You may find that, when writing a game, some lines won't fit nicely on the screen in your text editor - long descriptions for example. The easy way around this is to split the line, and this is done by adding an underscore character "_" to the end of a line. Quest will then process the following line as if it followed directly on from the end of the split line.
Here's a mostly-pointless example:
define object <cheese> properties <smell = intense; _ type = brie; _ price = 4> end define
The only lines you shouldn't split are any define and end define lines.
Note that when lines are split, the continued line has all leading spaces and tabs chopped off, so if you want a space between the characters of the chopped lines, put the spaces before the underscore. For example:
look <It's a bright_ sunny day.>
will print the description "It's a brightsunny day", which is not particularly pleasing piece of prose. The correct way is to use:
look <It's a bright _ sunny day.>
In the examples above, I've indented the continued lines. This is only to enhance readability; it is clear that the line is not the start of a new one, only a continuation of the previous line. It is not necessary to indent lines in this way - Quest will treat the above example and
look <It's a bright _ sunny day.>
in exactly the same way.