD@ < DDDD
   1 DD<D D DDD<
   1 Created with Ramsoft MakeTZX
   1 Choose from red, green, blue and yellow.
   1 CGA@OBXQ@JPYR@XYAM@IFVH@PF@WLQ@MMGG@CCJ@QVH@ANJ@WWCE@RL@CUFHJJTOQ@SOJBO@XXRR
   1 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? 
   1 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".
   1 BY WHITESTONE POND
   1 BThe passage doesn*t go anywhere. You are back where you started.
   1 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.
   1 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.
   1 As you don*t have a valid pass he takes you back to the security room.
   1 As the name suggests, this is a narrow, roughly built, circular hole with two exits leading southwest and northwest.
   1 Answer Yes or No
   1 An enemy agent appears.
   1 An alarm bell sounds. A security guard comes running and drags you back to the security room, where he releases you.
   1 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.
   1 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.
   1 A security guard appears.
   1 7Incorrect password. You are acting very suspiciously.
   1 ....and misses.
   1 ....and hits you. I am afraid you are dead.
   1 ..........
   1 +A security guard appears and arrests you.
   1 +*c\+"c\"e\x
   1 $Everything is dark. You can*t see.
   1 $Correct password. You may proceed.
   1 "________________________________
   1 "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".
   1 "SHOW ALL PASSES"
   1 "Put "A" at the end and "B" at the front and leave the rest the same."
   1 "Ooch A big mutant hound" is the only clue you*ll get.
   1 "@ is nothing" into the wall. Four passages lead out.
   1 """The Code"""
   1 !You can*t. Your hands are full.
   1 !You can*t go in that direction.
   1 !Are you sure you want to quit ?
   1  which you are wearing.
   1  Do you wish to restore a game?
   1                       The Code
   1