text: [Themes: Slice of life, Mystery]
  
  > Yes
  Try "SAY YES TO <whoever>".
  
  > say yes to Chloe
  Chloe takes her feet off the table and sits up. "Okay then," she says, "prove it. In the story 'Dreams', who was recovering from an alien possession?"
  
  > look up the DREAMS in Guide
  "C12: DREAMS by David McCarthy." To cut a very long story short, this episode sees Faldon recuperate from a previous alien possession on a supposedly tranquil colony base. The strange dreams he gets while there, however, are not all in his mind...
  
  > say Faldon to Chloe
  Chloe looks a little startled. "That's right," she says slowly, and she seems to be on the verge of asking you another question, but decides against it. "Well, fellow Battlier, what can I do for you?"
  
  > ask Chloe about the remote
  The woman doesn't respond. She seems to think it's trendy to be ignorant.
  
  > ask Chloe about Malcolm
  For the briefest moment, her face lights up. "Yeah, he's a bit of all right is Malcolm." Then she realises what she is doing, and quickly wears her 'couldn't care less' expression.
  
  > ask Chloe about Deborah
  "She's my cousin. Isn't she the one getting married today? Personally, I don't know and I don't care."
  
  > tell Chloe about the guard
  "Urgh, get off me, you creep!"
  
  Chloe grins, thinking of something funny, but she decides that you don't need to know it. "Oh, he's an oaf, isn't he?"
  
  > ask Chloe about the tv
  "I'd rather you didn't switch that thing on. I'm trying to read, and besides, there's nothing worth watching anyway."
  
  > ask Chloe about the guard
  Chloe grins, thinking of something funny, but she decides that you don't need to know it. "Oh, he's an oaf, isn't he?"
  
  > ask Chloe about the tin box
  The woman doesn't respond. She seems to think it's trendy to be ignorant.
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  There is information provided on the following:
  
  > The story so far...
  Release information
  Credits
  On-Line Marriage Guidance System
  Commands
  Distribution notes
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  There is information provided on the following:
  
  > The story so far...
  Release information
  Credits
  On-Line Marriage Guidance System
  Commands
  Distribution notes
  
  > ask Chloe about Battlebase
  "Hail fellow Battlier!" she says proudly, giving you a strange and no doubt alien salute.
  
  > untie the dog
  You release Scamp and he shows his appreciation by leaping up at you and licking your face. You quickly rise from crouching, not really liking the idea of dog saliva on your cheeks, and Scamp quickly loses interest in you.
  
  Scamp trots off to the northeast.
  
  > Go northeast
  The kitchen staff are hard at work on the meal for the reception, and from their progress so far, you'd say that they are making enough food to keep the Royal family well fed for a good few months. To the west, a swing-door leads into the dining hall, and the main exit is to the southwest. A pantry lies to the south.
  
  Scamp is up to mischief here.
  
  A pompous and temperamental chef stands around shouting at the staff and chopping things up.
  
  "How am I supposed to maintain good hygiene levels if someone lets a filth dog full run of the house?" says the Chef, glaring at you coldly.
  
  > look at Scamp
  This excitable Alsatian puppy is exhausting to watch. He bounces, he sniffs for food, he throws up paws for passers-by to stroke, and he rarely stays still in one place for long.
  
  Scamp trots off to the west.
  
  > Go west
  This vast room is presumably where the D'Arcy clan eat their meals; it reminds you too much of your old school dinner hall for you to feel entirely comfortable here. A large sturdy table sits in the centre of the room, surrounded by ten carefully-crafted chairs, and a set of antique jugs rest on stools in a small alcove in the west wall. The walls are covered in paintings which look impressive until you examine them closely and see that they are certainly not in the league of the great masters. The back garden is accessible via a door to the north, a corridor leads south, and the kitchen is through the swing doors to the east.
  
  Scamp is up to mischief here.
  
  Good old Uncle Albert stands nearby with a glass of brandy in one hand.
  
  Scamp trots off to the south.
  
  > Go south
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  Scamp is up to mischief here.
  
  A simple polished table lies in the southeast corner.
  
  > take Scamp
  I don't suppose Scamp would care for that.
  
  Scamp sits and watches you curiously.
  
  > Pet scamp
  Scamp allows you to scratch his tummy, but clearly doesn't like being stroked on the head.
  
  Scamp trots off to the east.
  
  > Go east
  Everything in this room looks as if it has taken many weeks to carve, with the exception of dodgy book covers protecting some of the awful literature stored here. A vast array of books lie on the two huge shelves, ranging from the ancient to the modern. The curtains are closed, so for light you are reliant on the lamps which are quite attractive mock-ups of candles in candlesticks. An oak table sits in the centre of the room, a grand throne-like chair beside it, for anyone feeling particularly studious. A room lies to the south, and a corridor is out to the west.
  
  Scamp is up to mischief here.
  
  Scamp trots off to the west.
  
  > look under table
  You find nothing of interest.
  
  Scamp sniffs at your hands for food.
  
  > Search table
  There is nothing on the simple table.
  
  Scamp trots off to the south.
  
  > go to the south
  The grand entrance hall of D'Arcy manor evokes a twinge of jealousy within you - the grand wooden polished floors and staircase, the expensive chandelier hanging from the high ceiling, the priceless Compton painting hanging on a wall. Why can't you inherit something like this? Leaving aside feelings of bitterness, you observe a cupboard under the stairs and a bell on a table near the door to the south. Doorways (which are probably more expensive than your entire house) lead off to the east and west, and a passageway lies north.
  
  Scamp is up to mischief here.
  
  The mother of the bride stands in a corner fretting away to herself as only hysterical mothers can.
  
  Scamp trots off to the west.
  
  > Go west
  You are in a glorious oak-panelled room, with a large fireplace to one side. This is where the family relaxes, assuming that such a monstrous family relaxes at all. An antique-style telephone rests on the mantelpiece, and a large hi-tech widescreen television sits on a video recorder in the corner. From here, you observe exits to the east and northeast.
  
  Scamp is up to mischief here.
  
  A young woman called Chloe sits nearby reading a book.
  
  Scamp trots off to the northeast.
  
  > Go northeast
  Here at the heart of the manor is an oak passageway with doorways leading to most rooms on the ground floor. You can see the great dining hall to the north, and a brass sign above the doorway to the northeast states "Kitchen", but the east and southwest exits hold no clues as to where they lead. The entrance hall is off to the south, and a sturdy door stands in the western wall.
  
  Scamp is up to mischief here.
  
  A simple polished table lies in the southeast corner.
  
  Scamp trots off to the northeast.
  
  > Go northeast
  The kitchen staff are hard at work on the meal for the reception, and from their progress so far, you'd say that they are making enough food to keep the Royal family well fed for a good few months. To the west, a swing-door leads into the dining hall, and the main exit is to the southwest. A pantry lies to the south.
  
  Scamp is up to mischief here.
  
  A pompous and temperamental chef stands around shouting at the staff and chopping things up.
  
  The Chef tries chasing Scamp out of the kitchen, but Scamp easily avoids her, rapidly wagging his tail.
  
  > feed the book to Scamp
  Scamp examines what you are offering, but turns away, disappointed that it isn't edible.
  
  Scamp trots off to the south.
  
  > go south
  Should Luxembourg ever suffer a famine, they need only raid this pantry to ensure that their citizens don't starve. The fruit, vegetables, meat, ingredients and drinks are all stored using technology that would put Nasa's space programme to shame. There is a tradesman's entrance to the east, but the main exit is to the north.
  
  Scamp is up to mischief here.
  
  Scamp trots off to the north.
  
  > Go north
  The kitchen staff are hard at work on the meal for the reception, and from their progress so far, you'd say that they are making enough food to keep the Royal family well fed for a good few months. To the west, a swing-door leads into the dining hall, and the main exit is to the southwest. A pantry lies to the south.
  
  Scamp is up to mischief here.
  
  A pompous and temperamental chef stands around shouting at the staff and chopping things up.
  
  > give the apple to Scamp
  (first taking the cooking apple)
  (putting the spade into the plastic supermarket bag to make room) Scamp sniffs cautiously at the apple for a moment, then quickly scoffs it, core and all.