anchor.diff:      } else if (popped is SelectCommandDialog && result is Command) {
         _lastCommand = result;
   
  -      if (!result.canUse(game)) {
  +      if (!result.canUse(_game)) {
           // Refresh the log.
           dirty();
         } else if (result.needsTarget) {
  -        ui.push(new TargetDialog(this, game, result));
  +        ui.push(new TargetDialog(this, _game, result));
         } else {
           useLastSkill(null);
         }
  
positive.code:     if (keyboard.shift && !keyboard.control && !keyboard.option) {
        switch (keyboard.lastPressed) {
        case KeyCode.F:
          ui.push(new ForfeitDialog(game));
          break;
  
        case KeyCode.L:
          if (!game.hero.rest()) {
            // Show the message.
            dirty();
          }
          break;
  
        case KeyCode.I:
          game.hero.run(Direction.NW);
          break;
  
        case KeyCode.O:
          game.hero.run(Direction.N);
          break;
  
        case KeyCode.P:
          game.hero.run(Direction.NE);
          break;
  
        case KeyCode.K:
          game.hero.run(Direction.W);
          break;
  
        case KeyCode.SEMICOLON:
          game.hero.run(Direction.E);
          break;
  
        case KeyCode.COMMA:
          game.hero.run(Direction.SW);
          break;
  
        case KeyCode.PERIOD:
          game.hero.run(Direction.S);
          break;
  
        case KeyCode.SLASH:
          game.hero.run(Direction.SE);
          break;
        }
      } else if (!keyboard.control && !keyboard.option) {
        switch (keyboard.lastPressed) {
        case KeyCode.Q:
          if (game.quest.isComplete) {
            save.copyFrom(game.hero);
  
            // Remember that this level was completed.
            var completed = save.completedLevels[game.area.name];
            if (completed == null || completed < game.level + 1) {
              save.completedLevels[game.area.name] = game.level + 1;
            }
  
            ui.pop(true);
          } else {
            game.log.error('You have not completed your quest yet:');
            game.quest.announce(game.log);
            dirty();
          }
          break;
  
negative.code:         break;
  
        case KeyCode.X:
          if (_game.hero.inventory.lastUnequipped == -1) {
            _game.log.error("You aren't holding an unequipped item to swap.");
            dirty();
          } else {
            action = new EquipAction(_game.hero.inventory.lastUnequipped, false);
          }
          break;
  
  