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Urban (Urban.txt)

URBAN
Zenobi Software
Bass-On(Jason McHale)
Spectrum 48


This game is relatively straightforward and relatively easy to play 
since it is quite sequential (it's clear what steps you need to take 
next, or what objects you need to find next; if you follow these, you 
will know what to buy in the hardware store, for example; it also 
suggests what objects may be needed). This makes it a very playable game 
for inexperienced players, and lessens the frustrations of experienced 
players. There are however, just enough tricky bits to not make the game 
boring. 

Hints:

Explore your living accommodations first. Then work on getting some 
money.

You will need to visit certain locations more than once.

There are two people to whom "D" would be applicable. Make the correct 
choice.

To talk to someone, SAY <person's name>.

At the hardware store, first buy the lighter. Later on, get creative 
about how to buy the batteries.

Barney needs to visited twice, and the bar probably more often.

Don't be too quick to drop the soap. You will need it more than once.

You need to have a particular object to talk to Dave.

To enter certain locations, type GO. ENTER does not work. OUT allows you 
to leave.

To get past the enchanted gate you need to be wearing certain apparel. 
Same for getting into the bar.

The Walkman needs to be in working order and you need to have something 
to play. Use it in the bar. Remember to stop it as soon as you can and 
to take out the cassette after it's been used.

Always take the change you are given.

There are five empty bottles to be found. Once you have then, WAIT at the 
appointed place.

The broom, minitorch, and teddy bear are unnecessary. Forget about the 
drain. 

Solution:

INVENTORY (nothing), EXAMINE WALKMAN (needs batteries and a tape), TAKE 
WALKMAN, EXAMINE TABLE, EXAMINE BOOKLET, READ BOOKLET (some things can 
be hidden from view by other things; search may reveal what examine 
fails to do), EXAMINE CREDIT, N, N, TAKE CUSHION, S, E, TAKE COMICS, W, 
W, EXAMINE CABINETS, TAKE SOAP, TAKE LIMEADE, EXAMINE LIMEADE (return 
for deposit), E, DOWN, E, N, EXAMINE HURN, TAKE BOWL, N, W, EXAMINE 
CRATES, WAIT (Pete arrives and says there is a 20P deposit, adding that 
you need to get more), DROP LIMEADE, E, E, EXAMINE BUS STOP (you see a 
bin), SEARCH BIN, SEARCH RUBBISH, TAKE COLA, SW, SEARCH BINS, EXAMINE 
RUBBISH, TAKE ORANGEADE, NE, W, W, DROP ORANGEADE, DROP COLA.
]
Go E, E, SW, SE, E (you see a boy with a bottle), DROP CUSHION (the boy 
throws the bottle which lands on the cushion), LOOK, TAKE CHERRYADE, N, 
N, E, SEARCH ALLEY, EXAMINE SHEETING (remember the booklet), MOVE 
SHEETING, LOOK, OPEN DOOR (it sticks), RUB DOOR, GO, E, TAKE TIE, WEAR 
TIE, EXAMINE FREEZER (it'll still work if it's open), OPEN FREEZER 
(there is a bunch of keys frozen in it), W, OUT, W, N (you are asked if 
you want to enter), SAY YES, N, N, W (you see Dave the Bartender), TAKE 
LEMONADE, SAY DAVE (he ignores you), E, S, S, S, S, S, W, W, W, DROP 
CHERRYADE, DROP LEMONADE, WAIT (Pete arrives and gives you a 1-pound 
coin), SW, W, S, GO, EXAMINE JUNK, EXAMINE BARNEY, SAY BARNEY (he wants 
waste paper), GIVE COMICS (you get a voucher for a free bottle of 
spirits), OUT.

Go N, E, NE, E, S, S, E, GO (items you can buy: minitorch - 90P; lighter 
- 80 P; batteries - 99P), BUY LIGHTER (it's guaranteed - you can bring 
it back), OUT, E, E, N, N, E, GO, E, MELT ICE, TAKE KEYS, EXAMINE KEYS 
(D written on it), CLOSE FREEZER, W, OUT, W, N, SAY YES, N, N, W, GIVE 
VOUCHER (you are given a bottle of vodka), GIVE KEYS (Dave gives you a 
small key), E, S, S, E, S, EXAMINE VENT (locked), UNLOCK VENT, DROP KEY, 
OPEN VENT, GO, E, TAKE CASSETTE, INSERT CASSETTE, W, W, N, W, S, S, S, 
S, W, W, GO, GIVE LIGHTER (Dick does not have enough money to return to 
you, but he asks you to think of something else), TAKE 20P, GIVE 
LIGHTER, GIVE 20P, BUY BATTERIES, LOOK, TAKE 1P, OUT, E, E, INSERT 
BATTERIES, N, N, N, SAY YES, N, N, NE (you see Belladonna and notice 
that she is a witch and is beguiling you), PRESS PLAY (she casts a 
transportation spell on you and you find yourself in a small square room 
with no visible exits).

PRESS STOP, SEARCH ROOM (you see a slot), INSERT 1P (the door rises and 
sticks), RUB DOOR, N, W, N, E, EXAMINE SHELF, TAKE PAMPHELT, EXAMINE 
PAMPHELT (matter transferral unit), READ PAMPHLET (the unit uses a 
diamond to focus, amplify and aim the rays), S, (you see a credit-card-
sized slot), W, W, DOWN, E, REMOVE BATTERIES, REMOVE TAPE, EXAMINE FLAP 
(Tim comes out), EXAMINE TIM, SAY TIM (he wants spare parts), GIVE 
WALKMAN (he shows you a burger), TAKE BURGER, EXAMINE BURGER, NW, E, 
EXAMINE MACHINERY (there is a funnel and control panel), EXAMINE PANEL 
(grey provides heat and yellow provides pressure), EXAMINE FUNNEL (put 
things in it), W, S, UP, N, W, W, S, EXAMINE BIKE (ethyl fuel gauge is 
zero), PUT VODKA, EXAMINE BIKE (ready to be ridden).

RIDE BIKE (you eventually find yourself in a dense woodland), SE, DROP 
SOAP, TAKE ID, EXAMINE ID, SW, SE, EXAMINE STOWN, SAY STOWN (she's 
famished), GIVE BURGER (she gives you ashes which you put in the bowl, 
and then dies from food poisoning), EXAMINE ASHES (carbon), GO, TAKE 
HAT, WEAR HAT, TAKE CAPE, WEAR CAPE), GO, NW, E (the enchanted gate 
swings open), E, E (you see Mervin and his cronies; Mervin says one of 
the witches, is missing and a volunteer is needed to bring her back. You 
are chosen; you see a firework), TAKE FIREWORK, EXAMINE FIREWORK, READ 
FIREWORK (de-witching spell), W, W, W, N (the dwarf recognizes that you 
are not a real wizard and tells you about a teleport in the base north), 
N, NE, E, S, DOWN, N, E, PUT ASHES.

PUSH GREY, PUSH YELLOW (the machinery spews out a diamond), DROP BOWL, 
TAKE DIAMOND, W, S, UP, E, E, INSERT CARD, GO, EXAMINE CUBICLE (matter 
transfer unit; there's a beam transfer unit), INSERT DIAMOND (the booth 
hums happily), W (you reappear in the alleyway), EXAMINE LEAFLET 
(Barney's swapshop is advertised), NE, W, W, SW, W, S, GO, SAY BARNEY 
(he wants audio cassettes), GIVE CASSETTE (you get 80P), OUT, N, E, NE, 
E, S, S, E, GO, BUY LIGHTER (no longer guaranteed), OUT, E, E, N, N, 
DROP HAT, DROP CAPE, N, SAY YES, N, N, NE (you'd better think quick now 
that you don't have the Walkman), LIGHT FIREWORK, DROP FIREWORK, SW )the 
firework explodes), NE. You are finished.

Terri Sheehan
2005-12-13

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