game.closng=true;
goto L19999;
-/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
- * STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
- * AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
- * OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
- * THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS,
- * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE
- * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO
- * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"),
- * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER
- * OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE,
- * SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. */
+/* Once he's panicked, and clock2 has run out, we come here to set up the
+ * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
+ * At the ne end, we place empty bottles, a nursery of plants, a bed of
+ * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
+ * the sw end we place grate over treasures, snake pit, covey of caged birds,
+ * more rods, and pillows. A mirror stretches across one wall. many of the
+ * objects come from known locations and/or states (e.g. the snake is known to
+ * have been destroyed and needn't be carried away from its old "place"),
+ * making the various objects be handled differently. We also drop all other
+ * objects he might be carrying (lest he have some which could cause trouble,
+ * such as the keys). We describe the flash of light and trundle back. */
L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
PROP[PLANT]=PUT(PLANT,115,0);