// $C50000 // When the player first interacts with a shop owner SHOPTEXT_Greeting: newline goto_ifset(flag 226, L_C51CCB) goto_ifset(flag 227, L_C51B12) goto_ifset(flag 228, L_C5BB76) goto_ifset(flag 229, L_C5BB76) goto_ifset(flag 230, L_C5BAA4) goto_ifset(flag 231, L_C5BB76) goto_ifset(flag 232, L_C5BAA4) goto_ifset(flag 233, L_C51B12) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C5211E) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B625) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BC70) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BEF9) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD18) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B12) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B12) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B12) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B12) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52D94) goto_ifset(SHOP_THREED_BAKERY, L_C5BAA4) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B12) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D050) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C32A) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C530A2) goto_ifset(SHOP_SATURN_PENDANTS, L_C530A2) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C530A2) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B12) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B12) goto_ifset(SHOP_DESERT_MINE, L_C5C71F) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52D94) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BAA4) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C5211E) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B12) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BAA4) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B12) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51EEA) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BB76) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CE22) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52D94) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C1E5) goto_ifset(SHOP_SUMMERS_SHOP, L_C522EF) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BD92) goto_ifset(SHOP_TOTO_SHOP, L_C524F7) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CF67) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CA56) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C845) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C527C7) goto_ifset(SHOP_RED_SNAKE, L_C5C05F) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52ACC) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52D94) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BEF9) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C59E) goto_ifset(SHOP_SCARABA_WATER, L_C5CBC0) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B3BA) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B12) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52D94) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C5341D) goto_ifset(SHOP_MAGICANT, L_C5B896) goto_ifset(SHOP_MOONSIDE, L_C5C96A) eob // $C50198 // When the player leaves the shop after buying/selling something SHOPTEXT_ExitThank: newline goto_ifset(flag 226, L_C51CEF) goto_ifset(flag 227, L_C51B28) goto_ifset(flag 228, L_C5BB9A) goto_ifset(flag 229, L_C5BB9A) goto_ifset(flag 230, L_C5BAB4) goto_ifset(flag 231, L_C5BB9A) goto_ifset(flag 232, L_C5BAB4) goto_ifset(flag 233, L_C51B28) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52130) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B666) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BCC2) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BF87) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD29) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B28) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B28) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B28) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B28) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52DCC) goto_ifset(SHOP_THREED_BAKERY, L_C5BAB4) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B28) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D06D) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C39E) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C530FC) goto_ifset(SHOP_SATURN_PENDANTS, L_C530FC) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C530FC) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B28) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B28) goto_ifset(SHOP_DESERT_MINE, L_C5C74C) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52DCC) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BAB4) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52130) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B28) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BAB4) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B28) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51F2C) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BB9A) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CEC0) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52DCC) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C203) goto_ifset(SHOP_SUMMERS_SHOP, L_C5230C) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BDE0) goto_ifset(SHOP_TOTO_SHOP, L_C52546) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CF82) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CAB4) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C86C) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52809) goto_ifset(SHOP_RED_SNAKE, L_C5C0AD) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52B37) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52DCC) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BF87) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C5DD) goto_ifset(SHOP_SCARABA_WATER, L_C5CBDC) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B3EB) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B28) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52DCC) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C53454) goto_ifset(SHOP_MAGICANT, L_C5B8D6) goto_ifset(SHOP_MOONSIDE, L_C5C99A) eob // $C50330 // When the player leaves the shop without buying/selling anything SHOPTEXT_ExitNoBuy: newline goto_ifset(flag 226, L_C51CFA) goto_ifset(flag 227, L_C51B31) goto_ifset(flag 228, L_C5BBB2) goto_ifset(flag 229, L_C5BBB2) goto_ifset(flag 230, L_C5BABD) goto_ifset(flag 231, L_C5BBB2) goto_ifset(flag 232, L_C5BABD) goto_ifset(flag 233, L_C51B31) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52139) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B674) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BCCA) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BF8E) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD2F) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B31) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B31) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B31) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B31) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52DE8) goto_ifset(SHOP_THREED_BAKERY, L_C5BABD) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B31) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D08D) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C456) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C5310F) goto_ifset(SHOP_SATURN_PENDANTS, L_C5310F) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C5310F) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B31) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B31) goto_ifset(SHOP_DESERT_MINE, L_C5C755) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52DE8) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BABD) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52139) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B31) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BABD) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C52D8C) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51F45) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BBB2) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CEC8) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52DE8) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C210) goto_ifset(SHOP_SUMMERS_SHOP, L_C52312) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BE00) goto_ifset(SHOP_TOTO_SHOP, L_C5256C) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CF8A) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CAD0) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C876) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52836) goto_ifset(SHOP_RED_SNAKE, L_C5C0CB) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52B67) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52DE8) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BF8E) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C5F3) goto_ifset(SHOP_SCARABA_WATER, L_C5CC35) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B3F6) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B31) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52DE8) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C5346F) goto_ifset(SHOP_MAGICANT, L_C5B8DF) goto_ifset(SHOP_MOONSIDE, L_C5C9A4) eob // $C504C8 // When the player selects the "Buy" option SHOPTEXT_SelectBuy: newline goto_ifset(flag 226, L_C51D20) goto_ifset(flag 227, L_C51B39) goto_ifset(flag 228, L_C5BBCE) goto_ifset(flag 229, L_C5BBCE) goto_ifset(flag 230, L_C5BAC5) goto_ifset(flag 231, L_C5BBCE) goto_ifset(flag 232, L_C5BAC5) goto_ifset(flag 233, L_C51B39) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52154) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B69D) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BCD2) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BF95) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD51) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B39) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B39) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B39) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B39) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52E0D) goto_ifset(SHOP_THREED_BAKERY, L_C5BAC5) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B39) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D0AA) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C4E3) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C5311F) goto_ifset(SHOP_SATURN_PENDANTS, L_C5311F) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C5311F) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B39) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B39) goto_ifset(SHOP_DESERT_MINE, L_C5C765) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52E0D) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BAC5) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52154) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B39) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BAC5) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B39) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51F62) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BBCE) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CED0) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52E0D) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C22E) goto_ifset(SHOP_SUMMERS_SHOP, L_C52339) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BE16) goto_ifset(SHOP_TOTO_SHOP, L_C52574) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CF9B) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CAEC) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C88A) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52855) goto_ifset(SHOP_RED_SNAKE, L_C5C0E3) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52B82) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52E0D) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BF95) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C61A) goto_ifset(SHOP_SCARABA_WATER, L_C5CC53) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B405) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B39) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52E0D) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C5348A) goto_ifset(SHOP_MAGICANT, L_C5B8EB) goto_ifset(SHOP_MOONSIDE, L_C5C9AE) eob // $C50660 // Tell the player the name of the item they're buying SHOPTEXT_TellItemName: newline goto_ifset(flag 226, L_C51D31) goto_ifset(flag 227, L_C51B49) goto_ifset(flag 228, L_C5BBDC) goto_ifset(flag 229, L_C5BBDC) goto_ifset(flag 230, L_C5BAD3) goto_ifset(flag 231, L_C5BBDC) goto_ifset(flag 232, L_C5BAD3) goto_ifset(flag 233, L_C51B49) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52163) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B6AF) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BCDD) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BFA1) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD64) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B49) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B49) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B49) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B49) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52E1C) goto_ifset(SHOP_THREED_BAKERY, L_C5BAD3) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B49) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D0C9) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C4EE) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53134) goto_ifset(SHOP_SATURN_PENDANTS, L_C53134) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53134) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B49) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B49) goto_ifset(SHOP_DESERT_MINE, L_C5C76F) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52E1C) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BAD3) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52163) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B49) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BAD3) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B49) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51F74) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BBDC) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CEDC) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52E1C) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C23B) goto_ifset(SHOP_SUMMERS_SHOP, L_C5234D) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BE24) goto_ifset(SHOP_TOTO_SHOP, L_C52583) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CFA6) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CAFE) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C896) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52860) goto_ifset(SHOP_RED_SNAKE, L_C5C0F3) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52B8D) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52E1C) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BFA1) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C63A) goto_ifset(SHOP_SCARABA_WATER, L_C5CC63) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B426) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B49) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52E1C) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C5349F) goto_ifset(SHOP_MAGICANT, L_C5B8F8) goto_ifset(SHOP_MOONSIDE, L_C5C9B7) eob // $C507F8 // Ask who will carry the item the player is buying SHOPTEXT_WhoWillCarry: newline goto_ifset(flag 226, L_C51D39) goto_ifset(flag 227, L_C51B57) goto_ifset(flag 228, L_C5BBE4) goto_ifset(flag 229, L_C5BBE4) goto_ifset(flag 230, L_C5BADB) goto_ifset(flag 231, L_C5BBE4) goto_ifset(flag 232, L_C5BADB) goto_ifset(flag 233, L_C51B57) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C5216B) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B6B7) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BCE5) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BFB0) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD73) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B57) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B57) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B57) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B57) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52E24) goto_ifset(SHOP_THREED_BAKERY, L_C5BADB) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B57) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D0DF) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C4FD) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53144) goto_ifset(SHOP_SATURN_PENDANTS, L_C53144) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53144) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B57) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B57) goto_ifset(SHOP_DESERT_MINE, L_C5C77E) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52E24) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BADB) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C5216B) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B57) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BADB) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B57) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51F7C) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BBE4) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CEE4) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52E24) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C252) goto_ifset(SHOP_SUMMERS_SHOP, L_C52355) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BE34) goto_ifset(SHOP_TOTO_SHOP, L_C5258B) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CFAE) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CB12) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C89E) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52868) goto_ifset(SHOP_RED_SNAKE, L_C5C10F) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52B9B) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52E24) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BFB0) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C64D) goto_ifset(SHOP_SCARABA_WATER, L_C5CC83) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B42E) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B57) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52E24) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C534A7) goto_ifset(SHOP_MAGICANT, L_C5B900) goto_ifset(SHOP_MOONSIDE, L_C5C9C2) eob // $C50990 // Ask if the player wants to equip the item they bought SHOPTEXT_AskEquipItem: newline goto_ifset(flag 226, L_C51D45) goto_ifset(flag 227, L_C51B6A) goto_ifset(flag 233, L_C51B6A) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C5217A) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B6CA) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B6A) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B6A) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B6A) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B6A) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52E3A) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B6A) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53161) goto_ifset(SHOP_SATURN_PENDANTS, L_C53161) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53161) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B6A) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B6A) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52E3A) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C5217A) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B6A) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B6A) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51F91) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52E3A) goto_ifset(SHOP_SUMMERS_SHOP, L_C52361) goto_ifset(SHOP_TOTO_SHOP, L_C525A4) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52885) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52BAA) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52E3A) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B43C) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B6A) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52E3A) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C534B6) goto_ifset(SHOP_MAGICANT, L_C5B910) eob // $C50A72 // Ask if the player wants to sell their previously equipped item SHOPTEXT_AskSellOldEquip: newline goto_ifset(flag 226, L_C51D5B) goto_ifset(flag 227, L_C51B7E) goto_ifset(flag 233, L_C51B7E) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52189) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B6E2) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B7E) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B7E) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B7E) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B7E) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52E59) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B7E) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53172) goto_ifset(SHOP_SATURN_PENDANTS, L_C53172) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53172) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B7E) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B7E) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52E59) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52189) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B7E) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B7E) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51FA7) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52E59) goto_ifset(SHOP_SUMMERS_SHOP, L_C52371) goto_ifset(SHOP_TOTO_SHOP, L_C525BB) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52893) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52BBD) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52E59) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B447) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B7E) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52E59) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C534C8) goto_ifset(SHOP_MAGICANT, L_C5B92C) eob // $C50B54 // Ask if the player is certain they want to buy an item they can't equip SHOPTEXT_CannotEquip: newline goto_ifset(flag 226, L_C51D7B) goto_ifset(flag 227, L_C51B9D) goto_ifset(flag 233, L_C51B9D) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C521AA) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B70B) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51B9D) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51B9D) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51B9D) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51B9D) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52E85) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51B9D) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C531BA) goto_ifset(SHOP_SATURN_PENDANTS, L_C531BA) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C531BA) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51B9D) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51B9D) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52E85) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C521AA) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51B9D) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51B9D) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51FC8) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52E85) goto_ifset(SHOP_SUMMERS_SHOP, L_C5238F) goto_ifset(SHOP_TOTO_SHOP, L_C525E6) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C528BF) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52BDD) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52E85) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B468) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51B9D) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52E85) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C534E9) goto_ifset(SHOP_MAGICANT, L_C5B94D) eob // $C50C36 // When the player decides to not buy an item SHOPTEXT_CancelBuy: newline goto_ifset(flag 226, L_C51D96) goto_ifset(flag 227, L_C51BB7) goto_ifset(flag 228, L_C5BBF2) goto_ifset(flag 229, L_C5BBF2) goto_ifset(flag 230, L_C5BAE8) goto_ifset(flag 231, L_C5BBF2) goto_ifset(flag 232, L_C5BAE8) goto_ifset(flag 233, L_C51BB7) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C521D3) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B72D) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BCF4) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BFBF) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD7F) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51BB7) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51BB7) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51BB7) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51BB7) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52EB2) goto_ifset(SHOP_THREED_BAKERY, L_C5BAE8) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51BB7) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D104) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C50D) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C531EA) goto_ifset(SHOP_SATURN_PENDANTS, L_C531EA) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C531EA) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51BB7) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51BB7) goto_ifset(SHOP_DESERT_MINE, L_C5C78A) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52EB2) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BAE8) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C521D3) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51BB7) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BAE8) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51BB7) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51FE7) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BBF2) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CEF0) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52EB2) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C268) goto_ifset(SHOP_SUMMERS_SHOP, L_C523BE) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BE45) goto_ifset(SHOP_TOTO_SHOP, L_C52603) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CFBA) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CB1E) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C8AA) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C528EB) goto_ifset(SHOP_RED_SNAKE, L_C5C125) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52C00) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52EB2) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BFBF) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C65C) goto_ifset(SHOP_SCARABA_WATER, L_C5CC8F) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B48C) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51BB7) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52EB2) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C53515) goto_ifset(SHOP_MAGICANT, L_C5B971) goto_ifset(SHOP_MOONSIDE, L_C5C9CE) eob // $C50DCE // When the player doesn't have enough money to buy an item SHOPTEXT_NotEnoughMoney: newline goto_ifset(flag 226, L_C51DB0) goto_ifset(flag 227, L_C51BC0) goto_ifset(flag 228, L_C5BBFB) goto_ifset(flag 229, L_C5BBFB) goto_ifset(flag 230, L_C5BAF1) goto_ifset(flag 231, L_C5BBFB) goto_ifset(flag 232, L_C5BAF1) goto_ifset(flag 233, L_C51BC0) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C521DC) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B746) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BCFD) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BFC7) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CD97) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51BC0) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51BC0) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51BC0) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51BC0) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52ED7) goto_ifset(SHOP_THREED_BAKERY, L_C5BAF1) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51BC0) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D120) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C521) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53212) goto_ifset(SHOP_SATURN_PENDANTS, L_C53212) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53212) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51BC0) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51BC0) goto_ifset(SHOP_DESERT_MINE, L_C5C7AE) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52ED7) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BAF1) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C521DC) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51BC0) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BAF1) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51BC0) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C51FF8) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BBFB) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CEF9) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52ED7) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C27F) goto_ifset(SHOP_SUMMERS_SHOP, L_C523CB) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BE4E) goto_ifset(SHOP_TOTO_SHOP, L_C52622) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CFD5) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CB29) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C8C8) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C528F9) goto_ifset(SHOP_RED_SNAKE, L_C5C13E) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52C1C) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52ED7) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BFC7) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C67A) goto_ifset(SHOP_SCARABA_WATER, L_C5CCAE) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B4D7) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51BC0) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52ED7) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C5352C) goto_ifset(SHOP_MAGICANT, L_C5B97E) goto_ifset(SHOP_MOONSIDE, L_C5C9E7) eob // $C50F66 // When the player can't carry the item they want to buy. The shop owner will ask if the player wants to sell something SHOPTEXT_CannotCarry: newline goto_ifset(flag 226, L_C51DCB) goto_ifset(flag 227, L_C51BDE) goto_ifset(flag 228, L_C5BC0D) goto_ifset(flag 229, L_C5BC0D) goto_ifset(flag 230, L_C5BB02) goto_ifset(flag 231, L_C5BC0D) goto_ifset(flag 232, L_C5BB02) goto_ifset(flag 233, L_C51BDE) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C521EC) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B76F) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BD0C) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5BFD3) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CDB3) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51BDE) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51BDE) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51BDE) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51BDE) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52EF5) goto_ifset(SHOP_THREED_BAKERY, L_C5BB02) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51BDE) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D148) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C536) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53259) goto_ifset(SHOP_SATURN_PENDANTS, L_C53259) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53259) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51BDE) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51BDE) goto_ifset(SHOP_DESERT_MINE, L_C5C7B9) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52EF5) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BB02) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C521EC) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51BDE) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BB02) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51BDE) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C5201D) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BC0D) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CF0A) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52EF5) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C2A5) goto_ifset(SHOP_SUMMERS_SHOP, L_C523EF) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BE6F) goto_ifset(SHOP_TOTO_SHOP, L_C5264B) goto_ifset(SHOP_SUMMERS_GELATO, L_C5CFDF) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CB33) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C8D8) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52938) goto_ifset(SHOP_RED_SNAKE, L_C5C161) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52C3D) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52EF5) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5BFD3) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C68A) goto_ifset(SHOP_SCARABA_WATER, L_C5CCBD) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B507) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51BDE) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52EF5) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C53562) goto_ifset(SHOP_MAGICANT, L_C5B994) goto_ifset(SHOP_MOONSIDE, L_C5C9F2) eob // $C510FE // When the player selects the "Sell" option SHOPTEXT_SelectSell: newline goto_ifset(flag 226, L_C51E14) goto_ifset(flag 227, L_C51C03) goto_ifset(flag 233, L_C51C03) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C5222E) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B799) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C03) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C03) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C03) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C03) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52F4A) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C03) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C5328F) goto_ifset(SHOP_SATURN_PENDANTS, L_C5328F) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C5328F) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C03) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C03) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52F4A) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C5222E) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C03) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C03) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C52059) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52F4A) goto_ifset(SHOP_SUMMERS_SHOP, L_C5241D) goto_ifset(SHOP_TOTO_SHOP, L_C526A2) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52972) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52C81) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52F4A) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B541) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C03) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52F4A) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C535D3) goto_ifset(SHOP_MAGICANT, L_C5B9C1) eob // $C511E0 // Tell the player the price of the item they're selling SHOPTEXT_TellSellPrice: newline goto_ifset(flag 226, L_C51E1F) goto_ifset(flag 227, L_C51C0E) goto_ifset(flag 233, L_C51C0E) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C5223C) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B7A6) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C0E) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C0E) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C0E) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C0E) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52F5F) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C0E) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C532B3) goto_ifset(SHOP_SATURN_PENDANTS, L_C532B3) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C532B3) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C0E) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C0E) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52F5F) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C5223C) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C0E) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C0E) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C5206D) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52F5F) goto_ifset(SHOP_SUMMERS_SHOP, L_C5242B) goto_ifset(SHOP_TOTO_SHOP, L_C526B8) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52989) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52C9B) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52F5F) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B551) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C0E) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52F5F) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C535DF) goto_ifset(SHOP_MAGICANT, L_C5B9D1) eob // $C512C2 // When the player decides to not sell an item SHOPTEXT_CancelSell: newline goto_ifset(flag 226, L_C51E4A) goto_ifset(flag 227, L_C51C38) goto_ifset(flag 233, L_C51C38) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52261) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B7CD) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C38) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C38) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C38) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C38) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52F94) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C38) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C532FA) goto_ifset(SHOP_SATURN_PENDANTS, L_C532FA) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C532FA) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C38) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C38) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52F94) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52261) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C38) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C38) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C5209B) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52F94) goto_ifset(SHOP_SUMMERS_SHOP, L_C5244F) goto_ifset(SHOP_TOTO_SHOP, L_C526E5) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C529D2) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52CD4) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52F94) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B572) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C38) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52F94) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C53615) goto_ifset(SHOP_MAGICANT, L_C5B9FE) eob // $C513A4 // When the player has nothing at all to sell SHOPTEXT_NoItemToSell: newline goto_ifset(flag 226, L_C51E67) goto_ifset(flag 227, L_C51C41) goto_ifset(flag 233, L_C51C41) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52272) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B7F2) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C41) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C41) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C41) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C41) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52FB6) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C41) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53312) goto_ifset(SHOP_SATURN_PENDANTS, L_C53312) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53312) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C41) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C41) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52FB6) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52272) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C41) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C41) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C520A2) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52FB6) goto_ifset(SHOP_SUMMERS_SHOP, L_C52469) goto_ifset(SHOP_TOTO_SHOP, L_C5270F) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C529E0) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52CED) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52FB6) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B591) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C41) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52FB6) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C53645) goto_ifset(SHOP_MAGICANT, L_C5BA07) eob // $C51486 // When the player tries to sell a key item SHOPTEXT_CannotSell: newline goto_ifset(flag 226, L_C51E81) goto_ifset(flag 227, L_C51C56) goto_ifset(flag 233, L_C51C56) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52288) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B807) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C56) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C56) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C56) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C56) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C52FFA) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C56) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C53363) goto_ifset(SHOP_SATURN_PENDANTS, L_C53363) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C53363) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C56) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C56) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C52FFA) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52288) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C56) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C56) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C520B9) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C52FFA) goto_ifset(SHOP_SUMMERS_SHOP, L_C52485) goto_ifset(SHOP_TOTO_SHOP, L_C52732) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52A09) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52D03) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C52FFA) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B5B1) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C56) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C52FFA) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C5366D) goto_ifset(SHOP_MAGICANT, L_C5BA28) eob // $C51568 // When the player buys or sells an item to the shop owner SHOPTEXT_ThankYou: newline goto_ifset(flag 226, L_C51E95) goto_ifset(flag 227, L_C51C6E) goto_ifset(flag 228, L_C5BC23) goto_ifset(flag 229, L_C5BC23) goto_ifset(flag 230, L_C5BB22) goto_ifset(flag 231, L_C5BC23) goto_ifset(flag 232, L_C5BB22) goto_ifset(flag 233, L_C51C6E) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C52299) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B826) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BD49) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5C025) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CDC0) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C6E) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C6E) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C6E) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C6E) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C53018) goto_ifset(SHOP_THREED_BAKERY, L_C5BB22) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C6E) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D178) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C564) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C5338F) goto_ifset(SHOP_SATURN_PENDANTS, L_C5338F) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C5338F) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C6E) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C6E) goto_ifset(SHOP_DESERT_MINE, L_C5C7F1) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C53018) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BB22) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C52299) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C6E) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BB22) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C6E) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C520CF) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BC23) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CF1C) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C53018) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C2C6) goto_ifset(SHOP_SUMMERS_SHOP, L_C5249A) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BEB3) goto_ifset(SHOP_TOTO_SHOP, L_C52750) goto_ifset(SHOP_SUMMERS_GELATO, L_C5D00C) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CB67) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C916) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52A2A) goto_ifset(SHOP_RED_SNAKE, L_C5C192) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52D1E) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C53018) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5C025) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C6C3) goto_ifset(SHOP_SCARABA_WATER, L_C5CCCA) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B5CE) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C6E) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C53018) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C53687) goto_ifset(SHOP_MAGICANT, L_C5BA5B) goto_ifset(SHOP_MOONSIDE, L_C5CA04) eob // $C51700 // Ask if the player wants to buy/sell something else SHOPTEXT_AnythingElse: newline goto_ifset(flag 226, L_C51EA9) goto_ifset(flag 227, L_C51C87) goto_ifset(flag 228, L_C5BC3C) goto_ifset(flag 229, L_C5BC3C) goto_ifset(flag 230, L_C5BB36) goto_ifset(flag 231, L_C5BC3C) goto_ifset(flag 232, L_C5BB36) goto_ifset(flag 233, L_C51C87) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C522AA) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B84E) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BD59) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5C033) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CDD8) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C87) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C87) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C87) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C87) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C53063) goto_ifset(SHOP_THREED_BAKERY, L_C5BB36) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C87) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D1C7) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C572) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C533B6) goto_ifset(SHOP_SATURN_PENDANTS, L_C533B6) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C533B6) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C87) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C87) goto_ifset(SHOP_DESERT_MINE, L_C5C804) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C53063) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BB36) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C522AA) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C87) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BB36) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C87) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C520E1) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BC3C) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CF30) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C53063) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C2DE) goto_ifset(SHOP_SUMMERS_SHOP, L_C524B8) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BEC1) goto_ifset(SHOP_TOTO_SHOP, L_C52776) goto_ifset(SHOP_SUMMERS_GELATO, L_C5D01E) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CB7B) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C92A) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52A5C) goto_ifset(SHOP_RED_SNAKE, L_C5C1A7) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52D38) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C53063) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5C033) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C6E3) goto_ifset(SHOP_SCARABA_WATER, L_C5CCEA) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B5E2) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C87) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C53063) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C536C1) goto_ifset(SHOP_MAGICANT, L_C5BA69) goto_ifset(SHOP_MOONSIDE, L_C5CA10) eob // $C51898 // When the player is presented the "Buy"/"Sell" option again (don't know what to call this one!) SHOPTEXT_SOMETHING: newline goto_ifset(flag 226, L_C51EB6) goto_ifset(flag 227, L_C51C95) goto_ifset(flag 233, L_C51C95) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C522BA) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B860) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51C95) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51C95) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51C95) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51C95) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C53072) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51C95) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C533D5) goto_ifset(SHOP_SATURN_PENDANTS, L_C533D5) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C533D5) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51C95) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51C95) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C53072) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C522BA) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51C95) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51C95) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C520F1) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C53072) goto_ifset(SHOP_SUMMERS_SHOP, L_C524C5) goto_ifset(SHOP_TOTO_SHOP, L_C52788) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52A82) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52D54) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C53072) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B5F0) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51C95) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C53072) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C536D2) goto_ifset(SHOP_MAGICANT, L_C5BA78) eob // $C5197A // When the player selects a character that has a full inventory as the person who will carry the bought item SHOPTEXT_SomeoneElseCarry: newline goto_ifset(flag 226, L_C51EC4) goto_ifset(flag 227, L_C51CA3) goto_ifset(flag 228, L_C5BC4C) goto_ifset(flag 229, L_C5BC4C) goto_ifset(flag 230, L_C5BB46) goto_ifset(flag 231, L_C5BC4C) goto_ifset(flag 232, L_C5BB46) goto_ifset(flag 233, L_C51CA3) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C522CA) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5B86D) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5BD62) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5C03C) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5CDF2) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C51CA3) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C51CA3) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C51CA3) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C51CA3) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C5307D) goto_ifset(SHOP_THREED_BAKERY, L_C5BB46) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C51CA3) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D1ED) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5C57B) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C533E5) goto_ifset(SHOP_SATURN_PENDANTS, L_C533E5) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C533E5) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C51CA3) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C51CA3) goto_ifset(SHOP_DESERT_MINE, L_C5C80D) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C5307D) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5BB46) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C522CA) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C51CA3) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5BB46) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C51CA3) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C520FA) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5BC4C) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5CF3D) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C5307D) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5C2E7) goto_ifset(SHOP_SUMMERS_SHOP, L_C524D2) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5BECD) goto_ifset(SHOP_TOTO_SHOP, L_C52796) goto_ifset(SHOP_SUMMERS_GELATO, L_C5D02D) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5CB88) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5C933) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C52A92) goto_ifset(SHOP_RED_SNAKE, L_C5C1BE) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C52D5F) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C5307D) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5C03C) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5C6EC) goto_ifset(SHOP_SCARABA_WATER, L_C5CCF5) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5B5FE) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C51CA3) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C5307D) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C536E1) goto_ifset(SHOP_MAGICANT, L_C5BA86) goto_ifset(SHOP_MOONSIDE, L_C5CA1E) eob // $C51B12 L_C51B12: "•Hello there!" linebreak " How may I help you?" linebreak eob // $C51B28 L_C51B28: "•Thank you very much." end // $C51B31 L_C51B31: "•Please come again." end // $C51B39 L_C51B39: "•Can I get you" linebreak " anything?" prompt2 eob // $C51B49 L_C51B49: "•{itemname(REG_ARGUMENT)}?" linebreak " All right." next eob // $C51B57 L_C51B57: "•Which of you will carry this?" prompt2 eob // $C51B6A L_C51B6A: "•Thank you. Are you going to equip it here?" linebreak eob // $C51B7E L_C51B7E: "•Would you like me to buy" linebreak " the {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}?" next eob // $C51B9D L_C51B9D: "•{name(argument)} cannot equip this." next "•Do you still want to buy it?" linebreak eob // $C51BB7 L_C51BB7: "•Please come again." next eob // $C51BC0 L_C51BC0: "•Excuse me, uhhh... you don't seem to have enough money." next eob // $C51BDE L_C51BDE: "•I'm afraid you cannot carry anything else." next "•Do you want to sell some things that you don't need?" linebreak eob // $C51C03 L_C51C03: "•What do you want to sell?" prompt2 eob // $C51C0E L_C51C0E: "•{itemname(REG_ARGUMENT)}?" linebreak " I can buy it" linebreak " for " swap "${number(argument)}." next "•Would you like to do that?" linebreak eob // $C51C38 L_C51C38: "•Please come again." next eob // $C51C41 L_C51C41: "•I don't think you have any thing that you can sell." next eob // $C51C56 L_C51C56: "•I am sorry, but we cannot buy the {itemname(REG_ARGUMENT)}." next eob // $C51C6E L_C51C6E: "•Thank you very much." next eob // $C51C78 L_C51C78: "•Thank you for shopping here." next eob // $C51C87 L_C51C87: "•Can I get you anything else?" linebreak eob // $C51C95 L_C51C95: "•What would you like to get next?" linebreak eob // $C51CA3 L_C51CA3: "•It looks like {name(argument)} can't carry any more stuff." next "•Would someone else like to carry it?" linebreak eob // $C51CCB L_C51CCB: "•Hi, come in, come in!" next "•What can I do for you today?" linebreak eob // $C51CEF L_C51CEF: "•Thanks a bunch!" end // $C51CFA L_C51CFA: "•You don't want to buy anything from me?" next "•Oh, you hurt my feelings." end // $C51D20 L_C51D20: "•Can I help you find something?" prompt2 eob // $C51D31 L_C51D31: "•{itemname(REG_ARGUMENT)}?" next eob // $C51D39 L_C51D39: "•Who's going to carry it?" prompt2 eob // $C51D45 L_C51D45: "•Do you want to, like, “equip” it here?" linebreak eob // $C51D5B L_C51D5B: "•I can buy your" linebreak " {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}." next eob // $C51D7B L_C51D7B: "•{name(argument)} can't equip this." next "•Do you still want to buy it?" linebreak eob // $C51D96 L_C51D96: "•So, you say you don't want it... Hmmmm..." next eob // $C51DB0 L_C51DB0: "•Oh no!" linebreak " Don't tell me you don't have enough money!!" next eob // $C51DCB L_C51DCB: "•Oh, my!" next "•I just don't think you can carry any more than what you already have." next "•But you know, I might be able to buy some of the stuff you don't need." next eob // $C51E14 L_C51E14: "•What do you want to sell?" prompt2 eob // $C51E1F L_C51E1F: "•The {itemname(REG_ARGUMENT)}?" linebreak " I'll buy it for " swap "${number(argument)}." next "•Do you wanna sell it?" linebreak eob // $C51E4A L_C51E4A: "•Oh, so you don't want to do that?" linebreak " Well, all right." next eob // $C51E67 L_C51E67: "•Well, it looks like you don't have anything to sell to us." next eob // $C51E81 L_C51E81: "•Oh, no!" linebreak " You can't sell that here." next eob // $C51E95 L_C51E95: "•Thanks a bunch!" next eob // $C51EA1 L_C51EA1: "•Thanks again." next eob // $C51EA9 L_C51EA9: "•Do you need anything else from me?" linebreak eob // $C51EB6 L_C51EB6: "•What can I do for you?" linebreak eob // $C51EC4 L_C51EC4: "•{name(argument)} is already carrying too much stuff." next "•Does anyone else want to carry it?" linebreak eob // $C51EEA L_C51EEA: "•Hey dudes! It's summer!" linebreak " It's the manly time of year!" linebreak " Time for sports, guys!" next "•What can I do you for?" linebreak eob // $C51F2C L_C51F2C: "•Hey buddy, thanks!" linebreak " See you around!" end // $C51F45 L_C51F45: "•If you ever need anything, come back here, and I'll set you up!" end // $C51F62 L_C51F62: "•So what'll it be today?" prompt2 eob // $C51F74 L_C51F74: "•{itemname(REG_ARGUMENT)}?" next eob // $C51F7C L_C51F7C: "•Which of you is going to carry this?" prompt2 eob // $C51F91 L_C51F91: "•So, man, are you gonna equip it here?" linebreak eob // $C51FA7 L_C51FA7: "•Can I buy your" linebreak " {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}?" linebreak eob // $C51FC8 L_C51FC8: "•{name(argument)} can't equip this." next " Do ya still want to buy it?" linebreak eob // $C51FE7 L_C51FE7: "•Catch ya later!" next eob // $C51FF8 L_C51FF8: "•Oh, most heinous!" linebreak " You dudes don't have enough money for this." next eob // $C5201D L_C5201D: "•Dudes!" linebreak " You simply have too much stuff in your kit!" next "•But don't sweat it, I can buy some stuff you don't need." linebreak eob // $C52059 L_C52059: "•Now, you're sure you want to sell this to me..." prompt2 eob // $C5206D L_C5206D: "•The {itemname(REG_ARGUMENT)}?" linebreak " I'll buy it for " swap "${number(argument)}." next "•You positive you want to sell it?" linebreak eob // $C5209B L_C5209B: "•OK." next eob // $C520A2 L_C520A2: "•Man, you don't have anything to sell me!" next eob // $C520B9 L_C520B9: "•Sorry dude, but I can't buy that." next eob // $C520CF L_C520CF: "•Thanks!" next eob // $C520D5 L_C520D5: "•Thanks, buddy!" next eob // $C520E1 L_C520E1: "•Is there anything else I can do for you?" linebreak eob // $C520F1 L_C520F1: "•What is it?" linebreak eob // $C520FA L_C520FA: "•{name(argument)} has too many things." next "•Does somebody else want to carry it?" linebreak eob // $C5211E L_C5211E: "•Hi!" next "•Can I help you?" linebreak eob // $C52130 L_C52130: "•Thanks so much!" end // $C52139 L_C52139: "•Are you here just to say “Hi”? What a loser!" end // $C52154 L_C52154: "•So, what are you going to buy?" prompt2 eob // $C52163 L_C52163: "•{itemname(REG_ARGUMENT)}?" next eob // $C5216B L_C5216B: "•Who's going to carry this?" prompt2 eob // $C5217A L_C5217A: "•Would you like to equip it here?" linebreak eob // $C52189 L_C52189: "•Do you want me to buy" linebreak " your {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}?" next eob // $C521AA L_C521AA: "•Even though {name(argument)} can't equip this," next "•do you still want to purchase it?" linebreak eob // $C521D3 L_C521D3: "•Please come again." next eob // $C521DC L_C521DC: "•I'm sorry, but you don't have enough money." next eob // $C521EC L_C521EC: "•Oh, how are you planning to carry this? You've got too much stuff!" next "•Well, I guess I could buy the stuff you don't need." next "•Do you want to sell anything?" linebreak eob // $C5222E L_C5222E: "•What can you sell me?" prompt2 eob // $C5223C L_C5223C: "•{itemname(REG_ARGUMENT)}?" linebreak " I'll pay " swap "${number(argument)} for it." next "•Is that okay?" linebreak eob // $C52261 L_C52261: "•Hummm. Is that so?" next eob // $C52272 L_C52272: "•Oh, so you don't really have anything to sell?" next eob // $C52288 L_C52288: "•I'm sorry, but I can't buy that." next eob // $C52299 L_C52299: "•Thank you very much." next eob // $C522A3 L_C522A3: "•Thank you." next eob // $C522AA L_C522AA: "•Is there anything I can do for you?" linebreak eob // $C522BA L_C522BA: "•What can I do for you now?" linebreak eob // $C522CA L_C522CA: "•{name(argument)} can't carry any more." next "•Will another one of you take it?" linebreak eob // $C522EF L_C522EF: "•Hi! Welcome to my store." next "•What do you need?" linebreak eob // $C5230C L_C5230C: "•Thank you!" end // $C52312 L_C52312: "•This place isn't for looky loos. If you're not buying, get out!" end // $C52339 L_C52339: "•So, you're going to buy something, eh?" prompt2 eob // $C5234D L_C5234D: "•{itemname(REG_ARGUMENT)}?" next eob // $C52355 L_C52355: "•Who's going to carry it?" prompt2 eob // $C52361 L_C52361: "•Are you going to equip it here?" linebreak eob // $C52371 L_C52371: "•I'll buy your" linebreak " {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}." next eob // $C5238F L_C5238F: "•Even though {name(argument)} can't put this on, you still want to buy it?" next "•Well, it's your money..." linebreak eob // $C523BE L_C523BE: "•Hurry back now." next eob // $C523CB L_C523CB: "•Hey! What are you trying to pull?! You haven't got enough money!!" next eob // $C523EF L_C523EF: "•Hey! You've already have got enough junk!" next "•Do you want to sell me some of the junk you don't need?" linebreak eob // $C5241D L_C5241D: "•What can you sell me?" prompt2 eob // $C5242B L_C5242B: "•{itemname(REG_ARGUMENT)}?" linebreak " I'll give you " swap "${number(argument)}." next "•How would that be?" linebreak eob // $C5244F L_C5244F: "•Hurrm. Changed your mind, eh?" next eob // $C52469 L_C52469: "•C'mon!" linebreak " You don't have anything to sell, do you?!" next eob // $C52485 L_C52485: "•Sorry, but I have no use for that." next eob // $C5249A L_C5249A: "•Hey, it was nice doing business with you." next eob // $C524B2 L_C524B2: "•Thanks." next eob // $C524B8 L_C524B8: "•Will there be anything else?" linebreak eob // $C524C5 L_C524C5: "•What else do you want?" linebreak eob // $C524D2 L_C524D2: "•{name(argument)} can't carry anymore stuff." next "•Can one of you others carry it?" linebreak eob // $C524F7 L_C524F7: "•If ye be headin' to Scaraba, ye ought to shop here." next "•Things're expensive down there..." next "•So, what're ye lookin' fer?" linebreak eob // $C52546 L_C52546: "•Thanks much." next "•If'n yer going to Scaraba, take care of yerself." end // $C5256C L_C5256C: "•Please come again!" end // $C52574 L_C52574: "•What would ye like, then?" prompt2 eob // $C52583 L_C52583: "•{itemname(REG_ARGUMENT)}?" next eob // $C5258B L_C5258B: "•Which of ye is goin' to carry this?" prompt2 eob // $C525A4 L_C525A4: "•Would ye like to equip it here, then?" linebreak eob // $C525BB L_C525BB: "•Would ye like it if I bought yer" linebreak " {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}?" linebreak eob // $C525E6 L_C525E6: "•{name(argument)} cannot equip this." next "•Do ye still want to buy it?" linebreak eob // $C52603 L_C52603: "•Yer not goin' to buy this thing? All righty then." next eob // $C52622 L_C52622: "•Beggin' yer pardon, but it appears ye don't have enough money..." next eob // $C5264B L_C5264B: "•You've got entirely too many goodies." next "•Would ye like me to take some of those things off yer hands?" next "•I can buy the ones ye don't need, if ye want." linebreak eob // $C526A2 L_C526A2: "•What would ye like to sell me, then?" prompt2 eob // $C526B8 L_C526B8: "•{itemname(REG_ARGUMENT)}?" linebreak " I would pay " swap "${number(argument)}." next "•Are ye happy with my offer?" linebreak eob // $C526E5 L_C526E5: "•Oh, it's not quite what ye expected? Well, all righty then." next eob // $C5270F L_C5270F: "•Oh? Well, it appears to me that ye don't have anything to sell." next eob // $C52732 L_C52732: "•Beggin' yer pardon, but I can't buy that." next eob // $C52750 L_C52750: "•Here ye go. Thank ye." next eob // $C52764 L_C52764: "•Thank ye kindly." next eob // $C52776 L_C52776: "•Will ye be needin' anything else?" linebreak eob // $C52788 L_C52788: "•What do ye need now?" linebreak eob // $C52796 L_C52796: "•It appears {name(argument)} has a full load." next "•Will someone else take this instead?" linebreak eob // $C527C7 L_C527C7: "•Welcome, welcome! Ach, the heat! Is your body okay?" next "•Can I interest you in some of my merchandise?" linebreak eob // $C52809 L_C52809: "•Ohh, thank you very much. May you never find rocks in your sandals." end // $C52836 L_C52836: "•Why don't you buy something? I've got a family to feed!" end // $C52855 L_C52855: "•What would you like?" prompt2 eob // $C52860 L_C52860: "•{itemname(REG_ARGUMENT)}?" next eob // $C52868 L_C52868: "•So, which of you will take this wonderful item?" prompt2 eob // $C52885 L_C52885: "•Will you equip it here?" linebreak eob // $C52893 L_C52893: "•Would you be interested in selling your {itemname(REG_ARGUMENT)}" next "•for " swap "${number(argument)}?" linebreak eob // $C528BF L_C528BF: "•{name(argument)} will have no use for this." next "•Do you still want to buy this marvelous thing?" linebreak eob // $C528EB L_C528EB: "•Very well then." next eob // $C528F9 L_C528F9: "•A thousand pardons, but you do not seem to have the money" next "•required to make this purchase." next eob // $C52938 L_C52938: "•Ahh, I can see that your caravan is overloaded." next "•Would you like to sell some of your extra items to me?" linebreak eob // $C52972 L_C52972: "•Very well then, what would you like to sell?" prompt2 eob // $C52989 L_C52989: "•{itemname(REG_ARGUMENT)}?" linebreak " Ahhh, I would pay you..." linebreak " " swap "${number(argument)} for that." next "•A trifle, I realize, but do you accept?" linebreak eob // $C529D2 L_C529D2: "•Very well then." next eob // $C529E0 L_C529E0: "•From my humble vantage point, it appears you have nothing to sell." next eob // $C52A09 L_C52A09: "•A thousand pardons. We do not carry that item here." next eob // $C52A2A L_C52A2A: "•Ahh, you are most gracious and kind." next eob // $C52A45 L_C52A45: "•Thank you for visiting my poor shop." next eob // $C52A5C L_C52A5C: "•If there is anything else I can do for you, please, do not hesitate to ask." next eob // $C52A82 L_C52A82: "•So, what more can I do for you?" linebreak eob // $C52A92 L_C52A92: "•{name(argument)} simply cannot carry any more goods." next "•Perhaps another of your party could bear this load?" linebreak eob // $C52ACC L_C52ACC: "•If you've already got what you need, great!" next "•But if you don't, well, that would be a real shame." next "•Take a good look at my menu and decide." next "•Is there anything listed that you might want?" linebreak eob // $C52B37 L_C52B37: "•If you do decide that you need any of my goodies, you just hurry on back now, y'hear?" end // $C52B67 L_C52B67: "•Come back any time, if do need any of my goods." end // $C52B82 L_C52B82: "•What'll it be?" prompt2 eob // $C52B8D L_C52B8D: "•The {itemname(REG_ARGUMENT)}, you say?" next eob // $C52B9B L_C52B9B: "•Who's going to carry this?" prompt2 eob // $C52BAA L_C52BAA: "•Will you be equipping that here?" linebreak eob // $C52BBD L_C52BBD: "•I can buy your" linebreak " {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}." next eob // $C52BDD L_C52BDD: "•{name(argument)} won't be able to equip this." next "•Are you sure you really need it?" linebreak eob // $C52C00 L_C52C00: "•Oh? Decided you don't want to buy it, huh?" next eob // $C52C1C L_C52C1C: "•Hmmm... Hate to break this to you, but you don't have enough money." next eob // $C52C3D L_C52C3D: "•Oh... uh... it looks like you've got too many goods to carry." next "•Would you be willing to sell me some of the goods you don't need?" next eob // $C52C81 L_C52C81: "•Fantastic! What do you wanna sell?" prompt2 eob // $C52C9B L_C52C9B: "•{itemname(REG_ARGUMENT)}?" linebreak " I'd say it's worth" linebreak " about... " swap "${number(argument)}." next "•Whaddya say, partner?" linebreak eob // $C52CD4 L_C52CD4: "•OK, I see. Y'all come back now, hear?" next eob // $C52CED L_C52CED: "•What gives? You don't have anything to sell." prompt2 eob // $C52D03 L_C52D03: "•Look, I'm really sorry, but we can't buy that." next eob // $C52D1E L_C52D1E: "•Thanks a million!" next eob // $C52D2C L_C52D2C: "•Thanks a bunch!" next eob // $C52D38 L_C52D38: "•Is there anything else" linebreak " I can get for you" linebreak " while you're here?" next eob // $C52D54 L_C52D54: "•What'll it be?" linebreak eob // $C52D5F L_C52D5F: "•Sakes alive! {name(argument)} can't carry another thing." next "•Maybe someone else can carry it." linebreak eob // $C52D8C L_C52D8C: "•Please come again." end // $C52D94 L_C52D94: "•Sssshhh!" linebreak " Don't talk too loud!" next "•What do you want?" linebreak eob // $C52DB6 L_C52DB6: "•...you again?!" linebreak " What do you want now?" linebreak eob // $C52DCC L_C52DCC: "•Will that be all?" linebreak " Good luck, buddy!" end // $C52DE8 L_C52DE8: "•So that's everything?" linebreak " Keep on the watch for bad guys." end // $C52E0D L_C52E0D: "•I've got what you need." prompt2 eob // $C52E1C L_C52E1C: "•{itemname(REG_ARGUMENT)}?" next eob // $C52E24 L_C52E24: "•Who's gonna lug this around?" prompt2 eob // $C52E3A L_C52E3A: "•OK. I suppose you're going to want to equip it here?" linebreak eob // $C52E59 L_C52E59: "•The {itemname(REG_ARGUMENT)}...?" linebreak " I'd say about " swap "${number(argument)}." next "•Take it or leave it." linebreak eob // $C52E85 L_C52E85: "•{name(argument)} won't be able to equip this." next "•Are you intent on purchasing it anyway?" linebreak eob // $C52EB2 L_C52EB2: "•Well, that's showing good sense. You shouldn't strain yourself too much." next eob // $C52ED7 L_C52ED7: "•Hold it just a second! You haven't got enough money!" next eob // $C52EF5 L_C52EF5: "•You aren't going to be able to carry any more stuff." next "•You're dragging around all that junk..." next "•I guess I could help you out by buying some things that you don't need..." next eob // $C52F4A L_C52F4A: "•What are you going to pawn off on me?" prompt2 eob // $C52F5F L_C52F5F: "•{itemname(REG_ARGUMENT)}?" linebreak " I'll give you " swap "${number(argument)}, and not a penny more." next "•Take it or leave it." linebreak eob // $C52F94 L_C52F94: "•...I don't think you'll find a better price anywhere else." next eob // $C52FB6 L_C52FB6: "•What are you trying to pull, anyway?" next "•You say you want to sell, but you have nothing to offer?!" next "•You've got some nerve, kid!" next eob // $C52FFA L_C52FFA: "•Forget it!" linebreak " I don't want to buy that junk!" next eob // $C53018 L_C53018: "•Excellent." linebreak " Glad we could work something out." next eob // $C53037 L_C53037: "•Thank you.{pause(20)} Things must be pretty tough, especially for a kid like you." next eob // $C53063 L_C53063: "•So, will there be anything else?" linebreak eob // $C53072 L_C53072: "•What is it now?" linebreak eob // $C5307D L_C5307D: "•{name(argument)} can't carry any more." next "•Is anyone else willing to carry it?" linebreak eob // $C530A2 L_C530A2: font_saturn "•Hi Hi Hi." linebreak " You come" linebreak " buying?" next "•You can sell," linebreak " too." next "•I, Mr. Saturn, boing" next "•can do all for you." next "•What do you" linebreak " want zoom?" linebreak font_normal eob // $C530FC L_C530FC: font_saturn "•Oh," linebreak " you thank!" wait font_normal eob // $C5310F L_C5310F: font_saturn "•Thank you." linebreak " Boing!" wait font_normal eob // $C5311F L_C5311F: font_saturn "•What you" linebreak " buying zoom?" prompt2 font_normal eob // $C53134 L_C53134: font_saturn "•The" linebreak " {itemname(REG_ARGUMENT)}?" next font_normal eob // $C53144 L_C53144: font_saturn "•Which" linebreak " you carry" linebreak " this burden?" prompt2 font_normal eob // $C53161 L_C53161: font_saturn "•Equip" linebreak " here?" linebreak font_normal eob // $C53172 L_C53172: font_saturn "•{itemname(REG_ARGUMENT)}?" next "•Uhh," linebreak " that one is" linebreak " " swap "${number(argument)}." next "•What think you about" next "•that price..." linebreak " zoom?" linebreak font_normal eob // $C531BA L_C531BA: font_saturn "•{name(argument)} is not be able to equip this." next "•Boing!" next "•Still wanna" linebreak " buy?" linebreak font_normal eob // $C531EA L_C531EA: font_saturn "•If you not" linebreak " gonna buy," next "•don't" linebreak " buy zoom!" next font_normal eob // $C53212 L_C53212: font_saturn "•Uhh," next "•at a looking boing glance," linebreak " no chance." next "•No" linebreak " enough" next "•cashoooooola." linebreak " Zoicks!" next font_normal eob // $C53259 L_C53259: font_saturn "•What a happy happy" next "•surprise." linebreak " Zoom..." next "•You have" linebreak " much" linebreak " junk." next font_normal eob // $C5328F L_C5328F: font_saturn "•You want to" linebreak " sell me" linebreak " things" next "•at me boing?" prompt2 font_normal eob // $C532B3 L_C532B3: font_saturn "•{itemname(REG_ARGUMENT)}?" next "•The most" linebreak " us pay that" linebreak " is " swap "${number(argument)}." next "•That kay-o" linebreak " on you?" next "•Ding! Ding!" linebreak font_normal eob // $C532FA L_C532FA: font_saturn "•Oh Joy! Zooooom!" next font_normal eob // $C53312 L_C53312: font_saturn "•Ah-choo! Hi Hi Hi!" next "•try of" linebreak " tricking boing?" next "•'Cause you" linebreak " have no" linebreak " anything" next "• selling. Ding Ding!" next font_normal eob // $C53363 L_C53363: font_saturn "•Dear, dear, dear ...Boing!" next "•No can" linebreak " buy that." next font_normal eob // $C5338F L_C5338F: font_saturn "•Oh," linebreak " you thank." next font_normal eob // $C533A3 L_C533A3: font_saturn "•Thanks! Ding Zoom!" next font_normal eob // $C533B6 L_C533B6: font_saturn "•Is there anything Zoom" next "•else need?" next font_normal eob // $C533D5 L_C533D5: font_saturn "•What next, Boing?" linebreak font_normal eob // $C533E5 L_C533E5: font_saturn "•{name(argument)} has" linebreak " kookie much" linebreak " junk?" next "•Does anyone" linebreak " want help" linebreak " Zoom?" next font_normal eob // $C5341D L_C5341D: "•Let's play store. My friend Ay-go loves this game. So..." next "•Hi! May I help you?" linebreak eob // $C53454 L_C53454: "•Bye bye!" linebreak " Let's play again some time!" end // $C5346F L_C5346F: "•Bye bye!" linebreak " Let's play again some time!" end // $C5348A L_C5348A: "•Are you looking for anything in particular?" prompt2 eob // $C5349F L_C5349F: "•{itemname(REG_ARGUMENT)}?" next eob // $C534A7 L_C534A7: "•Who is going to carry this?" prompt2 eob // $C534B6 L_C534B6: "•Do you want to try equipping it here?" linebreak eob // $C534C8 L_C534C8: "•Do you want me to buy your {itemname(REG_ARGUMENT)}" next "•for " swap "${number(argument)}?" linebreak eob // $C534E9 L_C534E9: "•Did you realize that {name(argument)} can't equip this?" next "•Do you still want to purchase it?" linebreak eob // $C53515 L_C53515: "•Well, the customer is always right." next eob // $C5352C L_C5352C: get_char(1) "•" call(TEXT_PMemberPoliteUpper) ", it appears you do not have the money necessary for this transaction." next eob // $C53562 L_C53562: "•I really don't think you can carry any more purchases." next "•You can come again after you sell something," next "•or you can simply discard an item to lighten your load." next "•Or, you might want to sell the things you don't need here!" next eob // $C535D3 L_C535D3: "•What would you like to sell?" prompt2 eob // $C535DF L_C535DF: "•{itemname(REG_ARGUMENT)}?" linebreak " I'm authorized to pay up to" linebreak " " swap "${number(argument)} for that." next "•How about it?" linebreak eob // $C53615 L_C53615: "•That's fine. It's the customer's prerogative to change his or her mind." next eob // $C53645 L_C53645: "•Though I really would like to buy something from you, you have nothing to offer." next eob // $C5366D L_C5366D: "•Sorry, I'm not authorized to buy that." next eob // $C53687 L_C53687: get_char(1) "•Thank you very much," linebreak " " call(TEXT_PMemberPolite) "." next eob // $C5369D L_C5369D: "•I'll give Ay-go these colorful papers you gave me." next eob // $C536C1 L_C536C1: "•Will there be anything else today?" linebreak eob // $C536D2 L_C536D2: "•What are you going to do now?" linebreak eob // $C536E1 L_C536E1: "•It looks like {name(argument)} is overloaded with items." next "•You want to have one of your friends carry it?" linebreak eob // $C53711 L_C53711: newline " “{itemname(FRANKLIN_BADGE)}”" next "•By keeping it as one of your items," next "•it deflects a lightning attack back at the attacker." end // $C53750 L_C53750: newline " “{itemname(TEDDY_BEAR)}”" next "•" call(L_C56B5D) end // $C53761 L_C53761: newline " “{itemname(SUPER_PLUSH_BEAR)}”" next "•" call(L_C56B5D) end // $C53772 L_C53772: newline " “{itemname(BROKEN_MACHINE)}”" next "•There's no way of knowing its original use." next "•It's just some kind of broken gadget." next call(L_C56B6F) end // $C537BC L_C537BC: newline " “{itemname(BROKEN_GADGET)}”" next "•There's no way of knowing its original use." next "•It's just some kind of broken mechanism." next call(L_C56B6F) end // $C53809 L_C53809: newline " “{itemname(BROKEN_AIR_GUN)}”" next "•A broken air gun." next call(L_C56B6F) end // $C5382A L_C5382A: newline " “{itemname(BROKEN_SPRAY_CAN)}”" next "•A broken spray can." next call(L_C56B6F) end // $C5384D L_C5384D: newline " “{itemname(BROKEN_LASER)}”" next "•A broken laser gun." next call(L_C56B6F) end // $C53870 L_C53870: newline " “{itemname(BROKEN_IRON)}”" next "•A contraption that looks like an iron." next call(L_C56B6F) end // $C53897 L_C53897: newline " “{itemname(BROKEN_PIPE)}”" next "•It looks like a busted water pipe." next call(L_C56B6F) end // $C538BC L_C538BC: newline " “{itemname(BROKEN_CANNON)}”" next "•A broken beam cannon." next call(L_C56B6F) end // $C538E0 L_C538E0: newline " “{itemname(BROKEN_TUBE)}”" next "•A broken tube-shaped item." next call(L_C56B6F) end // $C53908 L_C53908: newline " “{itemname(BROKEN_BAZOOKA)}”" next "•A broken bazooka." next call(L_C56B6F) end // $C53929 L_C53929: newline " “{itemname(BROKEN_TRUMPET)}”" next "•A broken apparatus that is shaped like a trumpet." next call(L_C56B6F) end // $C53960 L_C53960: newline " “{itemname(BROKEN_HARMONICA)}”" next "•A broken device that looks like a harmonica." next call(L_C56B6F) end // $C5398E L_C5398E: newline " “{itemname(BROKEN_ANTENNA)}”" next "•A piece of broken equipment that looks like a satellite dish." next call(L_C56B6F) end // $C539C4 L_C539C4: newline " “{itemname(CRACKED_BAT)}”" next call(L_C56B8E) end // $C539D4 L_C539D4: newline " “{itemname(TEE_BALL_BAT)}”" next call(L_C56B8E) end // $C539E4 L_C539E4: newline " “{itemname(SAND_LOT_BAT)}”" next call(L_C56B8E) end // $C539F4 L_C539F4: newline " “{itemname(MINOR_LEAGUE_BAT)}”" next call(L_C56B8E) end // $C53A04 L_C53A04: newline " “{itemname(MR_BASEBALL_BAT)}”" next call(L_C56B8E) end // $C53A14 L_C53A14: newline " “{itemname(BIG_LEAGUE_BAT)}”" next call(L_C56B8E) next "•This item looks like it could have had cork put into the core!" end // $C53A47 L_C53A47: newline " “{itemname(HALL_OF_FAME_BAT)}”" next call(L_C56B8E) end // $C53A57 L_C53A57: newline " “{itemname(MAGICANT_BAT)}”" next call(L_C56B8E) end // $C53A67 L_C53A67: newline " “{itemname(LEGENDARY_BAT)}”" next call(L_C56B8E) end // $C53A77 L_C53A77: newline " “{itemname(GUTSY_BAT)}”" next call(L_C56B8E) next "•When equipped, it increases your guts." end // $C53A9F L_C53A9F: newline " “{itemname(CASEY_BAT)}”" next call(L_C56B8E) next "•You can't help but swing this bat with all your might." next "•There's a good chance that you may just whiff." end // $C53AE6 L_C53AE6: newline " “{itemname(FRY_PAN)}”" next call(L_C56B97) end // $C53AF6 L_C53AF6: newline " “{itemname(THICK_FRY_PAN)}”" next call(L_C56B97) end // $C53B06 L_C53B06: newline " “{itemname(DELUXE_FRY_PAN)}”" next call(L_C56B97) end // $C53B16 L_C53B16: newline " “{itemname(CHEFS_FRY_PAN)}”" next call(L_C56B97) end // $C53B26 L_C53B26: newline " “{itemname(FRENCH_FRY_PAN)}”" next call(L_C56B97) end // $C53B36 L_C53B36: newline " “{itemname(MAGIC_FRY_PAN)}”" next call(L_C56B97) end // $C53B46 L_C53B46: newline " “{itemname(HOLY_FRY_PAN)}”" next call(L_C56B97) end // $C53B56 L_C53B56: newline " “{itemname(SWORD_OF_KINGS)}”" next call(L_C56BA9) next "•It increases your offense." end // $C53B76 L_C53B76: newline " “{itemname(POP_GUN)}”" next call(L_C56BA0) end // $C53B86 L_C53B86: newline " “{itemname(STUN_GUN)}”" next call(L_C56BA0) end // $C53B96 L_C53B96: newline " “{itemname(TOY_AIR_GUN)}”" next call(L_C56BA0) end // $C53BA6 L_C53BA6: newline " “{itemname(MAGNUM_AIR_GUN)}”" next call(L_C56BA0) end // $C53BB6 L_C53BB6: newline " “{itemname(ZIP_GUN)}”" next call(L_C56BA0) end // $C53BC6 L_C53BC6: newline " “{itemname(LASER_GUN)}”" next call(L_C56BA0) end // $C53BD6 L_C53BD6: newline " “{itemname(HYPER_BEAM)}”" next call(L_C56BA0) end // $C53BE6 L_C53BE6: newline " “{itemname(CRUSHER_BEAM)}”" next call(L_C56BA0) end // $C53BF6 L_C53BF6: newline " “{itemname(SPECTRUM_BEAM)}”" next call(L_C56BA0) end // $C53C06 L_C53C06: newline " “{itemname(DEATH_RAY)}”" next call(L_C56BA0) end // $C53C16 L_C53C16: newline " “{itemname(BADDEST_BEAM)}”" next call(L_C56BA0) end // $C53C26 L_C53C26: newline " “{itemname(MOON_BEAM_GUN)}”" next call(L_C56BA0) end // $C53C36 L_C53C36: newline " “{itemname(GAIA_BEAM)}”" next call(L_C56BA0) end // $C53C46 L_C53C46: newline " “{itemname(YO_YO)}”" next "•A so-so weapon." end // $C53C5F L_C53C5F: newline " “{itemname(SLINGSHOT)}”" next "•A decent little weapon." end // $C53C7A L_C53C7A: newline " “{itemname(BIONIC_SLINGSHOT)}”" next "•A pretty powerful weapon." end // $C53C95 L_C53C95: newline " “{itemname(TRICK_YO_YO)}”" next "•A tough, strong weapon!" end // $C53CAF L_C53CAF: newline " “{itemname(COMBAT_YO_YO)}”" next "•This one rocks, for sure." end // $C53CC8 L_C53CC8: newline " “{itemname(TRAVEL_CHARM)}”" next call(L_C56BC0) end // $C53CD8 L_C53CD8: newline " “{itemname(GREAT_CHARM)}”" next call(L_C56BC0) next "•Also, it adds a bit of Speed." end // $C53D00 L_C53D00: newline " “{itemname(CRYSTAL_CHARM)}”" next call(L_C56BC0) next "•It also increases your Speed." end // $C53D21 L_C53D21: newline " “{itemname(RABBITS_FOOT)}”" next call(L_C56BC0) next "•It increases your Speed in a big way." end // $C53D46 L_C53D46: newline " “{itemname(FLAME_PENDANT)}”" next call(L_C56BDF) "•It protects you from fire attacks." end // $C53D6A L_C53D6A: newline " “{itemname(RAIN_PENDANT)}”" next call(L_C56BDF) "•It protects you from freeze attacks." end // $C53D8F L_C53D8F: newline " “{itemname(NIGHT_PENDANT)}”" next call(L_C56BDF) "•It absorbs the light of a flash attack." end // $C53DB8 L_C53DB8: newline " “{itemname(SEA_PENDANT)}”" next call(L_C56BDF) "•It protects you from fire, freeze and flash attacks." end // $C53DE8 L_C53DE8: newline " “{itemname(STAR_PENDANT)}”" next call(L_C56BDF) "•It protects you from fire, freeze, flash and paralysis attacks." end // $C53E23 L_C53E23: newline " “{itemname(CLOAK_OF_KINGS)}”" next "•{name(POO)}'s body equipment." next "•It increases his Defense." end // $C53E4F L_C53E4F: newline " “{itemname(CHEAP_BRACELET)}”" next call(L_C56BF4) end // $C53E5F L_C53E5F: newline " “{itemname(COPPER_BRACELET)}”" next call(L_C56BF4) end // $C53E6F L_C53E6F: newline " “{itemname(SILVER_BRACELET)}”" next call(L_C56BF4) end // $C53E7F L_C53E7F: newline " “{itemname(GOLD_BRACELET)}”" next call(L_C56BF4) end // $C53E8F L_C53E8F: newline " “{itemname(PLATINUM_BAND)}”" next call(L_C56BF4) end // $C53E9F L_C53E9F: newline " “{itemname(DIAMOND_BAND_1)}”" next call(L_C56BF4) end // $C53EAF L_C53EAF: newline " “{itemname(PIXIES_BRACELET)}”" next call(L_C56BF4) next call(L_C56C16) end // $C53EC6 L_C53EC6: newline " “{itemname(CHERUBS_BAND)}”" next call(L_C56BF4) next call(L_C56C16) end // $C53EDD L_C53EDD: newline " “{itemname(GODDESS_BAND)}”" next call(L_C56BF4) next call(L_C56C16) end // $C53EF4 L_C53EF4: newline " “{itemname(BRACER_OF_KINGS)}”" next "•To be equipped on" linebreak " {name(POO)}'s arm." next "•Helps protect from being hypnotized, and Luck goes up." next "•Of course, Defense also goes up." end // $C53F58 L_C53F58: newline " “{itemname(BASEBALL_CAP)}”" next call(L_C56C40) next "•It has the logo of your favorite baseball team." end // $C53F89 L_C53F89: newline " “{itemname(HOLMES_HAT)}”" next call(L_C56C40) next "•It makes you feel like the great detective, Sherlock Holmes, when equipped." end // $C53FC9 L_C53FC9: newline " “{itemname(MR_BASEBALL_CAP)}”" next call(L_C56C40) next "•It is said to have been given to your friend by a famous player at the ballpark." end // $C5400A L_C5400A: newline " “{itemname(HARD_HAT)}”" next call(L_C56C40) next "•Should be worn when searching for buried treasure," next "•or while you are at the construction site." end // $C54055 L_C54055: newline " “{itemname(RIBBON)}”" next call(L_C56C6D) end // $C54065 L_C54065: newline " “{itemname(RED_RIBBON)}”" next call(L_C56C6D) end // $C54075 L_C54075: newline " “{itemname(GODDESS_RIBBON)}”" next call(L_C56C6D) end // $C54085 L_C54085: newline " “{itemname(COIN_OF_SLUMBER)}”" next call(L_C56C54) end // $C54095 L_C54095: newline " “{itemname(COIN_OF_DEFENSE)}”" next call(L_C56C54) end // $C540A5 L_C540A5: newline " “{itemname(LUCKY_COIN)}”" next call(L_C56C54) end // $C540B5 L_C540B5: newline " “{itemname(TALISMAN_COIN)}”" next call(L_C56C54) end // $C540C5 L_C540C5: newline " “{itemname(SHINY_COIN)}”" next call(L_C56C54) end // $C540D5 L_C540D5: newline " “{itemname(SOUVENIR_COIN)}”" next call(L_C56C54) end // $C540E5 L_C540E5: newline " “{itemname(DIADEM_OF_KINGS)}”" next call(L_C56C91) next "•It increases his Defense." end // $C54106 L_C54106: newline " “{itemname(COOKIE)}”" next call(L_C56CB5) "6" call(L_C56CD6) end // $C5411C L_C5411C: newline " “{itemname(BAG_OF_FRIES)}”" next call(L_C56CB5) "24" call(L_C56CD6) end // $C54133 L_C54133: newline " “{itemname(HAMBURGER)}”" next call(L_C56CB5) "50" call(L_C56CD6) next "•100% beef." end // $C54156 L_C54156: newline " “{itemname(BOILED_EGG)}”" next call(L_C56CB5) "40" call(L_C56CD6) end // $C5416D L_C5416D: newline " “{itemname(FRESH_EGG)}”" next call(L_C56CB5) "80" call(L_C56CD6) next "•So fresh, it's still warm!" end // $C54197 L_C54197: newline " “{itemname(PICNIC_LUNCH)}”" next call(L_C56CB5) "80" call(L_C56CD6) next "•There's even a slice of your favorite cake!" end // $C541CB L_C541CB: newline " “{itemname(PASTA_DI_SUMMERS)}”" next "•This is a pasta dish which legend holds was a favorite of King Summers the Third" next "•in the 16th century. Back then, there were many great chefs, confident of their" next "•culinary skills, always going to and from Summer's Palace." next "•Once day, King Summers wife, Anna Summers, said," next "•“Oh what I wouldn't give for some really delicious pasta!” ... ... ..." next "•...Well, let's just leave it at that. The story is too long to go through completely..." next "•but it really is a beautiful, touching tale..." next call(L_C56CB5) "110" call(L_C56CD6) end // $C54321 L_C54321: newline " “{itemname(PIZZA)}”" next call(L_C56CB5) "120" call(L_C56CD6) end // $C54339 L_C54339: newline " “{itemname(CHEFS_SPECIAL)}”" next "•This is today's special. It is highly recommended by our chef," next "•who trained at a five-star restaurant in Paris." next call(L_C56CB5) "200" call(L_C56CD6) end // $C543A4 L_C543A4: newline " “{itemname(LARGE_PIZZA)}”" next "•Since it's a really big pizza, everyone can recover about 240 HP when eaten." end // $C543DA L_C543DA: newline " “{itemname(PSI_CARAMEL)}”" next "•Replenishes 20 PP." end // $C543F5 L_C543F5: newline " “{itemname(MAGIC_TRUFFLE)}”" next "•A dream-like delicacy" linebreak " that is said to grow at the base of trees" next "•in wet, muddy places." next "•It restores about 80 PP." end // $C54451 L_C54451: newline " “{itemname(BRAIN_FOOD_LUNCH)}”" next call(L_C56CB5) "300 HP and about 50 PP." end // $C54471 L_C54471: newline " “{itemname(ROCK_CANDY)}”" next "•When you eat this, it will increase either Speed, Guts, Vitality, IQ or Luck." end // $C544AF L_C544AF: newline " “{itemname(CROISSANT)}”" next call(L_C56CB5) "60" call(L_C56CD6) end // $C544C6 L_C544C6: newline " “{itemname(BREAD_ROLL)}”" next call(L_C56CB5) "30" call(L_C56CD6) end // $C544DD L_C544DD: newline " “{itemname(PAK_OF_BUBBLE_GUM)}”" next "•This is the Balloon Monkey's favorite." next "•It will not help you recover, but" next "•you'll also never run out, 'cause it's a super jumbo pack!" end // $C5453E L_C5453E: newline " “{itemname(JAR_OF_FLY_HONEY)}”" next "•Belch's most favorite food in the whole world." next "•However... it smells REALLY, really nasty! We're talkin' major stinkage here!" end // $C545A1 L_C545A1: newline " “{itemname(CAN_OF_FRUIT_JUICE)}”" next call(L_C56CC5) "6" call(L_C56CD6) end // $C545B7 L_C545B7: newline " “{itemname(ROYAL_ICED_TEA)}”" next "•The highest quality tea, produced by tea expert Mr. Y. Todaar," next "•who carefully selects only hand-picked tea leaves." next "•Long ago, only aristocrats at a king's court were allowed to drink this tea." next call(L_C56CC5) "60" call(L_C56CD6) end // $C54660 L_C54660: newline " “{itemname(PROTEIN_DRINK)}”" next "•For building a stronger, healthier body." next "•It gives you a blast of nourishment when you are fatigued." next call(L_C56CC5) "80" call(L_C56CD6) end // $C546BC L_C546BC: newline " “{itemname(KRAKEN_SOUP)}”" next "•Soup made from the fin of the sea monster known as Kraken." next "•This beast lives in the ocean off the shore of Summers." next "•Very expensive, but a sizable power boost is guaranteed." end // $C54733 L_C54733: newline " “{itemname(BOTTLE_OF_WATER)}”" next "•When you drink it, your PP slightly increases." end // $C5475A L_C5475A: newline " “{itemname(COLD_REMEDY)}”" next "•This is the most effective thing to take when you catch a cold." end // $C54789 L_C54789: newline " “{itemname(VIAL_OF_SERUM)}”" next "•This is the best thing to take when you get poisoned." end // $C547B0 L_C547B0: newline " “{itemname(IQ_CAPSULE)}”" next "•It increases your IQ when taken." end // $C547CB L_C547CB: newline " “{itemname(GUTS_CAPSULE)}”" next "•It increases your Guts when taken." end // $C547E8 L_C547E8: newline " “{itemname(SPEED_CAPSULE)}”" next "•It increases your Speed when taken." end // $C54806 L_C54806: newline " “{itemname(VITAL_CAPSULE)}”" next "•It increases your Vitality when taken." end // $C54826 L_C54826: newline " “{itemname(LUCK_CAPSULE)}”" next "•It increases your Luck when taken." end // $C54842 L_C54842: newline " “{itemname(KETCHUP_PACKET)}”" next call(L_C56D63) end // $C54852 L_C54852: newline " “{itemname(SUGAR_PACKET)}”" next call(L_C56D63) end // $C54862 L_C54862: newline " “{itemname(TIN_OF_COCOA)}”" next call(L_C56D63) end // $C54872 L_C54872: newline " “{itemname(CARTON_OF_CREAM)}”" next call(L_C56D63) end // $C54882 L_C54882: newline " “{itemname(SPRIG_OF_PARSLEY)}”" next call(L_C56D63) end // $C54892 L_C54892: newline " “{itemname(JAR_OF_HOT_SAUCE)}”" next call(L_C56D63) end // $C548A2 L_C548A2: newline " “{itemname(SALT_PACKET)}”" next call(L_C56D63) end // $C548B2 L_C548B2: newline " “{itemname(BACKSTAGE_PASS)}”" next "•It allows you go back stage at the Chaos Theater." next "•Of course, you can also watch the show using the pass." end // $C548FC L_C548FC: newline " “{itemname(JAR_OF_DELISAUCE)}”" next "•Use by sprinkling it over food." next "•It tastes good with any kind of food, thereby" next "•increasing the recovery power of the food." end // $C54952 L_C54952: newline " “{itemname(WET_TOWEL)}”" next "•It's great for those times that you get sunstroke." end // $C54979 L_C54979: newline " “{itemname(REFRESHING_HERB)}”" next "•It helps when you have been poisoned, or you are feeling nauseous." next "•It also has other uses..." next call(L_C56D02) call(L_C56D36) end // $C549C3 L_C549C3: newline " “{itemname(SECRET_HERB)}”" next "•May revive a friend who is unconscious." next call(L_C56CDB) call(L_C56D02) next call(L_C56D36) call(L_C56D38) end // $C549FF L_C549FF: newline " “{itemname(HORN_OF_LIFE)}”" next // $C54A08 L_C54A08: "•Revives a friend who is unconscious." next call(L_C56CDB) call(L_C56D02) next call(L_C56D37) call(L_C56D38) end // $C54A3A L_C54A3A: newline " “{itemname(COUNTER_PSI_UNIT)}”" next call(L_C56DB7) "•Contains the enemy's PSI during a battle." next call(L_C56D9B) end // $C54A6C L_C54A6C: newline " “{itemname(SHIELD_KILLER)}”" next call(L_C56DB7) "•Breaks through the enemy's shield during a battle." next call(L_C56D9B) end // $C54AA1 L_C54AA1: newline " “{itemname(BAZOOKA)}”" next call(L_C56DB7) call(L_C56DC5) next "•Because of its explosive power," next "•it may effect others besides the target creature." next call(L_C56D9B) end // $C54AF5 L_C54AF5: newline " “{itemname(HEAVY_BAZOOKA)}”" next call(L_C56DB7) "•Really dishes out a lot of damage to the enemy during a battle." next "•Because of its explosive power," next "•it may effect others besides the target creature." next call(L_C56D9B) end // $C54B67 L_C54B67: newline " “{itemname(HP_SUCKER)}”" next call(L_C56DB7) "•Sucks up some HP from the target creature." next "•The more HP an enemy has, the more you get." next call(L_C56D9B) end // $C54BB0 L_C54BB0: newline " “{itemname(HUNGRY_HP_SUCKER)}”" next call(L_C56DB7) "•Sucks up some HP from all the enemies." next "•The more HP the enemies have, the more you get." next call(L_C56D9B) end // $C54BFA L_C54BFA: newline " “{itemname(XTERMINATOR_SPRAY)}”" next "•Deals 200 points of damage to any bug when used during combat." next call(L_C56D9B) end // $C54C32 L_C54C32: newline " “{itemname(SLIME_GENERATOR)}”" next call(L_C56DB7) "•Sprays a sticky substance that stops the enemy from moving." next call(L_C56D9B) end // $C54C6D L_C54C6D: newline " “{itemname(YOGURT_DISPENSER)}”" next call(L_C56DB7) "•Invented by Apple Kid." next "•If used during combat, some damage will be dealt to the enemy," next "•though it's not understood why this happens... it's just yogurt after all..." next call(L_C56D9B) end // $C54CEB L_C54CEB: newline " “{itemname(RULER)}”" next "•You can even use this during battle!" next call(L_C56D9B) end // $C54D10 L_C54D10: newline " “{itemname(SNAKE_BAG)}”" next "•During battle, a snake pops out of the bag and bites the enemy." next "•There are thousands of small snakes living in the bag," next "•so you should be able to use it over and over again." next "•It can possibly poison the enemy, too." end // $C54D99 L_C54D99: newline " “{itemname(MUMMY_WRAP)}”" next "•If used as a whip during battle, the enemy will take some damage" next "•and stop moving for a while." next call(L_C56DAB) end // $C54DDC L_C54DDC: newline " “{itemname(PROTRACTOR)}”" next "•You can even use this during battle!" next call(L_C56D9B) end // $C54E01 L_C54E01: newline " “{itemname(BOTTLE_ROCKET)}”" next call(L_C56DB7) call(L_C56DC5) next call(L_C56DAB) end // $C54E1D L_C54E1D: "akm" // $C54E20 L_C54E20: newline " “{itemname(BIG_BOTTLE_ROCKET)}”" next call(L_C56DB7) "•Fires a fast, powerful bottle rocket." next call(L_C56DAB) end // $C54E54 L_C54E54: newline " “{itemname(MULTI_BOTTLE_ROCKET)}”" next call(L_C56DB7) "•Possibly the strongest weapon around," next "•it does a lot of damage due to its massive warhead." next call(L_C56DAB) end // $C54EA7 L_C54EA7: newline " “{itemname(BOMB)}”" next call(L_C56DC5) next "•Because of its explosive power," next "•it may effect others besides the target creature. " next call(L_C56DAB) end // $C54EF7 L_C54EF7: newline " “{itemname(SUPER_BOMB)}”" next "•Able to dish out some heavy-duty destruction in combat. " next "•Because of its explosive power," next "•it may effect others besides the target creature." next call(L_C56DAB) end // $C54F6A L_C54F6A: newline " “{itemname(INSECTICIDE_SPRAY)}”" next "•Deals 100 points of damage to any bug when used during combat." next call(L_C56DAB) end // $C54FA2 L_C54FA2: newline " “{itemname(RUST_PROMOTER)}”" next "•Quickly rusts metallic enemies when used during battle." next "•The enemy will take about 200 points of damage." next call(L_C56DAB) end // $C54FF0 L_C54FF0: newline " “{itemname(RUST_PROMOTER_DX)}”" next "•Causes almost instantaneous rusting" next "•when used on metallic enemies during battle." next "•The enemy takes about 400 points of damage." next call(L_C56DAB) end // $C55057 L_C55057: newline " “{itemname(PAIR_OF_DIRTY_SOCKS)}”" next "•When used during battle, the enemy gets so nauseous from the ripe odor," next "•they cannot fight." next call(L_C56DAB) end // $C5509E L_C5509E: newline " “{itemname(STAG_BEETLE)}”" next "•By throwing this at the enemy during battle," next "•the enemy is shocked and stops moving." next call(L_C56DAB) end // $C550E3 L_C550E3: newline " “{itemname(TOOTHBRUSH)}”" next "•Can be used during battle." next call(L_C56DAB) end // $C55105 L_C55105: newline " “{itemname(HANDBAG_STRAP)}”" next "•When used as a whip during battle," next "•the enemy takes enough damage to stop moving for a short time." next call(L_C56DAB) end // $C5514F L_C5514F: newline " “{itemname(PHARAOHS_CURSE)}”" next "•An ectoplasmic ooze is disgorged out of the dreadful box," next "•and the enemy may be poisoned." next call(L_C56DAB) end // $C5519F L_C5519F: newline " “{itemname(DEFENSE_SHOWER)}”" next "•Increases the Defense of all the friends." next call(L_C56B0D) next call(L_C56D9B) end // $C551CD L_C551CD: newline " “{itemname(LETTER_FROM_MOM)}”" next "•A letter from Mom to {name(NESS)}." end // $C551EA L_C551EA: newline " “{itemname(SUDDEN_GUTS_PILL)}”" next "•Doubles your guts during battle." next "•However, after a battle, your guts return to normal. " next call(L_C56DAB) end // $C55230 L_C55230: newline " “{itemname(BAG_OF_DRAGONITE)}”" next "•If you sprinkle the powder on one of your friends during battle, " next "•that friend turns into a dragon and attacks all enemies." next call(L_C56DAB) end // $C5528D L_C5528D: newline " “{itemname(DEFENSE_SPRAY)}”" next "•Increase one of the friends Defense during battle." next call(L_C56B0D) next call(L_C56DAB) end // $C552C4 L_C552C4: newline " “{itemname(PIGGY_NOSE)}”" next "•If you wear this on your nose, you can find and root out magic truffles." next call(L_C56D9B) next "•...let me explain a bit about Magic Truffles." next "•They are a kind of mushroom that grow in damp places, like at the base of big trees." next "•They are almost always buried, " next "•so they cannot be seen." next "•If you find one and eat it, it is said to greatly recover a person's PP!" next "•You can see more info about the wondrous Magic Truffle after you have obtained one." end // $C553D7 L_C553D7: newline " “{itemname(FOR_SALE_SIGN)}”" next "•It invites people to come and buy your unnecessary goods." next call(L_C56D9B) end // $C55409 L_C55409: newline " “{itemname(SHYNESS_BOOK)}”" next "•As the title says, it helps one overcome shyness." end // $C55433 L_C55433: newline " “{itemname(PICTURE_POSTCARD)}”" next "•Not really horrible, but the scene on the front doesn't make you want to go there. " end // $C5546C L_C5546C: newline " “{itemname(KING_BANANA)}”" next "•A king-sized banana." linebreak " Not edible." end // $C55496 L_C55496: newline " “{itemname(LETTER_FROM_TONY)}”" next "•A letter from Tony to {name(JEFF)}." end // $C554B3 L_C554B3: newline " “{itemname(CHICK)}”" next "•A chick that just hatched." end // $C554CF L_C554CF: newline " “{itemname(CHICKEN)}”" next "•A real, live chicken." next "•Don't eat it, please." end // $C554F6 L_C554F6: newline " “{itemname(KEY_TO_THE_SHACK)}”" next "•A key to the traveling entertainer's shack." end // $C5551D L_C5551D: newline " “{itemname(KEY_TO_THE_CABIN)}”" next "•A key to a holding cell made specially for {name(PAULA)}." end // $C55546 L_C55546: newline " “{itemname(BAD_KEY_MACHINE)}”" next "•The “Machine that Opens Doors," next "•especially when you have a slightly bad key” machine." end // $C5558A L_C5558A: newline " “{itemname(TEMPORARY_GOODS)}”" next "•A key given to you by a maid who works at the Monotoli building." end // $C555B8 L_C555B8: newline " “{itemname(ZOMBIE_PAPER)}”" next "•Apple Kid's invention." next "•Lay this out in the tent, and the next day, a lot of zombies may be stuck to it." end // $C55602 L_C55602: newline " “{itemname(HAWK_EYE)}”" next "•What a miracle! Now you can see in the dark!" end // $C55627 L_C55627: newline " “{itemname(BICYCLE)}”" next "•Riding this makes you feel like whistling!" next "•You can even ring the bell by pressing the R button." end // $C5566B L_C5566B: newline " “{itemname(ATM_CARD)}”" next "•You know, you shouldn't leave home without..." next "•It even works overseas!" end // $C5569C L_C5569C: newline " “{itemname(SHOW_TICKET)}”" next "•It says, “Section B, seat 3D.”" end // $C556C1 L_C556C1: newline " “{itemname(LETTER_FROM_KIDS)}”" next "•A letter from the preschool kids to {name(PAULA)}." end // $C556E3 L_C556E3: newline " “{itemname(WAD_OF_BILLS)}”" next "•A bundle of brand new, crisp bills." end // $C5570B L_C5570B: newline " “{itemname(RECEIVER_PHONE)}”" next "•Apple Kid's invention." next "•Now, you can receive important calls." end // $C55740 L_C55740: newline " “{itemname(DIAMOND)}”" next "•A big, beautiful, and expensive-looking gem." end // $C5576A L_C5576A: newline " “{itemname(SIGNED_BANANA)}”" next "•A banana skin with Venus's autograph." end // $C55794 L_C55794: newline " “{itemname(PENCIL_ERASER)}”" next "•Apple Kid's invention." next "•It makes something blocking your way" next "•that looks like a pencil disappear in just a second." end // $C557E7 L_C557E7: newline " “{itemname(HIEROGLYPH_COPY)}”" next "•A copy of a hieroglyph." next "•Something important is recorded in the ancient characters." end // $C55831 L_C55831: newline " “{itemname(METEOTITE)}”" next "•It can be sold for a very high price." next "•Nothing happens if you use it." next "•A good explanation is kind of tough..." end // $C5587E L_C5587E: newline " “{itemname(CONTACT_LENS)}”" next "•It must belong to someone." end // $C55897 L_C55897: newline " “{itemname(HAND_AID)}”" next "•A hand-made Band Aid." next "•It heals your wounded body." next call(L_C56DAB) end // $C558CA L_C558CA: newline " “{itemname(TROUT_YOGURT)}”" next "•A fashionable treat for snobby, haute cuisine people in some big cities." next call(L_C56CB5) "30" call(L_C56CD6) end // $C55915 L_C55915: newline " “{itemname(BANANA)}”" next call(L_C56CB5) "25" call(L_C56CD6) end // $C5592C L_C5592C: newline " “{itemname(CALORIE_STICK)}”" next call(L_C56CB5) "60" call(L_C56CD6) end // $C55943 L_C55943: newline " “{itemname(KEY_TO_THE_TOWER)}”" next "•An old key." end // $C55957 L_C55957: newline " “{itemname(METEORITE_PIECE)}”" next "•It looks like a plain old rock," next "•but for someone who knows about it, it is actually a very precious, unusual element." end // $C559A8 L_C559A8: newline " “{itemname(EARTH_PENDANT)}”" next call(L_C56BDF) "•It protects you from fire, freeze, and flash attacks." end // $C559D9 L_C559D9: newline " “{itemname(NEUTRALIZER)}”" next call(L_C56DB7) "•When used during battle," next "•this item resets the abilities of all creatures (friend or enemy)" next "•to their normal levels." next "•Any changes that had taken place due to PSI and such is neutralized." next "•It also neutralizes all shields (friend or enemy) that were in effect." next "•(Remember, the abilities" next "•that I am talking about are Offense, Defense, Guts, etc.)" end // $C55AD5 L_C55AD5: newline " “{itemname(SOUND_STONE)}”" next "•If you touch this to your forehead and concentrate on your thoughts," next "•Your Sanctuary melodies can be heard." end // $C55B21 L_C55B21: newline " “{itemname(EXIT_MOUSE)}”" next "•If you use this in a dungeon or some such place," next "•the mouse brings you back to the place where you entered." next "•It's a very smart mouse." end // $C55B79 L_C55B79: newline " “{itemname(GELATO_DE_RESORT)}”" next "•Ice cream that is all the rage among fashionable, young women." next call(L_C56CB5) "30" call(L_C56CD6) end // $C55BC1 L_C55BC1: newline " “{itemname(SNAKE)}”" next "•When used during battle, it bites the enemy and disappears." next "•It may also poison the enemy." end // $C55C03 L_C55C03: newline " “{itemname(VIPER)}”" next "•When used during battle, it bites the enemy and disappears." next "•It always poisons the enemy." end // $C55C46 L_C55C46: newline " “{itemname(BRAIN_STONE)}”" next "•A miraculous stone that enables you to “concentrate”" next "•without using your own brain." next "•This is accomplished just by your keeping this item." next "•This is great because if you can't concentrate, you can't use PSI." end // $C55CCE L_C55CCE: newline " “{itemname(TOWN_MAP)}”" next "•A handy town map. It can be used in Onett, as well as other towns." next "•You can view the map quickly, simply by pressing the X button." end // $C55D2E L_C55D2E: newline " “{itemname(VIDEO_RELAXANT)}”" next "•What the hey is this?" end // $C55D46 L_C55D46: newline " “{itemname(SUPORMA)}”" next "•Orange Kid's invention." next "•The full name is the “Super Orange Machine.”" end // $C55D82 L_C55D82: newline " “{itemname(KEY_TO_THE_LOCKER)}”" next "•A key to a regular locker." end // $C55DA1 L_C55DA1: newline " “{itemname(INSIGNIFICANT_ITEM)}”" next "•It doesn't look like it would do much of anything, but..." end // $C55DC8 L_C55DC8: newline " “{itemname(MAGIC_TART)}”" next "•Recovers about 20 PP." end // $C55DE0 L_C55DE0: newline " “{itemname(TINY_RUBY)}”" next "•An old treasure from Dalaam." end // $C55DFE L_C55DFE: newline " “{itemname(MONKEYS_LOVE)}”" next "•A gift from a monkey." next "•It can be used during battle." end // $C55E28 L_C55E28: newline " “{itemname(ERASER_ERASER)}”" next "•Apple Kid's invention." next "•It erases something that looks like an eraser" next "•that also might be blocking your way." end // $C55E77 L_C55E77: newline " “{itemname(TENDAKRAUT)}”" next "•A very strong-smelling dish." next "•Those who like it go nuts for it..." end // $C55EAB L_C55EAB: newline " “{itemname(T_REXS_BAT)}”" next call(L_C56B8E) end // $C55EBB L_C55EBB: newline " “{itemname(BIG_LEAGUE_BAT)}”" next call(L_C56B8E) next "•Wow! Look at the pine tar! It's almost all the way to the end!" end // $C55EF6 L_C55EF6: newline " “{itemname(ULTIMATE_BAT)}”" next call(L_C56B8E) end // $C55F06 L_C55F06: newline " “{itemname(DOUBLE_BEAM)}”" next call(L_C56BA0) end // $C55F16 L_C55F16: newline " “{itemname(PLATINUM_BAND)}”" next call(L_C56BF4) end // $C55F26 L_C55F26: newline " “{itemname(DIAMOND_BAND_2)}”" next call(L_C56BF4) end // $C55F36 L_C55F36: newline " “{itemname(DEFENSE_RIBBON)}”" next call(L_C56C6D) next "•When equipped, Luck is increased." end // $C55F5D L_C55F5D: newline " “{itemname(TALISMAN_RIBBON)}”" next call(L_C56C6D) next "•When equipped, Luck is increased." end // $C55F84 L_C55F84: newline " “{itemname(SATURN_RIBBON)}”" next call(L_C56C6D) next "•When equipped, Luck is increased." next "•Same as the one that Mr. Saturn wears on his head." wait linebreak eob // $C55FCC L_C55FCC: newline " “{itemname(COIN_OF_SILENCE)}”" next call(L_C56C54) end // $C55FDC L_C55FDC: newline " “{itemname(CHARM_COIN)}”" next call(L_C56C54) end // $C55FEC L_C55FEC: newline " “{itemname(CUP_OF_NOODLES)}”" next "•You know what this is..." next call(L_C56CB5) "40" call(L_C56CD6) end // $C56011 L_C56011: newline " “{itemname(SKIP_SANDWICH)}”" next "•Gives you a spring in your step for about 10 seconds." next "•It also helps you recover your power a bit." end // $C56054 L_C56054: newline " “{itemname(SKIP_SANDWICH_DX)}”" next "•Gives you a spring in your step for about 20 seconds." next "•It also helps you recover your power a bit." end // $C56097 L_C56097: newline " “{itemname(LUCKY_SANDWICH_1)}”" next "•It helps you recover your power..." next "•How much and what you exactly recover depends on your luck!" end // $C560D3 L_C560D3: newline " “{itemname(LUCKY_SANDWICH_2)}”" next "•It helps you recover your power..." next "•How much and what you exactly recover depends on your luck!" end // $C5610F L_C5610F: newline " “{itemname(LUCKY_SANDWICH_3)}”" next "•It helps you recover your power..." next "•How much and what you exactly recover depends on your luck!" end // $C5614B L_C5614B: newline " “{itemname(LUCKY_SANDWICH_4)}”" next "•It helps you recover your power..." next "•How much and what you exactly recover depends on your luck!" end // $C56187 L_C56187: newline " “{itemname(LUCKY_SANDWICH_5)}”" next "•It helps you recover your power..." next "•How much and what you exactly recover depends on your luck!" end // $C561C3 L_C561C3: newline " “{itemname(LUCKY_SANDWICH_6)}”" next "•It helps you recover your power..." next "•How much and what you exactly recover depends on your luck!" end // $C561FF L_C561FF: newline " “{itemname(CUP_OF_COFFEE)}”" next call(L_C56CC5) "12" call(L_C56CD6) next "•I guess it tastes good to adults." end // $C56230 L_C56230: newline " “{itemname(DOUBLE_BURGER)}”" next call(L_C56CB5) "90" call(L_C56CD6) next "•100% beef." end // $C56253 L_C56253: newline " “{itemname(PEANUT_CHEESE_BAR)}”" next "•It's one of Mr Saturn's favorite foods." next "•It tastes pretty yummy." next call(L_C56CB5) "100" call(L_C56CD6) end // $C5629B L_C5629B: newline " “{itemname(PIGGY_JELLY)}”" next "•It's one of Mr. Saturn's favorite foods." next "•It tastes all right." next call(L_C56CB5) "300" call(L_C56CD6) end // $C562DD L_C562DD: newline " “{itemname(BOWL_OF_RICE_GRUEL)}”" next "•An everyday dish in Dalaam." next call(L_C56CB5) "200" call(L_C56CD6) end // $C5630A L_C5630A: newline " “{itemname(BEAN_CROQUETTE)}”" next "•A croquette made with mashed chick peas, then breaded and deep fried." next "•Gen-san in Scaraba loves to cook this." next "•Salt improves it and the olive oil gives it a wonderful" linebreak " flavor." next call(L_C56CB5) "40" call(L_C56CD6) end // $C563A9 L_C563A9: newline " “{itemname(MOLOKHEIYA_SOUP)}”" next "•Molokheiya is a summer vegetable from Scaraba." next "•It's high in nutrients, and it has a light flavor that Scarabans love." next call(L_C56CC5) "80" call(L_C56CD6) end // $C56417 L_C56417: newline " “{itemname(PLAIN_ROLL)}”" next "•I don't have a lot to say about this." next "•I guess there are some people who think it's good." next call(L_C56CB5) "80" call(L_C56CD6) end // $C5645D L_C5645D: newline " “{itemname(KABOB)}”" next "•Broiled lamb's liver, etc. all served on a skewer." next "•Sometimes meat other than lamb is included..." next "•that's what someone told me..." next call(L_C56CB5) "120" call(L_C56CD6) end // $C564D1 L_C564D1: newline " “{itemname(PLAIN_YOGURT)}”" next "•Tastes okay in some respects." next call(L_C56CB5) "160" call(L_C56CD6) end // $C564FF L_C564FF: newline " “{itemname(BEEF_JERKY)}”" next "•Recipe for making jerky." next "•Obtain some type of meat, slice it into pieces about a half of an inch thick." next "•Hang the pieces on a laundry line or something like it" next "•and leave out in the sun for maybe 6 months..." next "•Well, that's what my recipe says." next call(L_C56CB5) "150" call(L_C56CD6) end // $C565BC L_C565BC: newline " “{itemname(MAMMOTH_BURGER)}”" next call(L_C56CB5) "200" call(L_C56CD6) end // $C565D4 L_C565D4: newline " “{itemname(SPICY_JERKY)}”" next "•Recipe for making spicy" linebreak " jerky." next "•Obtain some type of meat," next "•slice it into pieces about a half of an inch thick." next "•Season the pieces as much as possible," next "•hang the pieces on a laundry line or something like it" next "•and leave out in the sun for maybe 8 months..." next "•Well, that's what my recipe says..." next call(L_C56CB5) "250" call(L_C56CD6) end // $C566B7 L_C566B7: newline " “{itemname(LUXURY_JERKY)}”" next "•A gourmet version of jerky that is considered a delicacy." next "•It is created by a skillful artisan" next "•who has been making jerky for over 60 years." next "•Jerky fans consider this the caviar of all jerkys." next "•I understand that they don't dry gourmet jerky on a laundry line..." next call(L_C56CB5) "300" call(L_C56CD6) end // $C5678D L_C5678D: newline " “{itemname(BOTTLE_OF_DXWATER)}”" next "•Very expensive water," next "•but almost the same as the water you drink in town." next "•It recovers PP a little bit." end // $C567DC L_C567DC: newline " “{itemname(MAGIC_PUDDING)}”" next "•Recovers about 40 PP." end // $C567F4 L_C567F4: newline " “{itemname(NON_STICK_FRYPAN)}”" next call(L_C56B97) end // $C56804 L_C56804: newline " “{itemname(MR_SATURN_COIN)}”" next call(L_C56C54) next "•It's not money even though it's called a coin." end // $C5682E L_C5682E: newline " “{itemname(METEORNIUM)}”" next "•It can be sold for a very high price." next "•Nothing happens if you use it." next "•A good explanation is kind of tough..." end // $C5687B L_C5687B: newline " “{itemname(POPSICLE)}”" next call(L_C56CB5) "18" call(L_C56CD6) end // $C56892 L_C56892: " “{itemname(CUP_OF_LIFENOODLES)}”" next goto(L_C54A08) // $C5689F L_C5689F: newline " “{itemname(CARROT_KEY)}”" next "•A special type of bunny's favorite carrot." end // $C568C9 L_C568C9: "•A deadly PSI attack which only {name(NESS)} can use." linebreak "•It's a psychokinetic wave generated by concentration that deals" eob // $C56913 L_C56913: "•Fire bursts from the fingers and a row of enemies take" eob // $C56935 L_C56935: "•Causes a very cold wind to swirl around one enemy," eob // $C56955 L_C56955: "•May freeze the enemy completely." eob // $C5696C L_C5696C: "•You may miss when there are few enemies." linebreak "•Eliminates a psychic or psychic power shield." eob // $C569A9 L_C569A9: "•It generates a strong flash and can make the enemy" eob // $C569CA L_C569CA: " start crying uncontrollably" eob // $C569DF L_C569DF: "•The method of “shaking off the stars” which {name(POO)} learned in his training." eob // $C56A14 L_C56A14: "•Decreases by one half the amount of damage caused by an enemy's hit." eob // $C56A42 L_C56A42: "•Decreases by one half the damage caused by an enemy's hit. The damage that was blocked is then dealt back to the enemy." eob // $C56A8A L_C56A8A: "•It can block an enemy's PSI attack." eob // $C56AA0 L_C56AA0: "•It reflects an enemy's PSI attack back to the attacker." eob // $C56AC0 L_C56AC0: eob // $C56AC1 L_C56AC1: eob // $C56AC2 L_C56AC2: " “numbed” condition." eob // $C56AD3 L_C56AD3: " Makes the target feel strange." eob // $C56AE4 L_C56AE4: "•Allows you to immediately return to a place where you have already been." eob // $C56B0D L_C56B0D: "•It is most effective if you use this power multiple times to “layer” the effect." eob // $C56B3E L_C56B3E: "•It may not be so effective against some enemies." eob // $C56B5D L_C56B5D: "A cute teddy bear!" eob // $C56B6F L_C56B6F: "•That genius {name(JEFF)} should be able to fix it sometime." eob // $C56B8E L_C56B8E: "•{name(NESS)}" goto(L_C56BB2) // $C56B97 L_C56B97: "•{name(PAULA)}" goto(L_C56BB2) // $C56BA0 L_C56BA0: "•{name(JEFF)}" goto(L_C56BB2) // $C56BA9 L_C56BA9: "•{name(POO)}" goto(L_C56BB2) // $C56BB2 L_C56BB2: " can equip this weapon." eob // $C56BC0 L_C56BC0: call(L_C56BDF) "•It protects you from paralysis attacks." eob // $C56BDF L_C56BDF: "•Must be equipped on your body." next eob // $C56BF4 L_C56BF4: "•Must be equipped on your arm." next "•It increases your Defense." eob // $C56C16 L_C56C16: "•Helps keep you from being hypnotized, and it also increases your Luck." eob // $C56C40 L_C56C40: "•Must be equipped as “other.”" eob // $C56C54 L_C56C54: call(L_C56C40) next "•Increases your Defense and Luck." eob // $C56C6D L_C56C6D: "•Miscellaneous equipment that can only be used by {name(PAULA)}." eob // $C56C91 L_C56C91: "•Miscellaneous equipment that can only be used by {name(POO)}." eob // $C56CB5 L_C56CB5: "•When eaten, you recover about " eob // $C56CC5 L_C56CC5: "•If you drink this, you recover about " eob // $C56CD6 L_C56CD6: " HP." eob // $C56CDB L_C56CDB: "•In addition, it also works well on poison, nausea," next eob // $C56D02 L_C56D02: "•colds, sunstroke, falling asleep, uncontrollable crying, and feeling strange." eob // $C56D36 L_C56D36: eob // $C56D37 L_C56D37: eob // $C56D38 L_C56D38: "•This is effective when you have paralysis, or you have been diamondized." eob // $C56D63 L_C56D63: "•To use, sprinkle over food." next "•A good combination increases the strength of your recovery." eob // $C56D9B L_C56D9B: "•Can be used many times." eob // $C56DAB L_C56DAB: "•Gone after one use." eob // $C56DB7 L_C56DB7: "•Items for {name(JEFF)}." next eob // $C56DC5 L_C56DC5: "•Damages an enemy when used during battle." eob // $C56DDD L_C56DDD: "•When equipped, it increases your Luck." eob // $C56DF3 Npc1123: call(L_C5D4C1) eob // $C56DF9 Npc1125: call(L_C5D4F1) eob // $C56DFF Npc1129: "•No, I don't want any mummy bandages!" next "•No soliciting allowed please!" end // $C56E2C Npc1130: "•I've never seen you around here." next "•What do you want?{pause(20)} I do not have anything you would want." end // $C56E5B Npc1131: call(L_C900DD) eob // $C56E61 Npc1132: call(L_C90077) eob // $C56E67 Npc1134: "•Did you come from Toto by ship?" next "•There's a scary monster in the sea..." next "•...Did you beat him?{pause(20)} Or did you escape?" next "•Either way,{pause(15)} you are fantastic!" end // $C56ECA Npc1135: "•Snakes are so unpleasant, but so cute..." next "•Oh, I don't know what I may be saying." end // $C56EFD Npc1136: "•Should I keep a snake at home?" next "•Perhaps I should “asp” an expert." end // $C56F32 Npc1137: "•Poisonous snakes cost more." next get_char(1) "•Why would a fine young " call(L_C56F6D) " like you need one?" end // $C56F6D L_C56F6D: get_char(1) result_is(2) goto_true(L_C56F7B) "man" eob // $C56F7B L_C56F7B: "lady" eob // $C56F80 Npc1138: "•The {itemname(SNAKE_BAG)} can hold live snakes!{pause(20)} There are snakes in the sack!" next "•Please, it is a very useful item!" next "•Shall you buy one?{pause(20)} I am humbly offering it to you..." next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C5701F, L_C56FFB) // $C56FFB L_C56FFB: "•You are afraid of snakes,{pause(15)} are you not? Heh heh heh." end // $C5701F L_C5701F: notfull(any) goto_false(L_C570F2) "•That is 290 dollars, kind " get_char(1) call(TEXT_PMemberPolite) "." linebreak open_wallet add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C57067, L_C56FFB) goto(L_C56FFB) // $C57067 L_C57067: hasmoney(290) goto_true(L_C570DB) notfull(any) give_return_slot(result, SNAKE_BAG) sound(118) takemoney(98) open_wallet sound(120) "•I'll give you a discount as the sack has a hole in it." next "•(Snake sack dealer marked the price down to 98 dollars from 290 dollars.)" wait end // $C570DB L_C570DB: "•Without any money, I cannot sell to you.." end // $C570F2 L_C570F2: "•Since you have too many items,{pause(15)} I humbly keep this important {itemname(SNAKE_BAG)}." end // $C5711A Npc1139: call(L_C5D4CD) eob // $C57120 Npc1140: call(L_C5D4DF) eob // $C57126 Npc1141: "•I bought a “{itemname(PIGGY_NOSE)}.”" next "•This will help out a large amount" next "•while I am humbly searching for the Magic truffle in the Deep Darkness." next "•You too can learn how to use a {itemname(PIGGY_NOSE)} with the “Use” command under “Goods.”" next "•So please rest easy." end // $C571B9 Npc1142: goto_ifset(GIYGAS_DEFEATED, L_C5725A) "•Oh, you have the mark of bad luck on your face..." next "•No... Don't worry..." next "•If you want to know, I'll humbly tell you." next "•“You shall come back here..." next "•After you have encountered a dangerous situation.”" next "•However, I may be wrong, and if so... a thousand pardons." end // $C5725A L_C5725A: "•Oh!" next "•You have the mark of bad luck on your face..." next "•Yet, I could be wrong, as you didn't wash your face lately." end // $C572A0 L_C572A0: "•In the pyramid there's hidden treasure." next "•My husband was looking for it." next "•Before he found it... he slipped on a banana peel." next "•...So he gave up the search." end // $C5730D Npc1144: "•The Tenda tribe used to live here." next "•They went to the back of the Deep Darkness as they were too innocent." next "•I wonder if they are still alive." end // $C57361 Npc1145: "•If you're going to the Pyramid, prepare well," next "•and be ready for whatever may occur." end // $C57399 L_C57399: call(Npc1146) eob // $C5739F L_C5739F: window_open(1) "•Well done." next "•You have made it!" prompt2 window_closeall call(SUB_FullHealAll) sound(37) pause(90) window_open(1) "•We finally meet, Prince {stat(POO_NAME)}." prompt2 window_closeall eob // $C573DC L_C573DC: window_open(1) "•The stars foretold that I would meet you here..." next "•So, now it's the time to show you the way of the Starstorm..." next "•For a while, you must live far away from your friends and live with me." next "•Do you understand?" next "•...There's only one answer." next "•I must stop you here even if you don't want to." next "•Stay with me for a while, do you understand?!" prompt2 window_closeall pause(30) goto(L_C9329B) // $C5749A L_C5749A: window_open(1) "•It depends on {name(POO)}'s efforts. That will determine the reuniting of the group." next "•Be faithful, and wait until the time comes!" wait window_closeall eob // $C574F6 Npc1148: goto_ifset(GOT_KEY_TO_DUNGEON_MAN, L_C575F8) "•I'm doing this as a hobby.{pause(20)} Isn't it cool?" next "•I recently made a friend.{pause(20)} He used to be a Dungeon Maker." next "•And now he's a “Dungeon Man.”" next "•Would you like to meet him?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C5759D, L_C57584) // $C57584 L_C57584: "•I understand,{pause(15)} he is a very strange fellow." end // $C5759D L_C5759D: "•All righty then, I'll give you the key so that you can enter him." next "•Oh no... I don't have it!" next "•I must have lost it somewhere." next "•I'm sorry, I don't worry about small things." end // $C575F8 L_C575F8: "•I stayed here the whole time you were gone." next "•But now I don't know why I did." end // $C5762C Npc1149: goto_ifset(GOT_KEY_TO_DUNGEON_MAN, L_C576E0) "•I am not sure if it was the “Dungeon Man,” but..." next "•there is a strange looking tower to the northwest." next "•...This key I picked up a little while ago shall maybe open the tower." next "•You may have it, I do not need it." notfull(any) goto_false(L_C57718) prompt2 give_return_slot(result, KEY_TO_THE_TOWER) store_registers_global call(SUB_KeyItemGet) set(GOT_KEY_TO_DUNGEON_MAN) wait window_closeall isset(POO_LEFT_WITH_HAWK_EYE) goto_false(L_C9992F) pause(60) call(L_C692F7) eob // $C576E0 L_C576E0: "•I'm not sure if it was the “Dungeon Man”..." next "•There's a strange looking tower to the northwest." end // $C57718 L_C57718: next "•...But it seems that you have too many things." end // $C57730 Npc1150: goto_ifset(DUNGEON_MAN_OPEN, L_C57753) "•(Looks like you could enter, but it's locked.)" end // $C57753 L_C57753: window_closeall pause(1) warp(159) call(L_C9B112) eob // $C57760 L_C57760: store_registers goto_ifset(DUNGEON_MAN_OPEN, L_C577C5) load_registers call(SUB_GetUsedItem) result_is(192) goto_false(L_C577B2) load_registers call(TEXT_ItemUsed) newline "•(The key worked to open the door." next "•You may enter.)" wait wait set(DUNGEON_MAN_OPEN) sound(119) window_closeall warp(159) call(L_C9B112) eob // $C577B2 L_C577B2: "•(The key doesn't fit!)" end // $C577C5 L_C577C5: "•(The door's already opened.)" end // $C577D8 Npc1151: goto_ifset(VISITED_DEEP_DARKNESS, L_C57911) "•A scary place called Deep Darkness is on the other side of the river." next "•The monsters are very strong and you can lose your health" next "•just by wandering in the swamp." next "•Do you want to cross the river,{pause(15)} even though you know it's a stupid idea?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C578B3, L_C57878) // $C57878 L_C57878: "•It was stupid of me to ask." next "•Let's watch the sunset over Deep Darkness together from here." end // $C578B3 L_C578B3: "•The swamp is bottomless." next "•Even if you're swimming, you'll be dragged in." next "•It is a different story if you have a submarine." wait set(QUEST_TO_SUBMARINE) set(DUNGEON_MAN_GOODBYE_EXIT_SIGN) eob // $C57911 L_C57911: "•You returned from exploring the Deep Darkness?" next "•I cannot believe you made it back alive." end // $C57947 Npc1196: goto_ifset(VISITED_DEEP_DARKNESS, L_C57955) goto_ifset(QUEST_TO_SUBMARINE, L_C57A26) // $C57955 L_C57955: "•Welcome!" prompt2 window_closeall call(SUB_FullHealAll) sound(37) pause(90) window_open(1) goto_ifset(VISITED_DEEP_DARKNESS, L_C57AD9) "•Long time, no see." next "•Mr. {name(JEFF)}, we met in Winters a long time ago." next "•I'm Brick Road." next "•Dr. Andonuts finally made me Dungeon Man." next "•If you want, I'll come with you guys for a while." next "•The “Return Hole” is over there." next "•Jump in that hole and then walk out." wait set(DUNGEON_MAN_JOINS) set(TALKED_TO_BRICK_ROADS_HEAD) enable_hotspot(1, 9, L_C93381) set(PHOTO_SCARABA_OASIS_AVAILABLE) eob // $C57A26 L_C57A26: "•There's an old submarine at the back of the dungeon." next "•It can be used to cross the river." next "•There's a “Goodbye Exit” ...over there." next "•It will take you to the submarine." next "•Don't make a mistake on which exit you take." next "•You need to take the “Goodbye Exit!”{pause(20)} Hope to see you again!" end // $C57AD9 L_C57AD9: "•I don't know how, but my homemade dungeon helped you out." next "•I'm glad." wait window_closeall eob // $C57B04 Npc1219: goto_ifset(VISITED_DEEP_DARKNESS, L_C57B3E) "•“Goodbye Exit”" next "•Some day, you should enter with courage." next "•...Brick Road." end // $C57B3E L_C57B3E: "•This path is closed." next "•...Brick Road." wait linebreak eob // $C57B5C Npc1200: call(L_C57BDC) call(SUB_RestFadeOut) call(L_C57C10) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) warp(56) unset(JUST_RESTED) eob // $C57B7C Npc1204: call(L_C57BDC) call(SUB_RestFadeOut) call(L_C57C10) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) warp(55) unset(JUST_RESTED) eob // $C57B9C Npc1209: call(L_C57BDC) call(SUB_RestFadeOut) call(L_C57C10) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) warp(57) unset(JUST_RESTED) eob // $C57BBC Npc1210: call(L_C57BDC) call(SUB_RestFadeOut) call(L_C57C10) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) warp(58) unset(JUST_RESTED) eob // $C57BDC L_C57BDC: "•“Good Night Bench.”" next "•May you relax and recover your health and spirits." wait end // $C57C10 L_C57C10: window_open(1) "•" call(TEXT_PartyDescription) "'s health is restored." wait window_closeall eob // $C57C2C Npc1197: counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C57C6F) "•({name(JEFF)} checked the broken submarine.)" next "•Yes!{pause(20)} It can still work." wait window_closeall goto(L_C934ED) // $C57C6F L_C57C6F: "•(No one can repair the submarine except {name(JEFF)}.)" end // $C57C96 Npc1155: "•Oh, be careful where you walk. It's filthy." next "•A chubby kid did his business out here somewhere..." end // $C57CD4 Npc1162: "•(Pokey's stink still hangs in the air...)" end // $C57CF3 L_C57CF3: "•You need to be able to read hieroglyphs to solve the mystery of the Pyramid." next "•...I couldn't solve it, although I read it." next "•Didn't you read the hieroglyphs at the museum in Summers?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C57DA9, L_C57D85) // $C57D85 L_C57D85: "•Well, that means that you must go back, read it and then come back here." end // $C57DA9 L_C57DA9: "•Then, you should be able to solve the mystery somehow." end // $C57DC6 Npc1165: "•Hassan's Shop" next "•($ dollars acceptable.)" end // $C57DEA Npc1221: "•That face is mine.{pause(20)} (Feel free to talk to it.)" next "•...Brick Road." end // $C57E1C L_C57E1C: "•{name(NESS)}!{pause(20)} Are you surprised?" next "•It's me, Pokey." next "•I assist only the strong and able!" next "•That's Pokey." next "•You guys look pathetic!" next "•The Apple of Enlightenment has already made a prediction." next "•...But I won't let what the Apple of Enlightenment predicted take place." next "•You guys will be beaten by Giygas." next "•Giygas will be stronger, a more powerful entity than any other!" next "•Why?" next "•'Cause of me." next "•I was led by Giygas, and now I'm here." next "•The Apple of Enlightenment couldn't predict this." next "•Master Giygas.{pause(20)} No,{pause(15)} Giygas is no longer the wielder of Evil." next "•He has become the embodiment of Evil itself..." next "•which he cannot control on his own." next "•He is the Evil Power." prompt2 eob //The following series of "nonsense" scripts are the untranslated Debug Menu // $C58000 L_C58000: window_open(1) newline "•NNW SMSK?" save_window_context open_hp open_wallet window_open(2) add_option("P-TiNStTI") add_option("GtZStTI") add_option("TKSyZyUTI") add_option("IDU") add_option("OKNNStTI") add_option("RBRAtP") add_option("MSYUNSKRPT") add_option("IBNT") add_option("HNTY") add_option("SUND") add_option("STMI") add_option("TRP-T") add_option("HNTTZ") build_menu_vertical(2) menu store_registers_global window_closetop window_switch(1) clearline newline load_registers_global switch(L_C58103, L_C58262, L_C58718, L_C588CD, L_C58AFB, L_C58A36, L_C58C88, L_C59895, L_C58E13, L_C58D09, L_C5A57F, L_C58E73, L_C580DA) "•YMMST." end // $C580DA L_C580DA: newline "•HNTYW" linebreak " TZNNSMS" next set(SHOW_ONETT_HINT_TOWN_MAP) set(SHOW_TWOSON_HINT_TOWN_MAP) set(SHOW_THREED_HINT_TOWN_MAP) set(SHOW_FOURSIDE_HINT_TOWN_MAP) set(SHOW_SUMMERS_HINT_TOWN_MAP) set(SHOW_SCARABA_HINT_TOWN_MAP) goto(L_C58000) // $C58103 L_C58103: "•NNW SMSK?" linebreak add_option("KWER") add_option("HZS") build_menu_horizontal(2) menu clearline switch(L_C5812F, L_C581EE) goto(L_C58000) // $C5812F L_C5812F: open_hp "•KWER PR-Y-W" linebreak " ERNDKDSI." // $C58148 L_C58148: window_open(8) add_option("NS") add_option("P-R") add_option("ZeF") add_option("P-") add_option("P-K-") add_option("PtK-") add_option("IN") add_option("TN-") add_option("BR-NMNK-") add_option("DNZyNMN") add_option("FRINGMN1") add_option("FRINGMN2") add_option("FRINGMN3") add_option("FRINGMN4") add_option("FRINGMN5") build_menu_vertical(3) menu store_registers_global clear_options window_closetop window_switch(1) load_registers_global goto_false(L_C581E7) swap party_add(argument) open_hp goto(L_C58148) // $C581E7 L_C581E7: window_closetop goto(L_C58000) // $C581EE L_C581EE: get_char(2) goto_false(L_C58250) "•HZSPR-Y-NITW" linebreak " NyURyKSTKDSI." linebreak // $C58214 L_C58214: get_char(2) goto_false(L_C5824B) " " number_input(1) goto_false(L_C5824B) clearline swap get_char(0) goto_false(L_C58214) swap party_remove(argument) "•{name(argument)}W HZSMS." linebreak goto(L_C58214) // $C5824B L_C5824B: goto(L_C58000) // $C58250 L_C58250: "•0NNNHDKMSN." wait goto(L_C58000) // $C58262 L_C58262: newline "•GtZNStTIWSMS." save_window_context open_hp open_wallet window_open(7) add_option("GtZKWER") add_option("ZyUYUGtZ") add_option("GtZMNTN") add_option("GtZSKZy") add_option("AZKRSyMNTN") add_option("AZKRSyKR") add_option("SIKyUBK") build_menu_vertical(1) menu store_registers_global window_closetop clear_options window_switch(1) newline load_registers_global switch(L_C582F8, L_C58369, L_C58539, L_C58568, L_C585DC, L_C58614, L_C5863C) goto(L_C58000) // $C582F8 L_C582F8: "•GtZIDW NyURyK" linebreak " " number_input(3) clearline goto_false(L_C58364) swap notfull(any) goto_false(L_C58358) store_registers "•{itemname(REG_ARGUMENT)}DS." linebreak " DRNSMSK?" call(SHOPSUB_SelectWhoCarries) linebreak goto_false(L_C582F8) give_return_slot(result, REG_ARGUMENT) newline "•GtZRNN KWEMST." next goto(L_C582F8) // $C58358 L_C58358: "•MTMNItPIDS." // $C58364 L_C58364: goto(L_C58000) // $C58369 L_C58369: save_window_context window_open(12) add_option("TBGYNKG") add_option("ZySNDNW") add_option("TKKSMSN") add_option("FRNKRNBtZ") add_option("RUYNKG") add_option("STTB") add_option("TytTKGMSN") add_option("ZNBHIHI") add_option("DIYMND") add_option("GRMDUFMSN") add_option("HERGRFNKP-") add_option("TKNM") add_option("F-SNGM") add_option("MKTWNOSHN") add_option("BtSTXYZ") add_option("SINIRBNN") add_option("KKSKSMSN") add_option("GMDRAN") add_option("USGGNMNNZN") build_menu_vertical(1) menu store_registers_global window_closetop clear_options window_switch(1) newline load_registers_global goto_false(L_C58364) swap "•DRNSMSK." call(SHOPSUB_SelectWhoCarries) goto_false(L_C58369) swap switch_call(L_C584B4, L_C584BB, L_C584C2, L_C584C9, L_C584D0, L_C584D7, L_C584DE, L_C584E5, L_C584EC, L_C584F3, L_C584FA, L_C58501, L_C58508, L_C5850F, L_C58516, L_C5851D, L_C58524, L_C5852B, L_C58532) goto(L_C58369) // $C584B4 L_C584B4: swap give_return_slot(result, KEY_TO_THE_SHACK) eob // $C584BB L_C584BB: swap give_return_slot(result, RECEIVER_PHONE) eob // $C584C2 L_C584C2: swap give_return_slot(result, PENCIL_ERASER) eob // $C584C9 L_C584C9: swap give_return_slot(result, FRANKLIN_BADGE) eob // $C584D0 L_C584D0: swap give_return_slot(result, KEY_TO_THE_CABIN) eob // $C584D7 L_C584D7: swap give_return_slot(result, WAD_OF_BILLS) eob // $C584DE L_C584DE: swap give_return_slot(result, BAD_KEY_MACHINE) eob // $C584E5 L_C584E5: swap give_return_slot(result, ZOMBIE_PAPER) eob // $C584EC L_C584EC: swap give_return_slot(result, DIAMOND) eob // $C584F3 L_C584F3: swap give_return_slot(result, YOGURT_DISPENSER) eob // $C584FA L_C584FA: swap give_return_slot(result, HIEROGLYPH_COPY) eob // $C58501 L_C58501: swap give_return_slot(result, HAWK_EYE) eob // $C58508 L_C58508: swap give_return_slot(result, PAK_OF_BUBBLE_GUM) eob // $C5850F L_C5850F: swap give_return_slot(result, SHYNESS_BOOK) eob // $C58516 L_C58516: swap give_return_slot(result, METEORITE_PIECE) eob // $C5851D L_C5851D: swap give_return_slot(result, SIGNED_BANANA) eob // $C58524 L_C58524: swap give_return_slot(result, ERASER_ERASER) eob // $C5852B L_C5852B: swap give_return_slot(result, TENDAKRAUT) eob // $C58532 L_C58532: swap give_return_slot(result, CARROT_KEY) eob // $C58539 L_C58539: "•GtZRNWMNTNNSMS." next call(DEBUGSUB_FillInventory) goto(L_C58000) // $C58555 // Debug subroutine for filling the inventory with Skip Sandwiches DEBUGSUB_FillInventory: notfull(any) goto_false(DEBUGSUB_FillInventory_Exit) give_return_slot(result, SKIP_SANDWICH_DX) goto(DEBUGSUB_FillInventory) // $C58567 // "Return" statement for the subroutine DEBUGSUB_FillInventory_Exit: eob // $C58568 L_C58568: "•GtZWSKZySMS." linebreak add_option("ZNB") add_option("SNTK") build_menu_horizontal(2) menu clearline switch(L_C58597, L_C585C5) goto(L_C58364) // $C58597 L_C58597: counter(1) // $C58599 L_C58599: ctoarg check_party_size(0) goto_true(L_C585C4) get_char(0) // $C585A7 L_C585A7: get_inventory(result, 1) swap goto_false(L_C585BE) swap take_slot(argument, 1) goto(L_C585A7) // $C585BE L_C585BE: inc goto(L_C58599) // $C585C4 L_C585C4: eob // $C585C5 L_C585C5: open_hp // $C585C7 L_C585C7: call(SUB_SelectInventoryItem) goto_false(L_C585DB) take_slot(argument, 0) goto(L_C585C7) // $C585DB L_C585DB: eob // $C585DC L_C585DC: "•AZKRSyW" linebreak " ItPIN SMS." counter(20) // $C585F2 L_C585F2: ctoarg can_store_item(NESS, 1) compare_reg(REG_RESULT, 2) goto_true(L_C5860E) store_item(REG_ARGUMENT) inc goto(L_C585F2) // $C5860E L_C5860E: wait goto(L_C58000) // $C58614 L_C58614: "•AZKRZyW KRNSMS." // $C58624 L_C58624: get_escargo(1) goto_false(L_C58636) unk_19_1C(255, 1) goto(L_C58624) // $C58636 L_C58636: wait goto(L_C58000) // $C5863C L_C5863C: "•SIKyUNBKW" linebreak " KWEMS." prompt2 call(L_C58659) goto(L_C58000) // $C58659 L_C58659: counter(1) // $C5865B L_C5865B: ctoarg check_party_size(0) goto_true(L_C5869B) get_char(0) // $C58669 L_C58669: get_inventory(result, 7) swap goto_false(L_C58680) swap take_slot(argument, 7) goto(L_C58669) // $C58680 L_C58680: swap switch_call(L_C5869C, L_C586BD, L_C586DE, L_C586FF) inc goto(L_C5865B) // $C5869B L_C5869B: eob // $C5869C L_C5869C: give_return_slot(NESS, LEGENDARY_BAT) equip_slot(result, 0) give_return_slot(NESS, SEA_PENDANT) equip_slot(result, 0) give_return_slot(NESS, GODDESS_BAND) equip_slot(result, 0) give_return_slot(NESS, SOUVENIR_COIN) equip_slot(result, 0) eob // $C586BD L_C586BD: give_return_slot(PAULA, HOLY_FRY_PAN) equip_slot(result, 0) give_return_slot(PAULA, EARTH_PENDANT) equip_slot(result, 0) give_return_slot(PAULA, CHERUBS_BAND) equip_slot(result, 0) give_return_slot(PAULA, SATURN_RIBBON) equip_slot(result, 0) eob // $C586DE L_C586DE: give_return_slot(JEFF, MOON_BEAM_GUN) equip_slot(result, 0) give_return_slot(JEFF, NIGHT_PENDANT) equip_slot(result, 0) give_return_slot(JEFF, PIXIES_BRACELET) equip_slot(result, 0) give_return_slot(JEFF, SHINY_COIN) equip_slot(result, 0) eob // $C586FF L_C586FF: give_return_slot(POO, CLOAK_OF_KINGS) equip_slot(result, 0) give_return_slot(POO, BRACER_OF_KINGS) equip_slot(result, 0) give_return_slot(POO, DIADEM_OF_KINGS) equip_slot(result, 0) eob // $C58718 L_C58718: newline "•DRNSMSK?" select_char(L_000000, L_000000, L_000000, L_000000, 1) goto_false(L_C587EE) store_registers linebreak "•DRNSR?" linebreak save_window_context window_open(12) add_option("KNKU") add_option("KZT") add_option("DIY") add_option("SBR") add_option("HKK") add_option("MUDK") add_option("NtSyByU") add_option("KZ") add_option("KNK") add_option("TRTK") add_option("H-MStK") add_option("HPHRS") add_option("PPHRS") build_menu_vertical(2) menu store_registers_global window_closetop window_switch(1) load_registers_global switch(L_C587F3, L_C58813, L_C5882F, L_C58841, L_C5884E, L_C5885B, L_C58868, L_C58875, L_C58882, L_C5888F, L_C5889C, L_C588A9, L_C588BB) goto(L_C58718) // $C587EE L_C587EE: goto(L_C58000) // $C587F3 L_C587F3: load_registers inflict(result, PERSISTENT, NONE) inflict(result, PERSISTENT_SPECIAL, NONE) inflict(result, HOMESICKNESS, NOT_HOMESICK) swap heal_percent(argument, 100) recoverpp_percent(argument, 100) goto(L_C58718) // $C58813 L_C58813: load_registers inflict(result, PERSISTENT, NONE) inflict(result, PERSISTENT, KO) swap hurt_percent(argument, 100) consumepp_percent(argument, 100) goto(L_C58718) // $C5882E L_C5882E: eob // $C5882F L_C5882F: load_registers inflict(result, PERSISTENT, NONE) inflict(result, PERSISTENT, DIAMOND) goto(L_C58718) // $C58840 L_C58840: eob // $C58841 L_C58841: load_registers inflict(result, PERSISTENT, NUMBNESS) goto(L_C58718) // $C5884D L_C5884D: eob // $C5884E L_C5884E: load_registers inflict(result, PERSISTENT, NAUSEA) goto(L_C58718) // $C5885A L_C5885A: eob // $C5885B L_C5885B: load_registers inflict(result, PERSISTENT, POISON) goto(L_C58718) // $C58867 L_C58867: eob // $C58868 L_C58868: load_registers inflict(result, PERSISTENT, SUNSTROKE) goto(L_C58718) // $C58874 L_C58874: eob // $C58875 L_C58875: load_registers inflict(result, PERSISTENT, COLD) goto(L_C58718) // $C58881 L_C58881: eob // $C58882 L_C58882: load_registers inflict(result, PERSISTENT_SPECIAL, MUSHROOM) goto(L_C58718) // $C5888E L_C5888E: eob // $C5888F L_C5888F: load_registers inflict(result, PERSISTENT_SPECIAL, POSSESSION) goto(L_C58718) // $C5889B L_C5889B: eob // $C5889C L_C5889C: load_registers inflict(result, HOMESICKNESS, HOMESICK) goto(L_C58718) // $C588A8 L_C588A8: eob // $C588A9 L_C588A9: load_registers swap heal_percent(argument, 100) hurt_percent(argument, 94) goto(L_C58718) // $C588BA L_C588BA: eob // $C588BB L_C588BB: load_registers swap recoverpp_percent(argument, 100) consumepp_percent(argument, 99) goto(L_C58718) // $C588CC L_C588CC: eob // $C588CD L_C588CD: "•DKN IDUSMSK?" window_open(8) add_option("ONtT") add_option("T-SN") add_option("HHMR") add_option("GFRDtD") add_option("SR-K") add_option("UiNT-Z") add_option("ST-NBR-") add_option("HMTKT") add_option("DKDKSBK") add_option("Fo-SID") add_option("M-NSID") add_option("SM-Z") add_option("RNM") add_option("SKRB") add_option("MKyU") add_option("GM") add_option("TTITIRK") add_option("MZKNT") add_option("GNZISITI") add_option("KKSITIKK") build_menu_vertical(3) menu store_registers_global window_closetop window_switch(1) newline load_registers_global switch(L_C589E6, L_C589EA, L_C589EE, L_C589F2, L_C589F6, L_C589FA, L_C589FE, L_C58A02, L_C58A06, L_C58A0A, L_C58A0E, L_C58A12, L_C58A16, L_C58A1A, L_C58A1E, L_C58A22, L_C58A2E, L_C58A32, L_C58A26, L_C58A2A) goto(L_C58000) // $C589E6 L_C589E6: warp(25) eob // $C589EA L_C589EA: warp(29) eob // $C589EE L_C589EE: warp(185) eob // $C589F2 L_C589F2: warp(21) eob // $C589F6 L_C589F6: warp(28) eob // $C589FA L_C589FA: warp(30) eob // $C589FE L_C589FE: warp(143) eob // $C58A02 L_C58A02: warp(100) eob // $C58A06 L_C58A06: warp(144) eob // $C58A0A L_C58A0A: warp(20) eob // $C58A0E L_C58A0E: warp(24) eob // $C58A12 L_C58A12: warp(31) eob // $C58A16 L_C58A16: warp(27) eob // $C58A1A L_C58A1A: warp(32) eob // $C58A1E L_C58A1E: warp(172) eob // $C58A22 L_C58A22: warp(22) eob // $C58A26 L_C58A26: warp(145) eob // $C58A2A L_C58A2A: warp(26) eob // $C58A2E L_C58A2E: warp(33) eob // $C58A32 L_C58A32: warp(23) eob // $C58A36 L_C58A36: "•DRNSMSK?" linebreak add_option("ZNIN") add_option("HTR") build_menu_horizontal(2) menu clearline switch(L_C58A61, L_C58A93) goto(L_C58000) // $C58A61 L_C58A61: call(L_C58ADD) goto_false(L_C58A8D) swap change_level(NESS, 0) change_level(PAULA, 0) change_level(JEFF, 0) change_level(POO, 0) "•RBRWStTISMST." wait // $C58A8D L_C58A8D: goto(L_C58000) // $C58A92 L_C58A92: eob // $C58A93 L_C58A93: newline "•PR-Y-WSNTKSTKDSI." select_char(L_000000, L_000000, L_000000, L_000000, 1) goto_false(L_C58AD7) swap call(L_C58ADD) goto_false(L_C58AD7) swap change_level(result, 0) goto(L_C58A93) // $C58AD7 L_C58AD7: goto(L_C58000) // $C58ADC L_C58ADC: eob // $C58ADD L_C58ADD: newline "•RBRW NyURyK" linebreak " STKDSI." linebreak " " number_input(2) clearline eob // $C58AFB L_C58AFB: newline "•OKNN SUSW SMS." save_window_context open_hp open_wallet window_open(7) add_option("GNKU MNTN") add_option("SyZKN MNTN") add_option("SyZKN StTI") add_option("SyZKN 0DR") build_menu_vertical(1) menu store_registers_global window_closetop window_switch(1) load_registers_global newline switch(L_C58B6C, L_C58BAC, L_C58BD2, L_C58C30) goto(L_C58000) // $C58B6C L_C58B6C: "•GNKUYKNW" linebreak " 9999999DRNSMS." wait counter(1) // $C58B88 L_C58B88: counter_is(200) goto_true(L_C58BA0) deposit(50000) inc goto(L_C58B88) // $C58BA0 L_C58BA0: deposit(49999) goto(L_C58000) // $C58BAB L_C58BAB: eob // $C58BAC L_C58BAC: "•SyZKNW" linebreak " 99999DRNSMS." wait givemoney(60000) givemoney(40000) open_wallet goto(L_C58000) // $C58BD1 L_C58BD1: eob // $C58BD2 L_C58BD2: "•KNGKW StTIST" linebreak " KDSI" linebreak text_pos(4, 10) "&" text_pos(4, 2) "$" number_input(5) clearline goto_false(L_C58C2A) store_registers call(L_C58C55) load_registers swap givemoney(0) open_wallet "•PR-Y-NSyZKNW" linebreak " {number(argument)}DRN SMST." wait // $C58C2A L_C58C2A: goto(L_C58000) // $C58C2F L_C58C2F: eob // $C58C30 L_C58C30: call(L_C58C55) "•PR-Y-NSyZKNW" linebreak " 0DRN SMST." wait goto(L_C58000) // $C58C54 L_C58C54: eob // $C58C55 L_C58C55: takemoney(10000) goto_false(L_C58C55) // $C58C5F L_C58C5F: takemoney(1000) goto_false(L_C58C5F) // $C58C69 L_C58C69: takemoney(100) goto_false(L_C58C69) // $C58C73 L_C58C73: takemoney(10) goto_false(L_C58C73) // $C58C7D L_C58C7D: takemoney(1) goto_false(L_C58C7D) eob // $C58C88 L_C58C88: "•MSYUN SKRPTW" linebreak " HtSISSMS." save_window_context open_hp open_wallet window_open(7) add_option("ESKRG OTDK") add_option("ESKRG AZKR") add_option("MtHPZ OTDK") add_option("YMDRY") add_option("E-G STtK") build_menu_vertical(1) menu store_registers_global window_closetop window_switch(1) newline load_registers_global switch_call(L_C642A3, L_C63EB0, L_C64BBF, L_C65243, L_C655B1) eob // $C58D09 L_C58D09: save_window_context open_hp open_wallet window_open(37) add_option("BGM") add_option("SE") add_option("EFFECT") build_menu_vertical(1) menu store_registers_global window_closetop window_switch(1) load_registers_global switch(L_C58D46, L_C58D70, L_C58D96) goto(L_C58000) // $C58D46 L_C58D46: newline "•BGMWSNTKSTKDSI." linebreak // $C58D58 L_C58D58: " " number_input(3) clearline goto_false(L_C58000) swap music(0) goto(L_C58D58) // $C58D70 L_C58D70: newline "•SEWSNTKSTKDSI" linebreak // $C58D80 L_C58D80: " " number_input(3) clearline goto_false(L_C58000) swap sound(0) goto(L_C58D80) // $C58D96 L_C58D96: newline "•EFeKTWSNTKSTKDSI" linebreak // $C58DA9 L_C58DA9: " " number_input(2) clearline goto_false(L_C58000) swap music_effect(0) goto(L_C58DA9) // $C58DBF L_C58DBF: "•MtPMNST-NStTI" linebreak add_option("DS") add_option("KS") build_menu_horizontal(2) menu clearline switch(L_C58DF1, L_C58E02) "•MTNMMDS." eob // $C58DF1 L_C58DF1: "•MNST-WDSMS." wait unset(ENEMY_SUPPRESS) eob // $C58E02 L_C58E02: "•MNST-WKSMS." wait set(ENEMY_SUPPRESS) eob // $C58E13 L_C58E13: "•HNTYNMtS-ZDS." linebreak " SUTW NyURyKST" linebreak // $C58E31 L_C58E31: " " number_input(2) clearline goto_true(L_C58E4A) "•YMMST" next goto(L_C58000) // $C58E4A L_C58E4A: rtoarg "•{number(argument)}BNNMtS-ZW" linebreak " HyUZSMS" linebreak next call(L_C70000) linebreak goto(L_C58E31) // $C58E73 L_C58E73: "•TRP-TNTSTWSMS" linebreak " " number_input(1) clearline switch(L_C58E9F, L_C58EA6, L_C58EAD, L_C58EB4) goto(L_C58000) // $C58E9F L_C58E9F: window_closeall teleport(4, 1) eob // $C58EA6 L_C58EA6: window_closeall teleport(4, 2) eob // $C58EAD L_C58EAD: window_closeall teleport(4, 3) eob // $C58EB4 L_C58EB4: window_closeall teleport(4, 4) eob // $C58EBB L_C58EBB: "•SKtPSNDWKWEMS." wait call(DEBUGSUB_FillInventory) eob // $C58ED1 L_C58ED1: "•NNMDKMSN." end // $C58EDD L_C58EDD: save_window_context window_open(7) build_menu_vertical(1) menu switch(L_C58F07, L_C58F37, L_C58F61, L_C58F93, L_C58FC1, L_C58FEB) window_closetop window_switch(1) newline eob // $C58F07 L_C58F07: window_open(7) build_menu_vertical(1) call(L_C59070) goto_false(L_C58F35) switch_call(L_C59019, L_C5901C, L_C5901F, L_C59022, L_C59025) call(L_C59082) eob // $C58F35 L_C58F35: newline eob // $C58F37 L_C58F37: window_open(6) build_menu_vertical(1) call(L_C59070) goto_false(L_C58F35) switch_call(L_C59028, L_C5902B, L_C5902E, L_C59031) call(L_C59082) eob // $C58F61 L_C58F61: window_open(6) build_menu_vertical(1) call(L_C59070) goto_false(L_C58F35) switch_call(L_C59034, L_C59037, L_C5903A, L_C5903D, L_C59040, L_C59043) call(L_C59082) eob // $C58F93 L_C58F93: window_open(6) build_menu_vertical(1) call(L_C59070) goto_false(L_C58F35) switch_call(L_C59046, L_C59049, L_C5904C, L_C5904F, L_C59052) call(L_C59082) eob // $C58FC1 L_C58FC1: window_open(6) build_menu_vertical(1) call(L_C59070) goto_false(L_C58F35) switch_call(L_C59055, L_C59058, L_C5905B, L_C5905E) call(L_C59082) eob // $C58FEB L_C58FEB: window_open(6) build_menu_vertical(1) call(L_C59070) goto_false(L_C58F35) switch_call(L_C59061, L_C59064, L_C59067, L_C5906A, L_C5906D) call(L_C59082) eob // $C59019 L_C59019: counter(10) eob // $C5901C L_C5901C: counter(11) eob // $C5901F L_C5901F: counter(12) eob // $C59022 L_C59022: counter(13) eob // $C59025 L_C59025: counter(14) eob // $C59028 L_C59028: counter(20) eob // $C5902B L_C5902B: counter(21) eob // $C5902E L_C5902E: counter(22) eob // $C59031 L_C59031: counter(23) eob // $C59034 L_C59034: counter(30) eob // $C59037 L_C59037: counter(31) eob // $C5903A L_C5903A: counter(32) eob // $C5903D L_C5903D: counter(33) eob // $C59040 L_C59040: counter(34) eob // $C59043 L_C59043: counter(35) eob // $C59046 L_C59046: counter(40) eob // $C59049 L_C59049: counter(41) eob // $C5904C L_C5904C: counter(42) eob // $C5904F L_C5904F: counter(43) eob // $C59052 L_C59052: counter(44) eob // $C59055 L_C59055: counter(50) eob // $C59058 L_C59058: counter(51) eob // $C5905B L_C5905B: counter(52) eob // $C5905E L_C5905E: counter(53) eob // $C59061 L_C59061: counter(60) eob // $C59064 L_C59064: counter(61) eob // $C59067 L_C59067: counter(62) eob // $C5906A L_C5906A: counter(63) eob // $C5906D L_C5906D: counter(64) eob // $C59070 L_C59070: menu counter(1) store_registers_global window_closetop window_close(7) window_switch(1) load_registers_global eob // $C59082 L_C59082: unset_all_flags compare_reg(REG_COUNTER, 10) goto_false(L_C59894) set(NESS_ROOM_METEORITE_FALLING_MUSIC) set(PEOPLE_IN_ONETT) unset(NESS_ROOM_METEORITE_FALLING_MUSIC) set(POLICE_BARRIERS_AT_ONETT_HILLTOP) set(NESS_SLEEPING_AT_HIS_BED) unset(NESS_SLEEPING_AT_HIS_BED) set(ONETT_POST_METEORITE_MUSIC) set(NESS_ROOM_METEORITE_CRASH_MUSIC) set(NESS_ROOM_LIGHTS_ON) set(TALKED_TO_TRACY_AT_HER_ROOM) set(TALKED_TO_MOM) set(TALKED_TO_POKEY_AT_METEORITE) unset(NESS_ROOM_METEORITE_CRASH_MUSIC) set(NESS_MOM_OUTSIDE) unset(NESS_MOM_OUTSIDE) set(TRACY_NOT_AT_HER_ROOM) set(NESS_WEARING_PAJAMAS) unset(NESS_WEARING_PAJAMAS) set(NESS_HOUSE_DOOR_KNOCKING) set(POLICE_AT_METEORITE) set(TRACY_AT_HALLWAY) set(POKEYS_HOUSE_LOCKED) set(NESS_SLEEPING_AT_HIS_BED) unset(NESS_SLEEPING_AT_HIS_BED) unset(NESS_HOUSE_DOOR_KNOCKING) unset(TRACY_AT_HALLWAY) set(NESS_HOUSE_POKEY_MUSIC) set(flag 467) set(POKEY_WAITING_AT_DOOR) set(TRACY_DOWNSTAIRS) set(POKEY_WAITING_MOM_GOODBYE) set(MOM_ADVICE_TO_TAKE_CRACKED_BAT) set(SLEEPING_KING_ABSENT) set(GOT_TRACY_COOKIE) set(POKEY_WAITING_AT_COUCH) unset(POKEY_WAITING_AT_DOOR) unset(POKEY_WAITING_AT_COUCH) set(PICKY_SLEEPING_AT_METEORITE) set(POKEY_IN_PARTY) unset(TRACY_NOT_AT_HER_ROOM) unset(TRACY_DOWNSTAIRS) set(POKEY_JOINS) set(DAD_CALLING_HOME) set(ANSWERED_DADS_CALL) unset(DAD_CALLING_HOME) unset(flag 467) set(GOT_DAD_PHONE) set(GOT_MOM_PHONE) set(GOT_ESCARGO_EXPRESS_PHONE) set(VISITED_ONETT) set(LEFT_HOME_AT_LEAST_ONCE) compare_reg(REG_COUNTER, 11) goto_false(L_C59894) set(KING_AWAKE_AT_HOME) set(KING_WONT_JOIN) set(PICKY_IN_PARTY) unset(PICKY_SLEEPING_AT_METEORITE) unset(POKEYS_HOUSE_LOCKED) set(LARDNA_AT_HOME) set(flag 302) unset(flag 302) set(BUZZ_BUZZ_IN_PARTY) set(ALOYSIUS_AT_HOME) compare_reg(REG_COUNTER, 12) goto_false(L_C59894) set(POKEY_AT_HIS_ROOM) set(PICKY_AT_HIS_ROOM) unset(POKEY_IN_PARTY) unset(PICKY_IN_PARTY) set(POKEY_PUNISHED) unset(BUZZ_BUZZ_IN_PARTY) set(BUZZ_BUZZ_DYING_ON_FLOOR) unset(BUZZ_BUZZ_DYING_ON_FLOOR) set(ONETT_SUNRISE) set(LIERS_HOUSE_UNLOCKED) set(LIER_INSIDE_HOUSE) set(ONETT_DAYTIME) unset(ONETT_SUNRISE) compare_reg(REG_COUNTER, 13) goto_false(L_C59894) set(HAS_CALLED_MOM) set(GOT_TOWN_MAP) set(SHARK_GUARDING_FRANK_DEFEATED) set(FRANKYSTEIN_MKII_DEFEATED) set(GOT_KEY_TO_SHACK) set(ENTERTAINERS_SHACK_UNLOCKED) set(SHARK_AT_ARCADE_UPSTAIRS_DEFEATED) set(SHARK_OUTSIDE_ARCADE_1_DEFEATED) set(SHARK_OUTSIDE_ARCADE_2_DEFEATED) set(SHARK_AT_ARCADE_ABSENT) compare_reg(REG_COUNTER, 14) goto_false(L_C59894) set(CONQUERED_SANCTUARY_1) set(GOT_MELODY_GIANT_STEP) set(PAULA_TELEPATHY_DREAM_1) unset(PAULA_TELEPATHY_DREAM_1) set(CAPTAIN_STRONG_NOT_AT_STATION_DESK) set(CAPTAIN_STRONG_AT_STATION_ENTRANCE) set(COP_AT_ENTERTAINERS_SHACK) unset(COP_AT_ENTERTAINERS_SHACK) set(ONETT_COP_DIALOGUE) set(COP_AT_STATION_ENTRANCE) unset(CAPTAIN_STRONG_AT_STATION_ENTRANCE) set(FIVE_COPS_AT_POLICE_STATION) set(ONETT_COP_1_DEFEATED) set(ONETT_COP_2_DEFEATED) set(ONETT_COP_3_DEFEATED) set(ONETT_COP_4_DEFEATED) set(ONETT_COP_5_DEFEATED) unset(FIVE_COPS_AT_POLICE_STATION) unset(COP_AT_STATION_ENTRANCE) set(PATH_TO_TWOSON_OPEN) unset(CAPTAIN_STRONG_NOT_AT_STATION_DESK) unset(POKEY_AT_HIS_ROOM) unset(ALOYSIUS_AT_HOME) unset(LARDNA_AT_HOME) compare_reg(REG_COUNTER, 20) goto_false(L_C59894) set(VISITED_TWOSON) set(PAULAS_DAD_NOTICED_SHES_NOT_HOME) set(PAULA_TELEPATHY_DREAM_2) unset(PAULA_TELEPATHY_DREAM_2) set(PAULAS_DAD_OUTSIDE) set(flag 321) set(EVERDRED_NOT_AT_ROOF) set(EVERDRED_AT_HIS_HOUSE) set(EVERDRED_DEFEATED) set(INVESTED_IN_APPLE_KID) set(APPLE_MOUSE_BLOCKING_DOOR) set(INVESTED_IN_ORANGE_KID) set(GOT_RECEIVER_PHONE) unset(APPLE_MOUSE_BLOCKING_DOOR) compare_reg(REG_COUNTER, 21) goto_false(L_C59894) set(VISITED_PEACEFUL_REST_PENCIL) set(RECEIVED_APPLE_KID_CALL_ABOUT_PENCIL_ERASER) set(APPLE_KID_IN_BURGLIN_PARK) set(flag 175) set(GOT_PENCIL_ERASER) set(APPLE_KID_NOT_AT_HIS_HOUSE) unset(APPLE_KID_IN_BURGLIN_PARK) set(PEACEFUL_REST_PENCIL_ERASED) set(VISITED_HAPPY_HAPPY_VILLAGE) set(GOT_FRANKLIN_BADGE) set(POKEY_OUTSIDE_PAULA_CABIN) unset(POKEY_OUTSIDE_PAULA_CABIN) compare_reg(REG_COUNTER, 22) goto_false(L_C59894) set(CARPAINTER_DEFEATED) set(HH_HQ_CULTIST_1_DEFEATED) set(HH_HQ_CULTIST_2_DEFEATED) set(HH_HQ_CULTIST_3_DEFEATED) set(HH_HQ_CULTIST_4_DEFEATED) set(HH_HQ_CULTIST_5_DEFEATED) set(HH_HQ_CULTIST_6_DEFEATED) unset(flag 175) set(POKEY_OUTSIDE_HH_HQ) unset(POKEY_OUTSIDE_HH_HQ) set(flag 198) set(PAULA_JOINS) unset(PAULAS_DAD_OUTSIDE) set(CONQUERED_SANCTUARY_2) set(GOT_MELODY_LILLIPUT_STEPS) set(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE) set(flag 611) unset(flag 611) compare_reg(REG_COUNTER, 23) goto_false(L_C59894) set(GOT_WAD_OF_BILLS) set(GOT_BACKSTAGE_PASS) set(QUEUE_OUTSIDE_CHAOS_THEATER) set(RUNAWAY_FIVE_FAN_GIRL_OUTSIDE_BACKSTAGE) unset(RUNAWAY_FIVE_FAN_GIRL_OUTSIDE_BACKSTAGE) set(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER) set(CHAOS_THEATER_BACKSTAGE_OPEN) set(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER) unset(EVERDRED_AT_HIS_HOUSE) set(RUNAWAY_BUS_FROM_TWOSON_TO_THREED) set(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) set(flag 314) unset(flag 314) unset(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) unset(RUNAWAY_BUS_FROM_TWOSON_TO_THREED) compare_reg(REG_COUNTER, 30) goto_false(L_C59894) set(VISITED_THREED) set(ZOMBIE_CHICK_OUTSIDE_HOTEL) set(ZOMBIE_CHICK_HOTEL_MUSIC) set(flag 588) unset(ZOMBIE_CHICK_OUTSIDE_HOTEL) set(ZOMBIE_CHICK_AT_HOTEL_1) unset(ZOMBIE_CHICK_AT_HOTEL_1) set(ZOMBIE_CHICK_AT_HOTEL_2) unset(ZOMBIE_CHICK_AT_HOTEL_2) set(ZOMBIE_CHICK_AT_HOTEL_3) unset(ZOMBIE_CHICK_AT_HOTEL_3) unset(ZOMBIE_CHICK_HOTEL_MUSIC) set(PAULA_TELEPATHY_DREAM_JEFF) unset(PAULA_TELEPATHY_DREAM_JEFF) set(VISITED_WINTERS) set(JEFF_STARTS_HIS_JOURNEY) compare_reg(REG_COUNTER, 31) goto_false(L_C59894) set(TONY_JOINS) set(GOT_KEY_TO_THE_LOCKER) set(USED_KEY_TO_THE_LOCKER) set(GOT_BAD_KEY_MACHINE) set(TONY_AT_BOARDING_SCHOOL_GATE) unset(TONY_AT_BOARDING_SCHOOL_GATE) set(WINTERS_MUSIC) set(GOT_PAK_OF_BUBBLE_GUM) set(BUBBLE_MONKEY_JOINS) set(BUBBLE_MONKEY_IN_PARTY) set(flag 287) set(RANDOM_JEFF_ITEM_FIX_CHANCE) compare_reg(REG_COUNTER, 32) goto_false(L_C59894) set(TESSIE_EMERGES) set(TALKED_TO_BRICK_ROAD) set(BRICK_ROAD_DUNGEON_DUCK_1_DEFEATED) set(BRICK_ROAD_DUNGEON_DUCK_2_DEFEATED) set(BRICK_ROAD_DUNGEON_PROTOPLASM_1_DEFEATED) set(BRICK_ROAD_DUNGEON_PROTOPLASM_2_DEFEATED) set(BRICK_ROAD_DUNGEON_MOUSE_1_DEFEATED) set(BRICK_ROAD_DUNGEON_MOUSE_2_DEFEATED) set(BRICK_ROAD_OUTSIDE_DUNGEON) unset(BRICK_ROAD_OUTSIDE_DUNGEON) set(WINTERS_ROPE_LOWERED) unset(BUBBLE_MONKEY_IN_PARTY) compare_reg(REG_COUNTER, 33) goto_false(L_C59894) set(TALKED_TO_ANDONUTS_1) set(SKY_RUNNER_AT_WINTERS_LAB) set(JEFF_JOINS) set(MEN_ABOUT_TO_ENTER_CIRCUS_TENT) unset(MEN_ABOUT_TO_ENTER_CIRCUS_TENT) set(BROKEN_SKYRUNNER_THREED) set(BUBBLE_MONKEYS_WIFE_AT_WINTERS) set(flag 589) set(BOOGEY_TENT_IN_THREED) set(OPENED_THREED_CEMETERY_UNDREGROUND_DOOR) compare_reg(REG_COUNTER, 34) goto_false(L_C59894) set(BOOGEY_TENT_DEFEATED) unset(BOOGEY_TENT_IN_THREED) set(FLY_HONEY_TRASH_CAN_VISIBLE) set(GOT_ZOMBIE_PAPER) set(FLY_HONEY_TRASH_CAN_VISIBLE) set(GOT_FLY_HONEY) set(ZOMBIE_PAPER_ON_TENT) unset(ZOMBIE_PAPER_ON_TENT) set(ZOMBIES_ON_TENT_FLOOR) set(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) set(ZOMBIE_GUARDS_AWAY) compare_reg(REG_COUNTER, 35) goto_false(L_C59894) set(MINI_BARF_DEFEATED) set(VISITED_SATURN_VALLEY) set(WATERFALL_WAIT_ENABLED) set(CAN_ENTER_BELCHS_FACTORY) set(MASTER_BELCH_DEFEATED) unset(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) set(PARTY_IS_DIRTY_FROM_BELCH_FIGHT) set(HAPPY_THREED_PEOPLE) set(PUNK_GUY_OUTSIDE_HIS_HOUSE_THREED) unset(PUNK_GUY_OUTSIDE_HIS_HOUSE_THREED) set(ONETT_DAYTIME) unset(ZOMBIES_ON_TENT_FLOOR) unset(PARTY_IS_DIRTY_FROM_BELCH_FIGHT) set(CONQUERED_SANCTUARY_3) set(GOT_MELODY_MILKY_WELL) compare_reg(REG_COUNTER, 40) goto_false(L_C59894) set(flag 370) set(flag 596) set(GAVE_FOOD_TO_MONTAGUE) set(flag 55) set(flag 54) set(TRAFFIC_JAM_CLEARED) set(VISITED_FOURSIDE) unset(flag 589) unset(HAPPY_THREED_PEOPLE) set(flag 607) set(DESERT_MINE_TO_EXPAND_NEXT_NIGHT) set(DESERT_MINE_EXPANDED) compare_reg(REG_COUNTER, 41) goto_false(L_C59894) set(GUARDIAN_MOLE_1_DEFEATED) set(GUARDIAN_MOLE_2_DEFEATED) set(GUARDIAN_MOLE_3_DEFEATED) set(GUARDIAN_MOLE_4_DEFEATED) set(GUARDIAN_MOLE_5_DEFEATED) set(GUARDIAN_MOLE_TEXT_1) set(GUARDIAN_MOLE_TEXT_2) set(GUARDIAN_MOLE_TEXT_3) set(GUARDIAN_MOLE_TEXT_4) set(MINE_MOLES_DEFEATED) unset(flag 54) unset(flag 55) set(DESERT_MINE_BULLDOZER_MOVED) set(flag 55) set(flag 282) set(DIAMOND_TO_BE_DELIVERED) unset(DIAMOND_TO_BE_DELIVERED) unset(flag 55) set(GOT_DIAMOND) set(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER) set(flag 147) compare_reg(REG_COUNTER, 42) goto_false(L_C59894) set(BLOND_GUY_IN_FOURSIDE) set(PAULA_AT_MONOTOLI_BUILDING) set(FOURSIDE_DEPT_BLACKOUT) unset(BLOND_GUY_IN_FOURSIDE) set(FOURSIDE_DEPT_LIGHTS_OUT) set(DEPT_STORE_SPOOK_DEFEATED) unset(FOURSIDE_DEPT_LIGHTS_OUT) set(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED) unset(FOURSIDE_DEPT_BLACKOUT) set(EVERDRED_OUTSIDE_CAFE) set(TALKED_TO_DYING_EVERDRED) unset(EVERDRED_OUTSIDE_CAFE) compare_reg(REG_COUNTER, 43) goto_false(L_C59894) set(PATH_TO_MANI_MANI_OPEN) set(TALKED_TO_MOONSIDE_SAILOR_MAN) set(INVISIBLE_MAN_JOINS) set(flag 160) set(flag 161) set(flag 162) set(flag 163) unset(flag 164) unset(flag 160) unset(flag 161) unset(flag 162) unset(flag 163) unset(flag 164) set(PATH_TO_MANI_MANI_OPEN) set(TALKED_TO_MOONSIDE_MONOTOLI) set(MANI_MANI_DEFEATED) set(flag 376) set(CHARRED_MONKEY_OUTSIDE_JACKIES_CAFE) unset(CHARRED_MONKEY_OUTSIDE_JACKIES_CAFE) set(ELECTRA_OUTSIDE_BUILDING) set(QUEST_TO_YOGURT_MACHINE) compare_reg(REG_COUNTER, 44) goto_false(L_C59894) set(MONKEY_CAVE_SKIP_SANDWICH) set(MONKEY_CAVE_PICNIC_LUNCH) set(MONKEY_CAVE_WET_TOWEL) set(MONKEY_CAVE_PIZZA_1) set(MONKEY_CAVE_PROTEIN_DRINK) set(MONKEY_CAVE_PIZZA_2) set(MONKEY_CAVE_HAMBURGER_1) set(MONKEY_CAVE_HAMBURGER_2) set(MONKEY_CAVE_KING_BANANA) set(MONKEY_CAVE_HAMBURGER_3) set(MONKEY_CAVE_RULER) set(TALKED_TO_FRESH_EGG_GIVING_MONKEY) set(GOT_KING_BANANA) set(flag 465) set(MONKEY_CAVE_PENCIL_ERASED) set(GOT_YOGURT_DISPENSER) set(TELEPORT_MONKEY_NOT_AT_CAVE) set(TELEPORT_MONKEY_NEAR_MONKEY_CAVE_ENTRANCE) unset(TELEPORT_MONKEY_NEAR_MONKEY_CAVE_ENTRANCE) set(TELEPORT_MONKEY_NEAR_DESERT_ROAD) unset(TELEPORT_MONKEY_NEAR_DESERT_ROAD) unset(TELEPORT_MONKEY_NOT_AT_CAVE) set(LEARNED_TELEPORT) unset(ELECTRA_OUTSIDE_BUILDING) set(CAN_ACCESS_48TH_MONOTILI_FLOOR) set(flag 286) set(SENTRY_ROBOT_1_DEFEATED) set(SENTRY_ROBOT_2_DEFEATED) set(SENTRY_ROBOT_3_DEFEATED) set(SENTRY_ROBOT_4_DEFEATED) set(SENTRY_ROBOT_5_DEFEATED) set(SENTRY_ROBOT_6_DEFEATED) set(RUNAWAY_FIVE_AT_CLUMSY_ROBOT_ROOM) unset(RUNAWAY_FIVE_AT_CLUMSY_ROBOT_ROOM) unset(PAULA_AT_MONOTOLI_BUILDING) set(MONSTERS_IN_WINTERS) set(TREMBLING_MONOTOLI_AT_48TH_FLOOR_ABSENT) set(MONOTOLI_AT_48TH_FLOOR) set(POKEY_FLIES_AWAY_BY_HELICOPTER) set(FOURSIDE_FREE_FROM_MONOTOLI) set(flag 377) set(flag 378) set(RUNAWAY_BUS_FROM_FOURSIDE_TO_THREED) unset(RUNAWAY_BUS_FROM_FOURSIDE_TO_THREED) unset(BROKEN_SKYRUNNER_THREED) set(FIXED_SKYRUNNER_THREED) set(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) unset(FIXED_SKYRUNNER_THREED) unset(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) compare_reg(REG_COUNTER, 45) goto_false(L_C59894) set(MONKEYS_AT_WINTERS_LAB) unset(MONKEYS_AT_WINTERS_LAB) unset(SKY_RUNNER_AT_WINTERS_LAB) set(BUBBLE_MONKEY_AT_LAKE_TESS) set(WINTERS_PENCIL_ERASED) set(CONQUERED_SANCTUARY_4) set(GOT_MELODY_RAINY_CIRCLE) set(SKY_RUNNER_AT_WINTERS_LAB) set(VISITED_SUMMERS) compare_reg(REG_COUNTER, 50) goto_false(L_C59894) set(GOT_STOIC_CLUB_PHONE) set(GIVEN_PLAYERS_NAME) set(CALLED_STOIC_CLUB) set(MAGIC_CAKE_LADY_AT_BEACH) set(MAGIC_CAKE_LADY_IDENTIFIED) unset(MAGIC_CAKE_LADY_IDENTIFIED) set(POO_STARTS_HIS_JOURNEY) set(VISITED_DALAAM) set(STAR_MASTER_NEXT_TO_MU) compare_reg(REG_COUNTER, 51) goto_false(L_C59894) set(flag 150) set(MU_TRAINING_COMPLETE) set(POO_JOINS) set(GAVE_RUBY_TO_HIEROGLYPHS_GUY) set(SHATTERED_MAN_1_DEFEATED) set(SHATTERED_MAN_2_DEFEATED) set(READ_HIEROGLYPHS) set(GOT_HIEROGLYPH_COPY) set(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) unset(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) set(QUEST_TO_VENUS_AUTOGRAPH) set(GOT_SIGNED_BANANA) set(FOURSIDE_SEWERS_OPEN) set(CONQUERED_SANCTUARY_5) set(GOT_MELODY_MAGNET_HILL) set(USED_CARROT_KEY) set(CONQUERED_SANCTUARY_6) set(GOT_MELODY_PINK_CLOUD) compare_reg(REG_COUNTER, 52) goto_false(L_C59894) set(flag 55) compare_reg(REG_COUNTER, 53) goto_false(L_C59894) set(READY_TO_SAIL_TO_SCARABA) set(VISITED_SCARABA) set(PYRAMID_DANCE_IN_PROGRESS) set(PYRAMID_OPEN) set(GUARDIAN_GENERAL_DEFEATED) set(PYRAMID_HOLE_OPEN) set(GOT_HAWK_EYE) set(flag 283) set(GUARDIAN_HIEROGLYPH_1_DEFEATED) set(GUARDIAN_HIEROGLYPH_2_DEFEATED) set(GUARDIAN_HIEROGLYPH_3_DEFEATED) set(GUARDIAN_HIEROGLYPH_4_DEFEATED) set(GUARDIAN_HIEROGLYPH_5_DEFEATED) set(GUARDIAN_HIEROGLYPH_6_DEFEATED) set(GUARDIAN_HIEROGLYPH_7_DEFEATED) set(GUARDIAN_HIEROGLYPH_8_DEFEATED) set(GUARDIAN_HIEROGLYPH_9_DEFEATED) set(GUARDIAN_HIEROGLYPH_10_DEFEATED) set(GUARDIAN_HIEROGLYPH_11_DEFEATED) set(GUARDIAN_HIEROGLYPH_12_DEFEATED) set(GUARDIAN_HIEROGLYPH_13_DEFEATED) set(GUARDIAN_HIEROGLYPH_14_DEFEATED) set(GUARDIAN_HIEROGLYPH_15_DEFEATED) set(GUARDIAN_HIEROGLYPH_16_DEFEATED) set(GUARDIAN_HIEROGLYPH_17_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_1_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_2_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_3_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_4_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_5_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_6_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_7_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_8_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_9_DEFEATED) set(POO_LEARNING_STARSTORM) compare_reg(REG_COUNTER, 54) goto_false(L_C59894) set(GOT_KEY_TO_DUNGEON_MAN) set(DUNGEON_MAN_OPEN) set(DUNGEON_MAN_JOINS) set(DUNGEON_MAN_IN_DESERT) set(DUNGEON_MAN_AT_PALM_TREES) set(TALKED_TO_BRICK_ROADS_HEAD) set(QUEST_TO_SUBMARINE) set(DUNGEON_MAN_GOODBYE_EXIT_SIGN) compare_reg(REG_COUNTER, 60) goto_false(L_C59894) set(VISITED_DEEP_DARKNESS) set(USED_HAWK_EYE) set(MASTER_BARF_DEFEATED) compare_reg(REG_COUNTER, 61) goto_false(L_C59894) set(VISITED_TENDA_VILLAGE) set(TALKED_TO_TENDA_CHIEF) set(ANDONUTS_AT_LAB_ABSENT) set(flag 380) set(CAPTIVES_AT_STONEHENGE) set(APPLE_MOUSE_AT_WINTERS_LAB) set(GOT_ERASER_ERASER) unset(APPLE_MOUSE_AT_WINTERS_LAB) set(IRON_ERASER_ERASED) set(flag 619) set(STARMAN_DX_ABSENT) set(STARMAN_DX_DEFEATED) set(LEARNED_ABOUT_SHYNESS_BOOK) set(SHYNESS_BOOK_AT_LIBRARY) unset(SHYNESS_BOOK_AT_LIBRARY) set(TALKED_TO_SHYGUY_ABOUT_SHYNESS_BOOK) set(GOT_SHYNESS_BOOK) set(TENDAS_NOT_SHY) set(flag 540) set(TENDA_VILLAGE_UNDERGROUND_OPEN) set(TALKED_TO_ROCK_BELOW_TENDA_VILALGE) set(TALKED_TO_ANDONUTS_2) set(flag 538) set(flag 156) set(flag 157) set(flag 158) set(CONQUERED_SANCTUARY_7) set(GOT_MELODY_LUMINE_HALL) compare_reg(REG_COUNTER, 62) goto_false(L_C59894) set(VISITED_UNDERWORLD) unset(CAPTIVES_AT_STONEHENGE) set(UNDERWORLD_TENDA_GATE_OPEN) set(UNDERWORLD_TALKING_ROCK_STOPPED_TALKING) set(TENDAKRAUT_STOLEN) set(CONQUERED_SANCTUARY_8) set(GOT_MELODY_FIRE_SPRING) unset(GOT_MELODY_GIANT_STEP) unset(GOT_MELODY_LILLIPUT_STEPS) unset(GOT_MELODY_RAINY_CIRCLE) unset(GOT_MELODY_MILKY_WELL) unset(GOT_MELODY_MAGNET_HILL) unset(GOT_MELODY_PINK_CLOUD) unset(GOT_MELODY_LUMINE_HALL) unset(GOT_MELODY_FIRE_SPRING) set(GOT_ALL_MELODIES) compare_reg(REG_COUNTER, 63) goto_false(L_C59894) set(flag 371) set(CHECKED_LAST_FLYING_MAN_TOMBSTONE) set(SEA_OF_EDEN_KRAKEN_1_DEFEATED) set(SEA_OF_EDEN_KRAKEN_2_DEFEATED) set(SEA_OF_EDEN_KRAKEN_3_DEFEATED) set(NESS_NIGHTMARE_DEFEATED) set(KIDNAPPED_MR_SATURN_AT_CAVE_OF_THE_PRESENT) unset(POLICE_BARRIERS_AT_ONETT_HILLTOP) set(JUST_WOKE_UP_FROM_MAGICANT) unset(JUST_WOKE_UP_FROM_MAGICANT) compare_reg(REG_COUNTER, 64) goto_false(L_C59894) set(QUEST_TO_ZEXONYTE) unset(ONETT_DAYTIME) set(MONSTERS_IN_ONETT) unset(LIERS_HOUSE_UNLOCKED) unset(NESS_ROOM_LIGHTS_ON) set(GOT_METEORITE_PIECE) set(DELIVERED_ZEXONYTE) compare_reg(REG_COUNTER, 65) goto_false(L_C59894) set(PHASE_DISTORTER_V2_OPEN) set(PHASE_DISTORTER_V2_AT_CAVE_OF_THE_PRESENT) set(ANDONUTS_AT_CAVE_OF_THE_PRESENT_1) set(APPLE_KID_AT_CAVE_OF_THE_PRESENT) set(MR_SATURN_AT_CAVE_OF_THE_PRESENT) unset(ANDONUTS_AT_CAVE_OF_THE_PRESENT_1) set(ANDONUTS_AT_CAVE_OF_THE_PRESENT_2) set(PHASE_DISTORTER_V3_AT_CAVE_OF_THE_PRESENT) set(TALKED_TO_APPLE_KID_CAVE_OF_THE_PRESENT) unset(KIDNAPPED_MR_SATURN_AT_CAVE_OF_THE_PRESENT) set(CALLED_STOIC_CLUB) set(PARTY_IS_ROBOTIFIED) compare_reg(REG_COUNTER, 66) goto_false(L_C59894) unset(PARTY_IS_ROBOTIFIED) set(GIYGAS_DEFEATED) set(LARDNA_AT_HOME) set(MONOTOLI_AT_48TH_FLOOR) set(ONETT_DAYTIME) unset(MONSTERS_IN_ONETT) set(PRESENTS_AT_SATURN_VALLEY) set(LIERS_HOUSE_UNLOCKED) set(NESS_ROOM_LIGHTS_ON) set(POO_AT_HIS_PALACE) compare_reg(REG_COUNTER, 67) goto_false(L_C59894) set(PAULA_AT_HER_ROOM) set(GOT_LETTER_FROM_MOM) set(GOT_LETTER_FROM_TONY) set(GOT_LETTER_FROM_KIDS) set(GOT_SYNESS_BOOK_BACK_FROM_TENDA) set(flag 769) set(READY_TO_LOOK_AT_PHOTO_ALBUM) set(LAST_DAD_CALL) set(flag 771) set(LAST_ESCARGO_EXPRESS_CALL) set(flag 769) compare_reg(REG_COUNTER, 68) goto_false(L_C59894) set(PICKY_KNOCKING_ON_DOOR) // $C59894 L_C59894: eob // $C59895 L_C59895: "•SUTW NyUSyKST" linebreak " " number_input(2) newline switch(L_C599D0, L_C599F4, L_C59A15, L_C59A40, L_C59A72, L_C59AA4, L_C59ACE, L_C59AF5, L_C59B25, L_C59B45, L_C59B78, L_C59BB5, L_C59BD7, L_C59BFC, L_C59C39, L_C59C67, L_C59C84, L_C59CB5, L_C59CD9, L_C59D06, L_C59D30, L_C59D61, L_C59D7F, L_C59DA0, L_C59DBD, L_C59DE1, L_C59E01, L_C59E21, L_C59E40, L_C59E62, L_C59E84, L_C59EB2, L_C59F08, L_C59F44, L_C59F60, L_C59F80, L_C59FA0, L_C59FBD, L_C59FF1, L_C5A00C, L_C5A036, L_C5A05B, L_C5A07E, L_C5A0B3, L_C5A0DB, L_C5A0FE, L_C5A11A, L_C5A154, L_C5A17D, L_C5A1AE, L_C5A1CD, L_C5A1FF, L_C5A232, L_C5A25E, L_C5A27A, L_C5A29C, L_C5A2C2, L_C5A2EC, L_C5A318, L_C5A342, L_C5A36C, L_C5A396, L_C5A3C0, L_C5A3EA, L_C5A414, L_C5A43E, L_C5A465, L_C5A48B, L_C5A4B4, L_C5A4CD) "•YMMST." goto(L_C58000) // $C599D0 L_C599D0: " IBNT" linebreak " BNB-NWNKMNSR" wait window_closeall counter(10) call(L_C5A4EC) party_add(POKEY) party_add(KING) warp(115) eob // $C599F4 L_C599F4: " IBNT" linebreak " BNB-NNSIG" wait window_closeall counter(11) call(L_C5A4EC) party_add(POKEY) party_add(PICKY) warp(116) eob // $C59A15 L_C59A15: " IBNT" linebreak " KIKN5NNNK" linebreak wait window_closeall counter(13) call(L_C5A4EC) set(CONQUERED_SANCTUARY_1) set(GOT_MELODY_GIANT_STEP) set(CAPTAIN_STRONG_NOT_AT_STATION_DESK) set(CAPTAIN_STRONG_AT_STATION_ENTRANCE) set(COP_AT_STATION_ENTRANCE) warp(117) eob // $C59A40 L_C59A40: " IBNT" linebreak " YURIBS" wait window_closeall counter(14) call(L_C5A4EC) set(VISITED_TWOSON) give_return_slot(NESS, BICYCLE) give_return_slot(NESS, SHYNESS_BOOK) give_return_slot(NESS, PIGGY_NOSE) give_return_slot(NESS, EXIT_MOUSE) give_return_slot(NESS, TOWN_MAP) set(HAS_EXIT_MOUSE) warp(29) eob // $C59A72 L_C59A72: " IBNT" linebreak " TNZRST-Z" linebreak " (KOSGKZyU)" wait window_closeall counter(22) call(L_C5A4EC) set(GOT_WAD_OF_BILLS) set(GOT_BACKSTAGE_PASS) set(QUEUE_OUTSIDE_CHAOS_THEATER) set(RUNAWAY_FIVE_FAN_GIRL_OUTSIDE_BACKSTAGE) warp(118) eob // $C59AA4 L_C59AA4: " IBNT" linebreak " K-PINT-N" linebreak " KMNRW OTSRR" wait window_closeall counter(20) call(L_C5A4EC) set(flag 175) warp(119) eob // $C59ACE L_C59ACE: " IBNT" linebreak " P-RNKyUSyT" linebreak wait window_closeall counter(21) call(L_C5A4EC) set(CARPAINTER_DEFEATED) unset(flag 175) give_return_slot(NESS, KEY_TO_THE_CABIN) warp(120) eob // $C59AF5 L_C59AF5: " IBNT" linebreak " TNZRKIHU" linebreak " (KOSGKZyU)" wait window_closeall counter(22) call(L_C5A4EC) party_add(PAULA) give_return_slot(NESS, WAD_OF_BILLS) set(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER) warp(121) eob // $C59B25 L_C59B25: " IBNT" linebreak " ZNBNTKMR" wait window_closeall counter(23) call(L_C5A4EC) set(ZOMBIE_CHICK_AT_HOTEL_2) party_add(PAULA) warp(122) eob // $C59B45 L_C59B45: " IBNT" linebreak " BR-NMNK-N" linebreak " KUTyUYUEI" wait window_closeall counter(30) call(L_C5A4EC) party_add(JEFF) party_remove(NESS) set(GOT_PAK_OF_BUBBLE_GUM) give_return_slot(JEFF, PAK_OF_BUBBLE_GUM) warp(123) eob // $C59B78 L_C59B78: " IBNT" linebreak " TSKNTtS-" wait window_closeall counter(31) call(L_C5A4EC) party_add(JEFF) party_remove(NESS) party_add(BUBBLE_MONKEY) give_return_slot(JEFF, PAK_OF_BUBBLE_GUM) set(LAKE_TESS_WIND_BLOWING) set(RANDOM_JEFF_ITEM_FIX_CHANCE) warp(46) enable_hotspot(1, 39, L_C9AE0F) enable_hotspot(2, 48, L_C6B087) eob // $C59BB5 L_C59BB5: " IBNT" linebreak " AND-NtTHKS" wait window_closeall counter(32) call(L_C5A4EC) party_add(JEFF) party_remove(NESS) warp(125) eob // $C59BD7 L_C59BD7: " IBNT" linebreak " B-NS#TNZRST-Z" wait window_closeall counter(40) call(L_C5A4EC) party_add(PAULA) party_add(JEFF) warp(126) eob // $C59BFC L_C59BFC: " IBNT" linebreak " SGTyNTUZyU" wait window_closeall counter(40) call(L_C5A4EC) set(GUARDIAN_MOLE_1_DEFEATED) set(GUARDIAN_MOLE_2_DEFEATED) set(GUARDIAN_MOLE_3_DEFEATED) set(GUARDIAN_MOLE_4_DEFEATED) set(GUARDIAN_MOLE_5_DEFEATED) set(MINE_MOLES_DEFEATED) unset(flag 54) set(flag 282) set(DIAMOND_TO_BE_DELIVERED) party_add(PAULA) party_add(JEFF) warp(127) eob // $C59C39 L_C59C39: " IBNT" linebreak " TNZRSIGNST-Z" wait window_closeall counter(41) call(L_C5A4EC) unset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER) unset(flag 147) party_add(PAULA) party_add(JEFF) give_return_slot(NESS, DIAMOND) warp(128) eob // $C59C67 L_C59C67: " IBNT" linebreak " MNTR-" wait window_closeall counter(43) call(L_C5A4EC) set(CAN_ACCESS_48TH_MONOTILI_FLOOR) party_add(JEFF) warp(129) eob // $C59C84 L_C59C84: " IBNT" linebreak " TNZRBS" linebreak " (Fo-SID)" wait window_closeall counter(43) call(L_C5A4EC) set(RUNAWAY_BUS_FROM_FOURSIDE_TO_THREED) set(CAN_ACCESS_48TH_MONOTILI_FLOOR) set(FOURSIDE_FREE_FROM_MONOTOLI) party_add(JEFF) party_add(PAULA) warp(130) eob // $C59CB5 L_C59CB5: " IBNT" linebreak " SKIUo-K-2" wait window_closeall counter(44) call(L_C5A4EC) set(FIXED_SKYRUNNER_THREED) party_add(JEFF) party_add(PAULA) warp(131) eob // $C59CD9 L_C59CD9: " IBNT" linebreak " SM-ZNMZtKK-K" wait window_closeall counter(44) call(L_C5A4EC) set(GOT_STOIC_CLUB_PHONE) set(MAGIC_CAKE_LADY_AT_BEACH) set(MAGIC_CAKE_LADY_IDENTIFIED) party_add(JEFF) party_add(PAULA) warp(132) eob // $C59D06 L_C59D06: " IBNT" linebreak " P- MNSyGyU" wait window_closeall counter(50) call(L_C5A4EC) party_add(POO) party_remove(NESS) enable_hotspot(1, 1, L_C92203) warp(133) eob // $C59D30 L_C59D30: " IBNT" linebreak " B-NSST-ZSN2" wait window_closeall counter(50) call(L_C5A4EC) set(flag 150) set(MU_TRAINING_COMPLETE) set(POO_JOINS) set(QUEST_TO_VENUS_AUTOGRAPH) set(CAPTIVES_AT_STONEHENGE) call(L_C5A526) warp(134) eob // $C59D61 L_C59D61: " IBNT" linebreak " TtS-SN2" wait window_closeall counter(51) call(L_C5A4EC) call(L_C5A526) warp(135) eob // $C59D7F L_C59D7F: " IBNT" linebreak " ST-NHNZ" wait window_closeall counter(51) call(L_C5A4EC) set(IRON_ERASER_ERASED) call(L_C5A526) warp(136) eob // $C59DA0 L_C59DA0: " IBNT" linebreak " UMNKUR" wait window_closeall counter(52) call(L_C5A4EC) call(L_C5A526) warp(137) eob // $C59DBD L_C59DBD: " IBNT" linebreak " GMTGMDRAN" wait window_closeall counter(61) call(L_C5A4EC) call(L_C5A526) warp(33) give_return_slot(NESS, TENDAKRAUT) eob // $C59DE1 L_C59DE1: " IBNT" linebreak " PRMtDNODR" wait window_closeall counter(52) call(L_C5A4EC) call(L_C5A526) warp(139) eob // $C59E01 L_C59E01: " IBNT" linebreak " SBMRN" wait window_closeall counter(54) call(L_C5A4EC) party_add(PAULA) party_add(JEFF) set(DUNGEON_MAN_AT_PALM_TREES) warp(140) eob // $C59E21 L_C59E21: " IBNT" linebreak " HKRGK" wait window_closeall counter(60) call(L_C5A4EC) call(L_C5A526) set(CONQUERED_SANCTUARY_7) warp(141) eob // $C59E40 L_C59E40: " IBNT" linebreak " SIGNSUND" wait window_closeall counter(61) call(L_C5A4EC) call(L_C5A526) set(CONQUERED_SANCTUARY_8) warp(142) eob // $C59E62 L_C59E62: " IBNT" linebreak " SP-STNNR1#5" wait window_closeall counter(63) call(L_C5A4EC) call(L_C5A526) warp(143) eob // $C59E84 L_C59E84: " IBNT" linebreak " SP-STNNR2T3" wait window_closeall counter(63) call(L_C5A4EC) call(L_C5A526) set(GOT_METEORITE_PIECE) set(DELIVERED_ZEXONYTE) set(PHASE_DISTORTER_V2_OPEN) set(KIDNAPPED_MR_SATURN_AT_CAVE_OF_THE_PRESENT) warp(143) eob // $C59EB2 L_C59EB2: " IBNT" linebreak " SRDNZyN" wait window_closeall counter(43) call(L_C5A4EC) party_add(JEFF) give_return_slot(NESS, SKIP_SANDWICH) give_return_slot(NESS, PICNIC_LUNCH) give_return_slot(NESS, HAMBURGER) give_return_slot(NESS, HAMBURGER) give_return_slot(NESS, DOUBLE_BURGER) give_return_slot(NESS, PIZZA) give_return_slot(NESS, PIZZA) give_return_slot(NESS, LARGE_PIZZA) give_return_slot(NESS, WET_TOWEL) give_return_slot(NESS, PROTEIN_DRINK) give_return_slot(NESS, FRESH_EGG) give_return_slot(NESS, RULER) give_return_slot(NESS, PENCIL_ERASER) set(ELECTRA_OUTSIDE_BUILDING) set(QUEST_TO_YOGURT_MACHINE) warp(144) eob // $C59F08 L_C59F08: " IBNT" linebreak " MBRSRUZN SITIKK" wait window_closeall counter(43) call(L_C5A4EC) call(L_C5A526) set(QUEST_TO_ZEXONYTE) set(KIDNAPPED_MR_SATURN_AT_CAVE_OF_THE_PRESENT) enable_hotspot(1, 7, L_C9BC3C) enable_hotspot(2, 41, L_EF5917) warp(145) eob // $C59F44 L_C59F44: " IBNT" linebreak " P-RNOYZ" wait window_closeall counter(14) call(L_C5A4EC) set(VISITED_TWOSON) warp(146) eob // $C59F60 L_C59F60: " IBNT" linebreak " AtPRKtD" wait window_closeall counter(14) call(L_C5A4EC) set(VISITED_TWOSON) give_return_slot(NESS, HAMBURGER) warp(147) eob // $C59F80 L_C59F80: " IBNT" linebreak " INTtK-FDUSN" wait window_closeall counter(12) call(L_C5A4EC) set(BOUGHT_SCAM_HOUSE) warp(148) eob // $C59FA0 L_C59FA0: " IBNT" linebreak " ONtTNTIROTK" wait window_closeall counter(12) call(L_C5A4EC) warp(149) eob // $C59FBD L_C59FBD: " IBNT" linebreak " MBRSRUZN PRMtD" wait window_closeall counter(52) call(L_C5A4EC) call(L_C5A526) set(VISITED_SCARABA) enable_hotspot(1, 16, L_C93258) give_return_slot(POO, HAWK_EYE) warp(166) eob // $C59FF1 L_C59FF1: " IBNT" linebreak " EDNNUM" wait window_closeall counter(62) call(L_C5A4EC) set(LAST_MELODY_AT_FIRE_SPRING) warp(167) eob // $C5A00C L_C5A00C: " IBNT" linebreak " K-PINT-SN" linebreak " HNTUNTTKI" wait window_closeall counter(21) call(L_C5A4EC) give_return_slot(NESS, FRANKLIN_BADGE) warp(119) eob // $C5A036 L_C5A036: " IBNT" linebreak " TNTKSS" wait window_closeall counter(41) call(L_C5A4EC) set(DEPT_STORE_SPOOK_DEFEATED) set(EVERDRED_OUTSIDE_CAFE) party_add(JEFF) give_return_slot(NESS, HAMBURGER) warp(168) eob // $C5A05B L_C5A05B: " IBNT" linebreak " MIDTGRMDUF" wait window_closeall counter(43) call(L_C5A4EC) party_add(JEFF) give_return_slot(NESS, YOGURT_DISPENSER) warp(169) eob // $C5A07E L_C5A07E: " IBNT" linebreak " SINIRBNNNKW" wait window_closeall counter(50) call(L_C5A4EC) call(L_C5A526) give_return_slot(NESS, SIGNED_BANANA) set(flag 150) set(MU_TRAINING_COMPLETE) set(POO_JOINS) set(QUEST_TO_VENUS_AUTOGRAPH) set(GOT_SIGNED_BANANA) warp(170) eob // $C5A0B3 L_C5A0B3: " IBNT" linebreak " MKyUNTKNM" wait window_closeall counter(53) call(L_C5A4EC) party_add(PAULA) party_add(JEFF) give_return_slot(NESS, HAWK_EYE) set(VISITED_DEEP_DARKNESS) warp(171) eob // $C5A0DB L_C5A0DB: " IBNT" linebreak " GRMDUFNHITT" wait window_closeall counter(42) call(L_C5A4EC) set(ELECTRA_OUTSIDE_BUILDING) party_add(JEFF) warp(154) eob // $C5A0FE L_C5A0FE: wait window_closeall counter(12) call(L_C5A4EC) set(FRANKYSTEIN_MKII_DEFEATED) set(TEMP_2) enable_hotspot(2, 17, L_C68815) warp(173) eob // $C5A11A L_C5A11A: " IBNT" linebreak " ZeFDtSU" wait window_closeall counter(30) call(L_C5A4EC) party_add(JEFF) party_remove(NESS) party_add(TONY) set(VISITED_WINTERS) set(TONY_JOINS) set(GOT_BAD_KEY_MACHINE) set(JEFF_STARTS_HIS_JOURNEY) give_return_slot(JEFF, BAD_KEY_MACHINE) give_return_slot(JEFF, POP_GUN) give_return_slot(JEFF, HOLMES_HAT) warp(184) eob // $C5A154 L_C5A154: " IBNT" linebreak " HITTKNKI" wait window_closeall counter(51) call(L_C5A4EC) set(GOT_ESCARGO_EXPRESS_PHONE) set(GOT_MACH_PIZZA_PHONE) call(L_C5A526) give_return_slot(NESS, FOR_SALE_SIGN) warp(122) eob // $C5A17D L_C5A17D: " IBNT" linebreak " TyGM" wait window_closeall counter(60) call(L_C5A4EC) call(L_C5A526) set(VISITED_TENDA_VILLAGE) set(TALKED_TO_TENDA_CHIEF) set(TALKED_TO_SHYGUY_ABOUT_SHYNESS_BOOK) set(GOT_SHYNESS_BOOK) set(TENDAS_NOT_SHY) set(TENDA_SHOP_HALL_OF_FAME_BAT) give_return_slot(NESS, SHYNESS_BOOK) warp(22) eob // $C5A1AE L_C5A1AE: " IBNT" linebreak " K-H-DSI" wait window_closeall counter(35) call(L_C5A4EC) party_add(PAULA) party_add(JEFF) warp(143) eob // $C5A1CD L_C5A1CD: " IBNT" linebreak " ZeFNYNB" wait window_closeall counter(60) call(L_C5A4EC) call(L_C5A526) give_return_slot(JEFF, BROKEN_MACHINE) give_return_slot(JEFF, BROKEN_GADGET) give_return_slot(JEFF, BROKEN_AIR_GUN) give_return_slot(JEFF, BROKEN_SPRAY_CAN) give_return_slot(JEFF, DEFENSE_SPRAY) warp(138) eob // $C5A1FF L_C5A1FF: " IBNT" linebreak " SISyUSNTU" wait counter(65) call(L_C5A4EC) call(L_C5A526) call(L_C58659) change_level(NESS, 90) change_level(PAULA, 70) change_level(JEFF, 70) change_level(POO, 65) warp(215) eob // $C5A232 L_C5A232: " IBNT" linebreak " ZNBHIHI" wait window_closeall counter(33) call(L_C5A4EC) party_add(PAULA) party_add(JEFF) set(BOOGEY_TENT_DEFEATED) unset(BOOGEY_TENT_IN_THREED) set(GOT_FLY_HONEY) give_return_slot(NESS, ZOMBIE_PAPER) warp(28) eob // $C5A25E L_C5A25E: " IBNT" linebreak " MTNT" wait window_closeall counter(33) call(L_C5A4EC) party_add(PAULA) party_add(JEFF) warp(28) eob // $C5A27A L_C5A27A: " IBNT" linebreak " TTITIRKNOTR" wait window_closeall counter(61) call(L_C5A4EC) call(L_C5A526) warp(41) eob // $C5A29C L_C5A29C: " IBNT" linebreak " TRP-TZR" linebreak wait window_closeall counter(43) call(L_C5A4EC) party_add(JEFF) set(GOT_YOGURT_DISPENSER) set(TELEPORT_MONKEY_NOT_AT_CAVE) set(TELEPORT_MONKEY_NEAR_MONKEY_CAVE_ENTRANCE) warp(144) eob // $C5A2C2 L_C5A2C2: " IBNT" linebreak " DNZyNMN" wait window_closeall counter(53) call(L_C5A4EC) party_add(PAULA) party_add(JEFF) set(DUNGEON_MAN_JOINS) warp(159) enable_hotspot(1, 9, L_C93381) eob // $C5A2EC L_C5A2EC: " IBNT" linebreak " P-RSRWRR" wait window_closeall counter(41) call(L_C5A4EC) give_return_slot(PAULA, PENCIL_ERASER) party_add(PAULA) party_add(JEFF) warp(80) enable_hotspot(1, 11, L_C8955A) eob // $C5A318 L_C5A318: " IBNT" linebreak " SIGNINRSN1" linebreak wait window_closeall counter(65) call(L_C5A4EC) call(L_C5A526) set(PARTY_IS_ROBOTIFIED) call(L_C7B9A1) unfreeze_char(all) eob // $C5A342 L_C5A342: " IBNT" linebreak " SIGNINRSN2" linebreak wait window_closeall counter(65) call(L_C5A4EC) call(L_C5A526) set(PARTY_IS_ROBOTIFIED) call(L_C7BA2C) unfreeze_char(all) eob // $C5A36C L_C5A36C: " IBNT" linebreak " SIGNINRSN3" linebreak wait window_closeall counter(65) call(L_C5A4EC) call(L_C5A526) set(PARTY_IS_ROBOTIFIED) call(L_C7BAC7) unfreeze_char(all) eob // $C5A396 L_C5A396: " IBNT" linebreak " SIGNINRSN4" linebreak wait window_closeall counter(65) call(L_C5A4EC) call(L_C5A526) set(PARTY_IS_ROBOTIFIED) call(L_C7BB38) unfreeze_char(all) eob // $C5A3C0 L_C5A3C0: " IBNT" linebreak " SIGNINRSN5" linebreak wait window_closeall counter(65) call(L_C5A4EC) call(L_C5A526) set(PARTY_IS_ROBOTIFIED) call(L_C7BBF3) unfreeze_char(all) eob // $C5A3EA L_C5A3EA: " IBNT" linebreak " SIGNINRSN6" linebreak wait window_closeall counter(65) call(L_C5A4EC) call(L_C5A526) set(PARTY_IS_ROBOTIFIED) call(L_C7BC56) unfreeze_char(all) eob // $C5A414 L_C5A414: " IBNT" linebreak " SIGNINRSN7" linebreak wait window_closeall counter(65) call(L_C5A4EC) call(L_C5A526) set(PARTY_IS_ROBOTIFIED) call(L_C7BC96) unfreeze_char(all) eob // $C5A43E L_C5A43E: " IBNT" linebreak " SKIUo-K-3" wait window_closeall counter(44) call(L_C5A4EC) party_add(JEFF) party_add(PAULA) set(GOT_MELODY_RAINY_CIRCLE) unset(SKY_RUNNER_AT_WINTERS_LAB) warp(125) eob // $C5A465 L_C5A465: " IBNT" linebreak " HKBTKN" wait window_closeall counter(50) call(L_C5A4EC) call(L_C5A526) set(flag 150) set(MU_TRAINING_COMPLETE) set(POO_JOINS) warp(31) eob // $C5A48B L_C5A48B: " IBNT" linebreak " ST-MNNMSK" wait window_closeall counter(11) call(L_C5A4EC) party_add(POKEY) party_add(PICKY) warp(115) enable_hotspot(1, 43, L_C67501) eob // $C5A4B4 L_C5A4B4: " IBNT" linebreak " 3HTDK" wait window_closeall counter(11) call(L_C5A4EC) call(L_C9C7FA) eob // $C5A4CD L_C5A4CD: " IBNT" linebreak " G-GWTOSTAT" wait window_closeall counter(66) call(L_C5A4EC) party_add(PAULA) warp(216) eob // $C5A4EC L_C5A4EC: unset_all_flags call(L_C59082) call(L_C5A50A) set(ENEMY_SUPPRESS) call(L_C58597) give_return_slot(NESS, ATM_CARD) givemoney(1000) eob // $C5A50A L_C5A50A: party_add(NESS) call(SUB_FullHealAllWithSFX) // $C5A512 L_C5A512: get_char(2) goto_false(L_C5A525) swap party_remove(argument) goto(L_C5A512) // $C5A525 L_C5A525: eob // $C5A526 L_C5A526: party_add(PAULA) party_add(JEFF) party_add(POO) eob // $C5A530 L_C5A530: goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C5A578) window_open(1) set(GOT_ZOMBIE_PAPER) notfull(any) goto_false(L_C5A54D) give_return_slot(result, ZOMBIE_PAPER) window_closetop eob // $C5A54D L_C5A54D: call(SUB_SelectInventoryItem) goto_false(L_C5A54D) store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_C5A572) load_registers take_slot(argument, 0) give_return_slot(result, ZOMBIE_PAPER) eob // $C5A572 L_C5A572: newline goto(L_C5A54D) // $C5A578 L_C5A578: eob // $C5A579 L_C5A579: window_open(1) window_closetop eob // $C5A57F L_C5A57F: "•GtZIDWNyURyK" linebreak " " number_input(3) clearline goto_false(L_C58000) swap "•{itemname(REG_ARGUMENT)}N" linebreak " STMIDS." prompt2 window_clear compare_reg(REG_ARGUMENT, 0) switch_call(L_C539C4) compare_reg(REG_ARGUMENT, 1) switch_call(L_C53711) compare_reg(REG_ARGUMENT, 2) switch_call(L_C53750) compare_reg(REG_ARGUMENT, 3) switch_call(L_C53761) compare_reg(REG_ARGUMENT, 4) switch_call(L_C53772) compare_reg(REG_ARGUMENT, 5) switch_call(L_C537BC) compare_reg(REG_ARGUMENT, 6) switch_call(L_C53809) compare_reg(REG_ARGUMENT, 7) switch_call(L_C5382A) compare_reg(REG_ARGUMENT, 8) switch_call(L_C5384D) compare_reg(REG_ARGUMENT, 9) switch_call(L_C53870) compare_reg(REG_ARGUMENT, 10) switch_call(L_C53897) compare_reg(REG_ARGUMENT, 11) switch_call(L_C538BC) compare_reg(REG_ARGUMENT, 12) switch_call(L_C538E0) compare_reg(REG_ARGUMENT, 13) switch_call(L_C53908) compare_reg(REG_ARGUMENT, 14) switch_call(L_C53929) compare_reg(REG_ARGUMENT, 15) switch_call(L_C53960) compare_reg(REG_ARGUMENT, 16) switch_call(L_C5398E) compare_reg(REG_ARGUMENT, 17) switch_call(L_C539C4) compare_reg(REG_ARGUMENT, 18) switch_call(L_C539D4) compare_reg(REG_ARGUMENT, 19) switch_call(L_C539E4) compare_reg(REG_ARGUMENT, 20) switch_call(L_C539F4) compare_reg(REG_ARGUMENT, 21) switch_call(L_C53A04) compare_reg(REG_ARGUMENT, 22) switch_call(L_C53A14) compare_reg(REG_ARGUMENT, 23) switch_call(L_C53A47) compare_reg(REG_ARGUMENT, 24) switch_call(L_C53A57) compare_reg(REG_ARGUMENT, 25) switch_call(L_C53A67) compare_reg(REG_ARGUMENT, 26) switch_call(L_C53A77) compare_reg(REG_ARGUMENT, 27) switch_call(L_C53A9F) compare_reg(REG_ARGUMENT, 28) switch_call(L_C53AE6) compare_reg(REG_ARGUMENT, 29) switch_call(L_C53AF6) compare_reg(REG_ARGUMENT, 30) switch_call(L_C53B06) compare_reg(REG_ARGUMENT, 31) switch_call(L_C53B16) compare_reg(REG_ARGUMENT, 32) switch_call(L_C53B26) compare_reg(REG_ARGUMENT, 33) switch_call(L_C53B36) compare_reg(REG_ARGUMENT, 34) switch_call(L_C53B46) compare_reg(REG_ARGUMENT, 35) switch_call(L_C53B56) compare_reg(REG_ARGUMENT, 36) switch_call(L_C53B76) compare_reg(REG_ARGUMENT, 37) switch_call(L_C53B86) compare_reg(REG_ARGUMENT, 38) switch_call(L_C53B96) compare_reg(REG_ARGUMENT, 39) switch_call(L_C53BA6) compare_reg(REG_ARGUMENT, 40) switch_call(L_C53BB6) compare_reg(REG_ARGUMENT, 41) switch_call(L_C53BC6) compare_reg(REG_ARGUMENT, 42) switch_call(L_C53BD6) compare_reg(REG_ARGUMENT, 43) switch_call(L_C53BE6) compare_reg(REG_ARGUMENT, 44) switch_call(L_C53BF6) compare_reg(REG_ARGUMENT, 45) switch_call(L_C53C06) compare_reg(REG_ARGUMENT, 46) switch_call(L_C53C16) compare_reg(REG_ARGUMENT, 47) switch_call(L_C53C26) compare_reg(REG_ARGUMENT, 48) switch_call(L_C53C36) compare_reg(REG_ARGUMENT, 49) switch_call(L_C53C46) compare_reg(REG_ARGUMENT, 50) switch_call(L_C53C5F) compare_reg(REG_ARGUMENT, 51) switch_call(L_C53C7A) compare_reg(REG_ARGUMENT, 52) switch_call(L_C53C95) compare_reg(REG_ARGUMENT, 53) switch_call(L_C53CAF) compare_reg(REG_ARGUMENT, 54) switch_call(L_C53CC8) compare_reg(REG_ARGUMENT, 55) switch_call(L_C53CD8) compare_reg(REG_ARGUMENT, 56) switch_call(L_C53D00) compare_reg(REG_ARGUMENT, 57) switch_call(L_C53D21) compare_reg(REG_ARGUMENT, 58) switch_call(L_C53D46) compare_reg(REG_ARGUMENT, 59) switch_call(L_C53D6A) compare_reg(REG_ARGUMENT, 60) switch_call(L_C53D8F) compare_reg(REG_ARGUMENT, 61) switch_call(L_C53DB8) compare_reg(REG_ARGUMENT, 62) switch_call(L_C53DE8) compare_reg(REG_ARGUMENT, 63) switch_call(L_C53E23) compare_reg(REG_ARGUMENT, 64) switch_call(L_C53E4F) compare_reg(REG_ARGUMENT, 65) switch_call(L_C53E5F) compare_reg(REG_ARGUMENT, 66) switch_call(L_C53E6F) compare_reg(REG_ARGUMENT, 67) switch_call(L_C53E7F) compare_reg(REG_ARGUMENT, 68) switch_call(L_C53E8F) compare_reg(REG_ARGUMENT, 69) switch_call(L_C53E9F) compare_reg(REG_ARGUMENT, 70) switch_call(L_C53EAF) compare_reg(REG_ARGUMENT, 71) switch_call(L_C53EC6) compare_reg(REG_ARGUMENT, 72) switch_call(L_C53EDD) compare_reg(REG_ARGUMENT, 73) switch_call(L_C53EF4) compare_reg(REG_ARGUMENT, 74) switch_call(L_C53F58) compare_reg(REG_ARGUMENT, 75) switch_call(L_C53F89) compare_reg(REG_ARGUMENT, 76) switch_call(L_C53FC9) compare_reg(REG_ARGUMENT, 77) switch_call(L_C5400A) compare_reg(REG_ARGUMENT, 78) switch_call(L_C54055) compare_reg(REG_ARGUMENT, 79) switch_call(L_C54065) compare_reg(REG_ARGUMENT, 80) switch_call(L_C54075) compare_reg(REG_ARGUMENT, 81) switch_call(L_C54085) compare_reg(REG_ARGUMENT, 82) switch_call(L_C54095) compare_reg(REG_ARGUMENT, 83) switch_call(L_C540A5) compare_reg(REG_ARGUMENT, 84) switch_call(L_C540B5) compare_reg(REG_ARGUMENT, 85) switch_call(L_C540C5) compare_reg(REG_ARGUMENT, 86) switch_call(L_C540D5) compare_reg(REG_ARGUMENT, 87) switch_call(L_C540E5) compare_reg(REG_ARGUMENT, 88) switch_call(L_C54106) compare_reg(REG_ARGUMENT, 89) switch_call(L_C5411C) compare_reg(REG_ARGUMENT, 90) switch_call(L_C54133) compare_reg(REG_ARGUMENT, 91) switch_call(L_C54156) compare_reg(REG_ARGUMENT, 92) switch_call(L_C5416D) compare_reg(REG_ARGUMENT, 93) switch_call(L_C54197) compare_reg(REG_ARGUMENT, 94) switch_call(L_C541CB) compare_reg(REG_ARGUMENT, 95) switch_call(L_C54321) compare_reg(REG_ARGUMENT, 96) switch_call(L_C54339) compare_reg(REG_ARGUMENT, 97) switch_call(L_C543A4) compare_reg(REG_ARGUMENT, 98) switch_call(L_C543DA) compare_reg(REG_ARGUMENT, 99) switch_call(L_C543F5) compare_reg(REG_ARGUMENT, 100) switch_call(L_C54451) compare_reg(REG_ARGUMENT, 101) switch_call(L_C54471) compare_reg(REG_ARGUMENT, 102) switch_call(L_C544AF) compare_reg(REG_ARGUMENT, 103) switch_call(L_C544C6) compare_reg(REG_ARGUMENT, 104) switch_call(L_C544DD) compare_reg(REG_ARGUMENT, 105) switch_call(L_C5453E) compare_reg(REG_ARGUMENT, 106) switch_call(L_C545A1) compare_reg(REG_ARGUMENT, 107) switch_call(L_C545B7) compare_reg(REG_ARGUMENT, 108) switch_call(L_C54660) compare_reg(REG_ARGUMENT, 109) switch_call(L_C546BC) compare_reg(REG_ARGUMENT, 110) switch_call(L_C54733) compare_reg(REG_ARGUMENT, 111) switch_call(L_C5475A) compare_reg(REG_ARGUMENT, 112) switch_call(L_C54789) compare_reg(REG_ARGUMENT, 113) switch_call(L_C547B0) compare_reg(REG_ARGUMENT, 114) switch_call(L_C547CB) compare_reg(REG_ARGUMENT, 115) switch_call(L_C547E8) compare_reg(REG_ARGUMENT, 116) switch_call(L_C54806) compare_reg(REG_ARGUMENT, 117) switch_call(L_C54826) compare_reg(REG_ARGUMENT, 118) switch_call(L_C54842) compare_reg(REG_ARGUMENT, 119) switch_call(L_C54852) compare_reg(REG_ARGUMENT, 120) switch_call(L_C54862) compare_reg(REG_ARGUMENT, 121) switch_call(L_C54872) compare_reg(REG_ARGUMENT, 122) switch_call(L_C54882) compare_reg(REG_ARGUMENT, 123) switch_call(L_C54892) compare_reg(REG_ARGUMENT, 124) switch_call(L_C548A2) compare_reg(REG_ARGUMENT, 125) switch_call(L_C548B2) compare_reg(REG_ARGUMENT, 126) switch_call(L_C548FC) compare_reg(REG_ARGUMENT, 127) switch_call(L_C54952) compare_reg(REG_ARGUMENT, 128) switch_call(L_C54979) compare_reg(REG_ARGUMENT, 129) switch_call(L_C549C3) compare_reg(REG_ARGUMENT, 130) switch_call(L_C549FF) compare_reg(REG_ARGUMENT, 131) switch_call(L_C54A3A) compare_reg(REG_ARGUMENT, 132) switch_call(L_C54A6C) compare_reg(REG_ARGUMENT, 133) switch_call(L_C54AA1) compare_reg(REG_ARGUMENT, 134) switch_call(L_C54AF5) compare_reg(REG_ARGUMENT, 135) switch_call(L_C54B67) compare_reg(REG_ARGUMENT, 136) switch_call(L_C54BB0) compare_reg(REG_ARGUMENT, 137) switch_call(L_C54BFA) compare_reg(REG_ARGUMENT, 138) switch_call(L_C54C32) compare_reg(REG_ARGUMENT, 139) switch_call(L_C54C6D) compare_reg(REG_ARGUMENT, 140) switch_call(L_C54CEB) compare_reg(REG_ARGUMENT, 141) switch_call(L_C54D10) compare_reg(REG_ARGUMENT, 142) switch_call(L_C54D99) compare_reg(REG_ARGUMENT, 143) switch_call(L_C54DDC) compare_reg(REG_ARGUMENT, 144) switch_call(L_C54E01) compare_reg(REG_ARGUMENT, 145) switch_call(L_C54E20) compare_reg(REG_ARGUMENT, 146) switch_call(L_C54E54) compare_reg(REG_ARGUMENT, 147) switch_call(L_C54EA7) compare_reg(REG_ARGUMENT, 148) switch_call(L_C54EF7) compare_reg(REG_ARGUMENT, 149) switch_call(L_C54F6A) compare_reg(REG_ARGUMENT, 150) switch_call(L_C54FA2) compare_reg(REG_ARGUMENT, 151) switch_call(L_C54FF0) compare_reg(REG_ARGUMENT, 152) switch_call(L_C55057) compare_reg(REG_ARGUMENT, 153) switch_call(L_C5509E) compare_reg(REG_ARGUMENT, 154) switch_call(L_C550E3) compare_reg(REG_ARGUMENT, 155) switch_call(L_C55105) compare_reg(REG_ARGUMENT, 156) switch_call(L_C5514F) compare_reg(REG_ARGUMENT, 157) switch_call(L_C5519F) compare_reg(REG_ARGUMENT, 158) switch_call(L_C551CD) compare_reg(REG_ARGUMENT, 159) switch_call(L_C551EA) compare_reg(REG_ARGUMENT, 160) switch_call(L_C55230) compare_reg(REG_ARGUMENT, 161) switch_call(L_C5528D) compare_reg(REG_ARGUMENT, 162) switch_call(L_C552C4) compare_reg(REG_ARGUMENT, 163) switch_call(L_C553D7) compare_reg(REG_ARGUMENT, 164) switch_call(L_C55409) compare_reg(REG_ARGUMENT, 165) switch_call(L_C55433) compare_reg(REG_ARGUMENT, 166) switch_call(L_C5546C) compare_reg(REG_ARGUMENT, 167) switch_call(L_C55496) compare_reg(REG_ARGUMENT, 168) switch_call(L_C554B3) compare_reg(REG_ARGUMENT, 169) switch_call(L_C554CF) compare_reg(REG_ARGUMENT, 170) switch_call(L_C554F6) compare_reg(REG_ARGUMENT, 171) switch_call(L_C5551D) compare_reg(REG_ARGUMENT, 172) switch_call(L_C55546) compare_reg(REG_ARGUMENT, 173) switch_call(L_C5558A) compare_reg(REG_ARGUMENT, 174) switch_call(L_C555B8) compare_reg(REG_ARGUMENT, 175) switch_call(L_C55602) compare_reg(REG_ARGUMENT, 176) switch_call(L_C55627) compare_reg(REG_ARGUMENT, 177) switch_call(L_C5566B) compare_reg(REG_ARGUMENT, 178) switch_call(L_C5569C) compare_reg(REG_ARGUMENT, 179) switch_call(L_C556C1) compare_reg(REG_ARGUMENT, 180) switch_call(L_C556E3) compare_reg(REG_ARGUMENT, 181) switch_call(L_C5570B) compare_reg(REG_ARGUMENT, 182) switch_call(L_C55740) compare_reg(REG_ARGUMENT, 183) switch_call(L_C5576A) compare_reg(REG_ARGUMENT, 184) switch_call(L_C55794) compare_reg(REG_ARGUMENT, 185) switch_call(L_C557E7) compare_reg(REG_ARGUMENT, 186) switch_call(L_C55831) compare_reg(REG_ARGUMENT, 187) switch_call(L_C5587E) compare_reg(REG_ARGUMENT, 188) switch_call(L_C55897) compare_reg(REG_ARGUMENT, 189) switch_call(L_C558CA) compare_reg(REG_ARGUMENT, 190) switch_call(L_C55915) compare_reg(REG_ARGUMENT, 191) switch_call(L_C5592C) compare_reg(REG_ARGUMENT, 192) switch_call(L_C55943) compare_reg(REG_ARGUMENT, 193) switch_call(L_C55957) compare_reg(REG_ARGUMENT, 194) switch_call(L_C559A8) compare_reg(REG_ARGUMENT, 195) switch_call(L_C559D9) compare_reg(REG_ARGUMENT, 196) switch_call(L_C55AD5) compare_reg(REG_ARGUMENT, 197) switch_call(L_C55B21) compare_reg(REG_ARGUMENT, 198) switch_call(L_C55B79) compare_reg(REG_ARGUMENT, 199) switch_call(L_C55BC1) compare_reg(REG_ARGUMENT, 200) switch_call(L_C55C03) compare_reg(REG_ARGUMENT, 201) switch_call(L_C55C46) compare_reg(REG_ARGUMENT, 202) switch_call(L_C55CCE) compare_reg(REG_ARGUMENT, 203) switch_call(L_C55D2E) compare_reg(REG_ARGUMENT, 204) switch_call(L_C55D46) compare_reg(REG_ARGUMENT, 205) switch_call(L_C55D82) compare_reg(REG_ARGUMENT, 206) switch_call(L_C55DA1) compare_reg(REG_ARGUMENT, 207) switch_call(L_C55DC8) compare_reg(REG_ARGUMENT, 208) switch_call(L_C55DE0) compare_reg(REG_ARGUMENT, 209) switch_call(L_C55DFE) compare_reg(REG_ARGUMENT, 210) switch_call(L_C55E28) compare_reg(REG_ARGUMENT, 211) switch_call(L_C55E77) compare_reg(REG_ARGUMENT, 212) switch_call(L_C55EAB) compare_reg(REG_ARGUMENT, 213) switch_call(L_C55EBB) compare_reg(REG_ARGUMENT, 214) switch_call(L_C55EF6) compare_reg(REG_ARGUMENT, 215) switch_call(L_C55F06) compare_reg(REG_ARGUMENT, 216) switch_call(L_C55F16) compare_reg(REG_ARGUMENT, 217) switch_call(L_C53E9F) compare_reg(REG_ARGUMENT, 218) switch_call(L_C55F36) compare_reg(REG_ARGUMENT, 219) switch_call(L_C55F5D) compare_reg(REG_ARGUMENT, 220) switch_call(L_C55F84) compare_reg(REG_ARGUMENT, 221) switch_call(L_C55FCC) compare_reg(REG_ARGUMENT, 222) switch_call(L_C55FDC) compare_reg(REG_ARGUMENT, 223) switch_call(L_C55FEC) compare_reg(REG_ARGUMENT, 224) switch_call(L_C56011) compare_reg(REG_ARGUMENT, 225) switch_call(L_C56054) compare_reg(REG_ARGUMENT, 226) switch_call(L_C56097) compare_reg(REG_ARGUMENT, 227) switch_call(L_C560D3) compare_reg(REG_ARGUMENT, 228) switch_call(L_C5610F) compare_reg(REG_ARGUMENT, 229) switch_call(L_C5614B) compare_reg(REG_ARGUMENT, 230) switch_call(L_C56187) compare_reg(REG_ARGUMENT, 231) switch_call(L_C561C3) compare_reg(REG_ARGUMENT, 232) switch_call(L_C561FF) compare_reg(REG_ARGUMENT, 233) switch_call(L_C56230) compare_reg(REG_ARGUMENT, 234) switch_call(L_C56253) compare_reg(REG_ARGUMENT, 235) switch_call(L_C5629B) compare_reg(REG_ARGUMENT, 236) switch_call(L_C562DD) compare_reg(REG_ARGUMENT, 237) switch_call(L_C5630A) compare_reg(REG_ARGUMENT, 238) switch_call(L_C563A9) compare_reg(REG_ARGUMENT, 239) switch_call(L_C56417) compare_reg(REG_ARGUMENT, 240) switch_call(L_C5645D) compare_reg(REG_ARGUMENT, 241) switch_call(L_C564D1) compare_reg(REG_ARGUMENT, 242) switch_call(L_C564FF) compare_reg(REG_ARGUMENT, 243) switch_call(L_C565BC) compare_reg(REG_ARGUMENT, 244) switch_call(L_C565D4) compare_reg(REG_ARGUMENT, 245) switch_call(L_C566B7) compare_reg(REG_ARGUMENT, 246) switch_call(L_C5678D) compare_reg(REG_ARGUMENT, 247) switch_call(L_C567DC) compare_reg(REG_ARGUMENT, 248) switch_call(L_C567F4) compare_reg(REG_ARGUMENT, 249) switch_call(L_C56804) compare_reg(REG_ARGUMENT, 250) switch_call(L_C5682E) compare_reg(REG_ARGUMENT, 251) switch_call(L_C5687B) compare_reg(REG_ARGUMENT, 252) switch_call(L_C56892) compare_reg(REG_ARGUMENT, 253) switch_call(L_C5689F) linebreak compare_reg(REG_ARGUMENT, 254) goto_false(L_C5A57F) "•GtZNSIDITH" linebreak " {number(253)}DS." prompt2 goto(L_C5A57F) // $C5B3BA L_C5B3BA: "•Since I'm dealing in some pretty rough stuff," next "•I can't run my business in town." next eob // $C5B3EB L_C5B3EB: "•See you later." end // $C5B3F6 L_C5B3F6: "•See you... later." end // $C5B405 L_C5B405: "•I've got a wide selection. What are you looking for?" prompt2 eob // $C5B426 L_C5B426: "•{itemname(REG_ARGUMENT)}?" next eob // $C5B42E L_C5B42E: "•Who's going to get this?" prompt2 eob // $C5B43C L_C5B43C: "•Do you want to equip it here?" linebreak eob // $C5B447 L_C5B447: "•Would you like me to buy" linebreak " your {itemname(REG_ARGUMENT)}" next "•for " swap "${number(argument)}?" linebreak eob // $C5B468 L_C5B468: "•{name(argument)} can't equip this." next "•Are you still interested in buying it?" linebreak eob // $C5B48C L_C5B48C: "•Ain't that the pits..." next "•I'm actually gonna have to wait for another customer in this crazy heat?" next "•That's harsh..." next eob // $C5B4D7 L_C5B4D7: "•If you don't have enough money," next "•it's a waste of my time to even talk about dealing with you." next eob // $C5B507 L_C5B507: "•You guys are completely overloaded." next "•However, I can buy the stuff you don't need." next "•What do you want to do?" linebreak eob // $C5B541 L_C5B541: "•What are you going to sell me?" linebreak eob // $C5B551 L_C5B551: "•{itemname(REG_ARGUMENT)}?" linebreak " Let's see..." next "•How about " swap "${number(argument)}?" linebreak eob // $C5B572 L_C5B572: "•OK. I thought my offer was more than fair." next eob // $C5B591 L_C5B591: "•Are you trying to con me? You've got nothing to sell!!" next eob // $C5B5B1 L_C5B5B1: "•Sorry, that is an item I just don't deal in." next eob // $C5B5CE L_C5B5CE: "•Hey, thanks!" next eob // $C5B5D8 L_C5B5D8: "•Hey, thanks!" next eob // $C5B5E2 L_C5B5E2: "•Is there anything else you need?" linebreak eob // $C5B5F0 L_C5B5F0: "•So what's the deal?" linebreak eob // $C5B5FE L_C5B5FE: "•{name(argument)} has way too much stuff and can't carry anything else." next "•Can someone else carry it?" linebreak eob // $C5B625 L_C5B625: "•Hey mon! You got to expand your mind an' use this stuff creatively." next "•C'mon, buy some of my junk!" linebreak eob // $C5B666 L_C5B666: "•Take care, mon!" end // $C5B674 L_C5B674: "•A scientific mon might be able to make good use of this here thing..." end // $C5B69D L_C5B69D: "•So, what would you like, mon?" prompt2 eob // $C5B6AF L_C5B6AF: "•{itemname(REG_ARGUMENT)}?" next eob // $C5B6B7 L_C5B6B7: "•Who's goin' to take it?" prompt2 eob // $C5B6CA L_C5B6CA: "•Thank you, mon." next "•Do you want to equip that here then?" linebreak eob // $C5B6E2 L_C5B6E2: "•Would you be liking me to buy" linebreak " your {itemname(REG_ARGUMENT)}" linebreak " for " swap "${number(argument)}?" next eob // $C5B70B L_C5B70B: "•{name(argument)} cannot equip this here thing." next "•Are you still willing to buy it?" linebreak eob // $C5B72D L_C5B72D: "•Ah, I see mon. That's too bad." next eob // $C5B746 L_C5B746: "•Ah, mon, you are short of the green stuff, if you know what I mean, mon." next eob // $C5B76F L_C5B76F: "•Well, you're straining with too many things now." next "•I'll buy the things you don't need, mon." linebreak eob // $C5B799 L_C5B799: "•What is it you want to sell?" prompt2 eob // $C5B7A6 L_C5B7A6: "•{itemname(REG_ARGUMENT)}?" linebreak " Oh, I can give you" linebreak " about " swap "${number(argument)}, OK?" next eob // $C5B7CD L_C5B7CD: "•Not goin' to go for it, eh mon? No problem." next eob // $C5B7F2 L_C5B7F2: "•But look, you don't have any things to sell!" next eob // $C5B807 L_C5B807: "•Hold on, mon. We don't carry that kind of stuff." next eob // $C5B826 L_C5B826: "•Thanks a lot, mon." next eob // $C5B833 L_C5B833: "•There you go." linebreak " Thanks a lot, mon." next eob // $C5B84E L_C5B84E: "•Is there anything else you need, mon?" linebreak eob // $C5B860 L_C5B860: "•Lay it on me." linebreak eob // $C5B86D L_C5B86D: "•Oh, {name(argument)} has too many things already." next "•Won't one of your friends carry it for you?" linebreak eob // $C5B896 L_C5B896: "•Hi! This shop specializes in puddings and pendants!" next "•You'd like to buy some, wouldn't you?" linebreak eob // $C5B8D6 L_C5B8D6: "•Thank you so much!" end // $C5B8DF L_C5B8DF: "•Please come back soon!" end // $C5B8EB L_C5B8EB: "•What do you want to buy?!" next eob // $C5B8F8 L_C5B8F8: "•{itemname(REG_ARGUMENT)}?" next eob // $C5B900 L_C5B900: "•OK, who's going to carry it?!" prompt2 eob // $C5B910 L_C5B910: "•Oh, thank you! Do you want to equip it in the store?!" linebreak eob // $C5B92C L_C5B92C: "•Shall I buy" linebreak " your {itemname(REG_ARGUMENT)}" next " for " swap "${number(argument)}?" linebreak eob // $C5B94D L_C5B94D: "•But {name(argument)} will not be able to equip this?!" next "•Do you still want to buy it?!" linebreak eob // $C5B971 L_C5B971: "•Please hurry back!" next eob // $C5B97E L_C5B97E: "•Shame on you! You don't have enough money!" next eob // $C5B994 L_C5B994: "•You've got too much stuff already!" next "•How about selling me some of the things you don't need?!" linebreak eob // $C5B9C1 L_C5B9C1: "•OK, what do you want to sell?!" prompt2 eob // $C5B9D1 L_C5B9D1: "•{itemname(REG_ARGUMENT)}?" next "•I can buy that" linebreak " for " swap "${number(argument)}." linebreak " Is it a deal?!" next eob // $C5B9FE L_C5B9FE: "•Please come again!" next eob // $C5BA07 L_C5BA07: "•Uhhh, what's the deal?! You don't have anything to sell!" next eob // $C5BA28 L_C5BA28: "•Don't mean to rain on your parade," next "•but there's no possible way I can buy" linebreak " your {itemname(REG_ARGUMENT)}!" next eob // $C5BA5B L_C5BA5B: "•Thank you!" next eob // $C5BA62 L_C5BA62: "•Thank you!" next eob // $C5BA69 L_C5BA69: "•Can I do anything else for you?" linebreak eob // $C5BA78 L_C5BA78: "•What do you want to do now?!" linebreak eob // $C5BA86 L_C5BA86: "•{name(argument)} has too much stuff!" next "•Can someone else carry it?" linebreak eob // $C5BAA4 L_C5BAA4: "•Hello. May I help you?" next eob // $C5BAB4 L_C5BAB4: "•Thank you very much." end // $C5BABD L_C5BABD: "•Please come again." end // $C5BAC5 L_C5BAC5: "•What shall I get you?" prompt2 eob // $C5BAD3 L_C5BAD3: "•{itemname(REG_ARGUMENT)}?" next eob // $C5BADB L_C5BADB: "•Who is going to carry it?" next eob // $C5BAE8 L_C5BAE8: "•Please come again." next eob // $C5BAF1 L_C5BAF1: "•It seems like you don't have enough money." next eob // $C5BB02 L_C5BB02: "•You have so many belongings... You just can't carry any more!" wait linebreak eob // $C5BB22 L_C5BB22: "•Thank you very much." next eob // $C5BB2C L_C5BB2C: "•Thank you so much." next eob // $C5BB36 L_C5BB36: "•Do you have any other orders?" linebreak eob // $C5BB46 L_C5BB46: "•{name(argument)} doesn't seem to be able to accept any more things." next "•Can someone else carry it?" linebreak eob // $C5BB76 L_C5BB76: "•Hello, may I take your order?" linebreak " (smile, smile)" next eob // $C5BB9A L_C5BB9A: "•Thank you very much." linebreak " (smile, smile)" end // $C5BBB2 L_C5BBB2: "•Have a nice day!" linebreak " (smile, smile)" end // $C5BBCE L_C5BBCE: "•What can I get for you?" prompt2 eob // $C5BBDC L_C5BBDC: "•{itemname(REG_ARGUMENT)}?" next eob // $C5BBE4 L_C5BBE4: "•Who is going to take this?" prompt2 eob // $C5BBF2 L_C5BBF2: "•Please come again." next eob // $C5BBFB L_C5BBFB: "•Whoops! You don't have enough money." next eob // $C5BC0D L_C5BC0D: "•Ooops! You already have too much stuff." end // $C5BC23 L_C5BC23: "•Thank you very much." next eob // $C5BC2D L_C5BC2D: "•Thank you for shopping here." next eob // $C5BC3C L_C5BC3C: "•Do you have any other orders?" linebreak eob // $C5BC4C L_C5BC4C: "•{name(argument)} seems to have too many things." next "•Does someone else want to carry it?" linebreak eob // $C5BC70 L_C5BC70: "•I like to sell my goodies on the street." next "•Sure, flies land on them, but in my opinion, it makes them taste even better!" next eob // $C5BCC2 L_C5BCC2: "•Thanks a lot." end // $C5BCCA L_C5BCCA: "•Please come again." end // $C5BCD2 L_C5BCD2: "•What would you like?" prompt2 eob // $C5BCDD L_C5BCDD: "•{itemname(REG_ARGUMENT)}?" next eob // $C5BCE5 L_C5BCE5: "•Who is going to carry this?" prompt2 eob // $C5BCF4 L_C5BCF4: "•Please come again." next eob // $C5BCFD L_C5BCFD: "•It looks like you don't have enough money." next eob // $C5BD0C L_C5BD0C: "•You are already carrying too much stuff." next "•You should sell some things, or throw them away, or just leave them somewhere." end // $C5BD49 L_C5BD49: "•Thank you very much." next eob // $C5BD53 L_C5BD53: "•Thanks." next eob // $C5BD59 L_C5BD59: "•Do you want to buy anything else?" linebreak eob // $C5BD62 L_C5BD62: "•{name(argument)} is carrying too many things already." next "•Can anyone else carry it for " swap call(TEXT_PMemberObjectPronoun) "?" linebreak eob // $C5BD92 L_C5BD92: "•So, where's your mom and dad?" next "•You mean you kids came in here all by yourselves...?" next "•Well, I can make your order to go." next eob // $C5BDE0 L_C5BDE0: "•Thank you." next "•Be careful not to drop or spill it." end // $C5BE00 L_C5BE00: "•We are looking forward to seeing you again." end // $C5BE16 L_C5BE16: "•What can I get for you?" prompt2 eob // $C5BE24 L_C5BE24: "•You want" linebreak " a {itemname(REG_ARGUMENT)}?" next eob // $C5BE34 L_C5BE34: "•Whose order is this?" prompt2 eob // $C5BE45 L_C5BE45: "•Please come again." next eob // $C5BE4E L_C5BE4E: "•Sorry, but you haven't got enought to cover the check." next eob // $C5BE6F L_C5BE6F: "•You are already carrying too much stuff." next "•You can sell your stuff, throw something away, or just abandon it." next "•Then, come again." end // $C5BEB3 L_C5BEB3: "•Thank you." next eob // $C5BEBA L_C5BEBA: "•Thank you." next eob // $C5BEC1 L_C5BEC1: "•Do you want to order anything else?" linebreak eob // $C5BECD L_C5BECD: "•{name(argument)} is already carrying too many things." next "•Can someone else carry it for " swap call(TEXT_PMemberObjectPronoun) "?" linebreak eob // $C5BEF9 L_C5BEF9: "•Hello! Would you like some seasonings to add to your foods at meal time?" next "•They are really quite miraculous!" next "•Whenever you eat something, the seasonings will sprinkle automatically." next "•They come in these cute little packets and jars." next eob // $C5BF87 L_C5BF87: "•Come again." end // $C5BF8E L_C5BF8E: "•Come again." end // $C5BF95 L_C5BF95: "•What kind do you like?" prompt2 eob // $C5BFA1 L_C5BFA1: "•You want" linebreak " the {itemname(REG_ARGUMENT)}?" next eob // $C5BFB0 L_C5BFB0: "•Who is going to take it?" next eob // $C5BFBF L_C5BFBF: "•Come again." next eob // $C5BFC7 L_C5BFC7: "•Oh, you don't have enough money." next eob // $C5BFD3 L_C5BFD3: "•You already have the maximum number of things you can carry." next "•You're going to have to sell some things, or just throw them away." next "•Then come again." end // $C5C025 L_C5C025: "•Thank you." next eob // $C5C02C L_C5C02C: "•Thank you." next eob // $C5C033 L_C5C033: "•Do you want to buy anything else?" linebreak eob // $C5C03C L_C5C03C: "•{name(argument)} is already carrying too many things." next "•Can someone else carry it?" linebreak eob // $C5C05F L_C5C05F: "•Hissss, I'm Red Snake... come on in!" next "•Kissss of Fire! Armpit hair fertilizer!" linebreak " Yesssssss!" next eob // $C5C0AD L_C5C0AD: "•Yesssss, you got ssssome good sssstuff!" end // $C5C0CB L_C5C0CB: "•Oh, no..." next "•You dissssappoint me..." end // $C5C0E3 L_C5C0E3: "•What issss it you want to buy?" prompt2 eob // $C5C0F3 L_C5C0F3: "•Hisssss, here isssss" linebreak " your {itemname(REG_ARGUMENT)}!" next eob // $C5C10F L_C5C10F: "•Who issss going to carry thisssss?" prompt2 eob // $C5C125 L_C5C125: "•Oh, no..." next "•You dissssappoint me..." next eob // $C5C13E L_C5C13E: "•Oh, no..." next "•You dissssappoint me... You don't have enough money..." next eob // $C5C161 L_C5C161: "•You are carrying too much ssssstuff" next "•Ssssell it, or tossss it, and come again!" end // $C5C192 L_C5C192: "•Thankssssss!" next eob // $C5C19D L_C5C19D: "•Thanksssss!" next eob // $C5C1A7 L_C5C1A7: "•Can I do anything elsssse for you?" linebreak eob // $C5C1BE L_C5C1BE: "•You have too many thingssss to carry." next "•Can anyone elsssse carry it?" linebreak eob // $C5C1E5 L_C5C1E5: "•C'mon in!" linebreak " We've got the goods, G!" next eob // $C5C203 L_C5C203: "•Thanks a lot, bro!" end // $C5C210 L_C5C210: "•Mod-boy Jerk!" linebreak " You can't do me like that!" end // $C5C22E L_C5C22E: "•What are you looking for?!" next eob // $C5C23B L_C5C23B: "•Okay, man. You want" linebreak " the {itemname(REG_ARGUMENT)}?" next eob // $C5C252 L_C5C252: "•Hey guys, who's going to carry this?" next eob // $C5C268 L_C5C268: "•I'm with you." linebreak " Lookin' for anything else?" next eob // $C5C27F L_C5C27F: "•Hey homiee!" linebreak " You ain't got the dough for this purchase!" prompt2 eob // $C5C2A5 L_C5C2A5: "•Most unfortunately for you," linebreak " you're carrying too much stuff." end // $C5C2C6 L_C5C2C6: "•Thank you, thank you." next eob // $C5C2D2 L_C5C2D2: "•Thank you, thank you." next eob // $C5C2DE L_C5C2DE: "•Do you need anything else?" linebreak eob // $C5C2E7 L_C5C2E7: "•Sorry, buddy!" linebreak " {name(argument)} has got too much stuff already." next "•One of you other guys want to haul it for " swap call(TEXT_PMemberObjectPronoun) "?" linebreak eob // $C5C32A L_C5C32A: "•You must have a long, tough road ahead of you, do you not?" next "•No, there is no need to explain. I already know... you must be hungry." next "•This is good timing for you. I happen to be carrying something to eat." next eob // $C5C39E L_C5C39E: "•If you want to fully recover, there is a village full of..." next "•interesting people... just ahead. Go there and take a good rest." next "•I have heard that the name of this village is Saturn Valley," next "•but it cannot be found on any map." next "•I enjoy helping those who are in trouble." next "•...though I charge them for my trouble." end // $C5C456 L_C5C456: "•Please, by all means, come again. ... Ah, I just remembered..." next "•There is a village with many... interesting people... just ahead." next "•You should go there and visit." next "•I heard that the name of the village is Saturn Valley," next "•but it cannot be found on any map." end // $C5C4E3 L_C5C4E3: "•What would you like?" prompt2 eob // $C5C4EE L_C5C4EE: "•You want" linebreak " the {itemname(REG_ARGUMENT)}?" next eob // $C5C4FD L_C5C4FD: "•Who is going to carry this?" next eob // $C5C50D L_C5C50D: "•I see. That's ...too bad." prompt2 eob // $C5C521 L_C5C521: "•You... do no seem to have enough money." next eob // $C5C536 L_C5C536: "•You're already carrying too much stuff." next "•Sell something, or just abandon something, and come again." end // $C5C564 L_C5C564: "•Thank you." next eob // $C5C56B L_C5C56B: "•Thank you." next eob // $C5C572 L_C5C572: "•Do you want to buy anything else?" linebreak eob // $C5C57B L_C5C57B: "•{name(argument)} has too many things already." next "•Can anyone else carry it?" linebreak eob // $C5C59E L_C5C59E: "•Hello there! Welcome to my humble shop!" next "•How about some of our famous Scaraba delicacies?" next eob // $C5C5DD L_C5C5DD: "•Oh well, please find a way to come again." end // $C5C5F3 L_C5C5F3: "•The sun is merciless today, so please take care of yourself." end // $C5C61A L_C5C61A: "•We carry a variety of things. What would you like?" prompt2 eob // $C5C63A L_C5C63A: "•Here you go!" linebreak " Your {itemname(REG_ARGUMENT)}!" next eob // $C5C64D L_C5C64D: "•Who is going to carry this?" prompt2 eob // $C5C65C L_C5C65C: "•Oh? You're not going to buy after all? Is that right?" next eob // $C5C67A L_C5C67A: "•Oh, my! You don't have enough money." next eob // $C5C68A L_C5C68A: "•For heaven's sake! You're already carrying too much stuff." next "•Sell something, or throw something away, and come again." end // $C5C6C3 L_C5C6C3: "•Thank you very, very much!" next eob // $C5C6D2 L_C5C6D2: "•Thanks for shopping here!" next eob // $C5C6E3 L_C5C6E3: "•Do you want to buy anything else?" linebreak eob // $C5C6EC L_C5C6EC: "•For heaven's sake!" linebreak " {name(argument)} already has too many things!" next "•Can anyone else carry it?" linebreak eob // $C5C71F L_C5C71F: "•Out walking in the desert must make you very hungry and thirsty!" next eob // $C5C74C L_C5C74C: "•Thank you very much." end // $C5C755 L_C5C755: "•So, you don't want to buy anything? " end // $C5C765 L_C5C765: "•What do you want?" next eob // $C5C76F L_C5C76F: "•You want" linebreak " the {itemname(REG_ARGUMENT)}?" next eob // $C5C77E L_C5C77E: "•Who is going to carry it?" prompt2 eob // $C5C78A L_C5C78A: "•Oh? So you changed your mind and don't want anything after all?" next eob // $C5C7AE L_C5C7AE: "•You don't have enough money." next eob // $C5C7B9 L_C5C7B9: "•You're already carrying too much stuff." next "•Sell something, or just throw something away, and then come back to see me." end // $C5C7F1 L_C5C7F1: "•Thank you very much." next eob // $C5C7FB L_C5C7FB: "•Thanks a lot." next eob // $C5C804 L_C5C804: "•Do you need anything else?" linebreak eob // $C5C80D L_C5C80D: "•{name(argument)} seems to have too many things already." next "•I don't think he can carry any more." next "•Can someone else carry it?" linebreak " " eob // $C5C845 L_C5C845: "•We serve water, rice gruel and those sorts of things." next eob // $C5C86C L_C5C86C: "•Good-bye." end // $C5C876 L_C5C876: "•Good-bye. Please take care." end // $C5C88A L_C5C88A: "•What would you like to do?" prompt2 eob // $C5C896 L_C5C896: "•{itemname(REG_ARGUMENT)}?" next eob // $C5C89E L_C5C89E: "•Who is going to carry it?" prompt2 eob // $C5C8AA L_C5C8AA: "•You are not interested in our menu? I see." next eob // $C5C8C8 L_C5C8C8: "•You do not have enough money." next eob // $C5C8D8 L_C5C8D8: "•You're already carrying too many things." next "•Sell something, or throw something away," next "•or just leave something somewhere, and come again." end // $C5C916 L_C5C916: "•Thank you very much." next eob // $C5C920 L_C5C920: "•Thank you very much." next eob // $C5C92A L_C5C92A: "•Do you want to buy anything else?" linebreak eob // $C5C933 L_C5C933: "•{name(argument)} seems to have too many things already." next "•I don't think he can carry any more." next "•Can someone else carry it?" linebreak eob // $C5C96A L_C5C96A: "•Hi, how are you doing? From the look of things," next "•I would say, not so good." next eob // $C5C99A L_C5C99A: "•See ya!" end // $C5C9A4 L_C5C9A4: "•See ya!" end // $C5C9AE L_C5C9AE: "•Do you need anything?" prompt2 eob // $C5C9B7 L_C5C9B7: "•The {itemname(REG_ARGUMENT)}...?" next eob // $C5C9C2 L_C5C9C2: "•Who is going to carry it?" prompt2 eob // $C5C9CE L_C5C9CE: "•So you're saying you don't want it after all...?" next eob // $C5C9E7 L_C5C9E7: "•You don't have enough money." next eob // $C5C9F2 L_C5C9F2: "•You're carrying too many things already." end // $C5CA04 L_C5CA04: "•Thanks." next eob // $C5CA0A L_C5CA0A: "•Thanks." next eob // $C5CA10 L_C5CA10: "•Are you going to buy anything else?" linebreak eob // $C5CA1E L_C5CA1E: "•{name(argument)}seems to have too many things already." next "•I don't think he can carry any more." next "•Can someone else carry it?" linebreak eob // $C5CA56 L_C5CA56: "•I can no longer make Magic Cakes..." next "•But it doesn't matter because now I'm selling Magic Tarts," next "•which taste even better than Magic Cakes!" next eob // $C5CAB4 L_C5CAB4: "•You reminded me how much I love this job!" end // $C5CAD0 L_C5CAD0: "•You reminded me how much I love this job!" end // $C5CAEC L_C5CAEC: "•I only have this....." next eob // $C5CAFE L_C5CAFE: "•You are going to buy" linebreak " my {itemname(REG_ARGUMENT)}?" next eob // $C5CB12 L_C5CB12: "•Who is going to carry it?" prompt2 eob // $C5CB1E L_C5CB1E: "•That's too bad." end // $C5CB29 L_C5CB29: "•You don't have enough money." end // $C5CB33 L_C5CB33: "•You are carrying too many things." next "•Come again when you reduce the number of things you are carrying." end // $C5CB67 L_C5CB67: "•Thank you very much." next eob // $C5CB71 L_C5CB71: "•Thank you again." next eob // $C5CB7B L_C5CB7B: "•Would you like to buy anything else?" linebreak eob // $C5CB88 L_C5CB88: "•{name(argument)}seems to have too many things already." next "•I don't think he can carry any more." next "•Can someone else carry it?" linebreak eob // $C5CBC0 L_C5CBC0: "•I sell water to those who are thirsty." next eob // $C5CBDC L_C5CBDC: "•The price of things is determined by the relationship between supply and demand." next "•You kids are pretty sharp to be able to understand this theory so well!" end // $C5CC35 L_C5CC35: "•Well, you'll die by dehydration! I'm warning you!" end // $C5CC53 L_C5CC53: "•It's expensive, though!" next eob // $C5CC63 L_C5CC63: "•You've changed your mind and want to buy some" linebreak " {itemname(REG_ARGUMENT)}?" next eob // $C5CC83 L_C5CC83: "•Who is going to carry it?" prompt2 eob // $C5CC8F L_C5CC8F: "•You'll be dead of dehydration! I'm warning you!" end // $C5CCAE L_C5CCAE: "•Idon't think you have enough money." end // $C5CCBD L_C5CCBD: "•You cannot carry any more." end // $C5CCCA L_C5CCCA: "•I think it was a good buy!" next eob // $C5CCDA L_C5CCDA: "•I think it was a good buy!" next eob // $C5CCEA L_C5CCEA: "•Do you want to buy some more?" linebreak eob // $C5CCF5 L_C5CCF5: "•{name(argument)} is already carrying too many things." next "•Can someone else carry it?" linebreak eob // $C5CD18 L_C5CD18: "•Would you like some bananas?" next eob // $C5CD29 L_C5CD29: "•Thank you." end // $C5CD2F L_C5CD2F: "•Well, when you want to eat bananas, I'll be here, selling them!" end // $C5CD51 L_C5CD51: "•Hey kid!" linebreak " Do you want to buy some?" next eob // $C5CD64 L_C5CD64: "•You want" linebreak " the {itemname(REG_ARGUMENT)}?" next eob // $C5CD73 L_C5CD73: "•Who is going to carry it?" prompt2 eob // $C5CD7F L_C5CD7F: "•You don't want any? Whatever you say." end // $C5CD97 L_C5CD97: load_registers "•You can't buy the bananas if you don't have enough money." end // $C5CDB3 L_C5CDB3: "•You cannot carry any more." end // $C5CDC0 L_C5CDC0: "•Thank you, thank you." next eob // $C5CDCC L_C5CDCC: "•Thank you, thank you." next eob // $C5CDD8 L_C5CDD8: "•I have more bananas... Do you want some more?" linebreak eob // $C5CDF2 L_C5CDF2: "•{name(argument)} has too many things to carry a banana." next "•Will someone else carry it for " swap call(TEXT_PMemberObjectPronoun) "?" linebreak eob // $C5CE22 L_C5CE22: "•Hello there!" next "•How would you like to buy some seasonings" next "•that go great on your food at meal time?" next "•These are not just your average seasonings!" next "•Whenever you try to eat something, the seasoning will automatically sprinkle" next "•on your food. It's really almost magical!" next eob // $C5CEC0 L_C5CEC0: "•Please come again." end // $C5CEC8 L_C5CEC8: "•Please come again." end // $C5CED0 L_C5CED0: "•What would you like?" next eob // $C5CEDC L_C5CEDC: "•{itemname(REG_ARGUMENT)}?" next eob // $C5CEE4 L_C5CEE4: "•Who is going to carry it?" prompt2 eob // $C5CEF0 L_C5CEF0: "•Please come again." next eob // $C5CEF9 L_C5CEF9: "•Oh, it looks like you don't have enough money." next eob // $C5CF0A L_C5CF0A: "•Oh, I don't think you can carry any more." end // $C5CF1C L_C5CF1C: "•Thank you very much." next eob // $C5CF26 L_C5CF26: "•Thank you very much." next eob // $C5CF30 L_C5CF30: "•Would you like to buy anything else?" linebreak eob // $C5CF3D L_C5CF3D: "•{name(argument)} is already carrying too many things." next "•Can someone else carry it?" linebreak eob // $C5CF60 L_C5CF60: " resort)" // $C5CF67 L_C5CF67: "•We've got some really spectacular things!" next eob // $C5CF82 L_C5CF82: "•Please come again." end // $C5CF8A L_C5CF8A: "•You really should eat here! " end // $C5CF9B L_C5CF9B: "•What would you like?" prompt2 eob // $C5CFA6 L_C5CFA6: "•{itemname(REG_ARGUMENT)}?" next eob // $C5CFAE L_C5CFAE: "•Who is going to carry it?" prompt2 eob // $C5CFBA L_C5CFBA: "•Do you mean to tell me you are not going to buy anything...?" end // $C5CFD5 L_C5CFD5: "•You don't have enough money." end // $C5CFDF L_C5CFDF: "•You are carrying too many things already." next "•Sell something, or throw something away, and come back." end // $C5D00C L_C5D00C: "•Thank you very much." prompt2 eob // $C5D015 L_C5D015: "•Thank you very much." prompt2 eob // $C5D01E L_C5D01E: "•Would you like to buy one more?" linebreak eob // $C5D02D L_C5D02D: "•{name(argument)} is already carrying too many things." next "•Can someone else carry it?" linebreak eob // $C5D050 L_C5D050: "•Oooga boooga." linebreak " (May I help you?)" next eob // $C5D06D L_C5D06D: "•Ungawa goongaloo!" linebreak " (Thank you very much.)" end // $C5D08D L_C5D08D: "•Woongu Goongaree!" linebreak " (Please come again.)" end // $C5D0AA L_C5D0AA: "•Wakka ungawa?" linebreak " (What would you like?)" next eob // $C5D0C9 L_C5D0C9: "•Wunga Din?" linebreak " ({itemname(REG_ARGUMENT)}?)" next eob // $C5D0DF L_C5D0DF: "•Spoongawa goonga ugh!?" linebreak " (Who is going to carry it?)" prompt2 eob // $C5D104 L_C5D104: "•Goongoo, woo woo!" linebreak " (Come again.)" next eob // $C5D120 L_C5D120: "•Wunga woo gun woonga wakka!!" linebreak " (You don't have enough money.)" next eob // $C5D148 L_C5D148: "•Whoa! Woon woonga wakka woo!" linebreak " (You are already carrying too many things.)" end // $C5D178 L_C5D178: "•Ungaah, goon wakkawoo!" linebreak " (Thank you very much.)" next eob // $C5D19D L_C5D19D: "•Wanga woon gawa din goo!" linebreak " (Thank you for shopping here.)" next eob // $C5D1C7 L_C5D1C7: "•Wakka gowoon din woo?!" linebreak " (Would you like anything else?)" linebreak eob // $C5D1ED L_C5D1ED: "•Ungawa ungawa ungawa woo! Wonga wakka woonga!" linebreak " ({name(argument)} is already carrying too many things." next "• Can someone else help " swap call(TEXT_PMemberObjectPronoun) " out?)" linebreak eob // $C5D24B L_C5D24B: set(flag 226) call(SHOPLOOP_BuyOrSell) unset(flag 226) eob // $C5D257 L_C5D257: set(flag 227) call(SHOPLOOP_BuyOrSell) unset(flag 227) eob // $C5D263 L_C5D263: set(flag 228) call(SHOPLOOP_Buy) unset(flag 228) eob // $C5D26F L_C5D26F: set(flag 229) call(SHOPLOOP_Buy) unset(flag 229) eob // $C5D27B L_C5D27B: set(flag 230) call(SHOPLOOP_Buy) unset(flag 230) eob // $C5D287 L_C5D287: set(flag 231) call(SHOPLOOP_Buy) unset(flag 231) eob // $C5D293 L_C5D293: set(flag 232) call(SHOPLOOP_Buy) unset(flag 232) eob // $C5D29F L_C5D29F: set(flag 233) call(SHOPLOOP_BuyOrSell) unset(flag 233) eob // $C5D2AB L_C5D2AB: set(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN) call(SHOPLOOP_BuyOrSell) unset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN) eob // $C5D2B7 L_C5D2B7: set(SHOP_BURGLIN_PARK_JAMAICAN) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_BURGLIN_PARK_JAMAICAN) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D2C9 L_C5D2C9: set(SHOP_BURGLIN_PARK_BAKERY) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_BURGLIN_PARK_BAKERY) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D2DB L_C5D2DB: set(SHOP_BURGLIN_PARK_CONDIMENTS) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_BURGLIN_PARK_CONDIMENTS) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D2ED L_C5D2ED: set(SHOP_BURGLIN_PARK_BANANA_LADY) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuySingle) unset(SHOP_BURGLIN_PARK_BANANA_LADY) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D2FF L_C5D2FF: set(SHOP_HH_DRUGSTORE_CONSUMABLES) call(SHOPLOOP_BuyOrSell) unset(SHOP_HH_DRUGSTORE_CONSUMABLES) eob // $C5D30B L_C5D30B: set(SHOP_HH_DRUGSTORE_EQUIPMENT) call(SHOPLOOP_BuyOrSell) unset(SHOP_HH_DRUGSTORE_EQUIPMENT) eob // $C5D317 L_C5D317: set(SHOP_THREED_DRUGSTORE_EQUIPMENT) call(SHOPLOOP_BuyOrSell) unset(SHOP_THREED_DRUGSTORE_EQUIPMENT) eob // $C5D323 L_C5D323: set(SHOP_THREED_DRUGSTORE_CONSUMABLES) call(SHOPLOOP_BuyOrSell) unset(SHOP_THREED_DRUGSTORE_CONSUMABLES) eob // $C5D32F L_C5D32F: set(SHOP_THREED_ARMS_DEALER) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_THREED_ARMS_DEALER) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D341 L_C5D341: set(SHOP_THREED_BAKERY) call(SHOPLOOP_Buy) unset(SHOP_THREED_BAKERY) eob // $C5D34D L_C5D34D: set(SHOP_WINTERS_DRUGSTORE) call(SHOPLOOP_BuyOrSell) unset(SHOP_WINTERS_DRUGSTORE) eob // $C5D359 L_C5D359: set(SHOP_LAB_CAVE_BOY) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_LAB_CAVE_BOY) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D36B L_C5D36B: set(SHOP_GRAPEFRUIT_FALLS) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_GRAPEFRUIT_FALLS) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D37D L_C5D37D: set(SHOP_SATURN_EQUIPMENT) call(SHOPLOOP_BuyOrSell) unset(SHOP_SATURN_EQUIPMENT) eob // $C5D389 Npc0714: set(SHOP_SATURN_PENDANTS) call(SHOPLOOP_BuyOrSell) unset(SHOP_SATURN_PENDANTS) eob // $C5D395 L_C5D395: set(SHOP_SATURN_CONSUMABLES) call(SHOPLOOP_BuyOrSell) unset(SHOP_SATURN_CONSUMABLES) eob // $C5D3A1 L_C5D3A1: set(SHOP_DESERT_DRUGSTORE_EQUIPMENT) call(SHOPLOOP_BuyOrSell) unset(SHOP_DESERT_DRUGSTORE_EQUIPMENT) eob // $C5D3AD L_C5D3AD: set(SHOP_DESERT_DRUGSTORE_CONSUMABLES) call(SHOPLOOP_BuyOrSell) unset(SHOP_DESERT_DRUGSTORE_CONSUMABLES) eob // $C5D3B9 L_C5D3B9: set(SHOP_DESERT_MINE) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_DESERT_MINE) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D3CB L_C5D3CB: set(SHOP_DESERT_ARMS_DEALER) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_DESERT_ARMS_DEALER) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D3DD L_C5D3DD: set(SHOP_FOURSIDE_BAKERY) call(SHOPLOOP_Buy) unset(SHOP_FOURSIDE_BAKERY) eob // $C5D3E9 L_C5D3E9: set(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT) call(SHOPLOOP_BuyOrSell) unset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT) eob // $C5D3F5 L_C5D3F5: set(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES) call(SHOPLOOP_BuyOrSell) unset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES) eob // $C5D401 L_C5D401: set(SHOP_FOURSIDE_DEPT_BAKERY) call(SHOPLOOP_Buy) unset(SHOP_FOURSIDE_DEPT_BAKERY) eob // $C5D40D Npc0933: set(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS) call(SHOPLOOP_BuyOrSell) unset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS) eob // $C5D419 Npc0934: set(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS) call(SHOPLOOP_BuyOrSell) unset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS) eob // $C5D425 Npc0925: set(SHOP_FOURSIDE_DEPT_BURGER) call(SHOPLOOP_Buy) unset(SHOP_FOURSIDE_DEPT_BURGER) eob // $C5D431 L_C5D431: set(SHOP_FOURSIDE_DEPT_CONDIMENTS) call(SHOPLOOP_Buy) unset(SHOP_FOURSIDE_DEPT_CONDIMENTS) eob // $C5D43D L_C5D43D: set(SHOP_FOURSIDE_DEPT_ARMS_DEALER) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_FOURSIDE_DEPT_ARMS_DEALER) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D44F L_C5D44F: set(SHOP_FOURSIDE_PUNK_GUY) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_FOURSIDE_PUNK_GUY) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D461 L_C5D461: set(SHOP_SUMMERS_SHOP) call(SHOPLOOP_BuyOrSell) unset(SHOP_SUMMERS_SHOP) eob // $C5D46D L_C5D46D: set(SHOP_SUMMERS_RESTAURANT) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_SUMMERS_RESTAURANT) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D47F L_C5D47F: set(SHOP_TOTO_SHOP) call(SHOPLOOP_BuyOrSell) unset(SHOP_TOTO_SHOP) eob // $C5D48B Npc1061: set(SHOP_SUMMERS_GELATO) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuySingle) unset(SHOP_SUMMERS_GELATO) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D49D L_C5D49D: set(SHOP_MAGIC_CAKE_LADY) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuySingle) unset(SHOP_MAGIC_CAKE_LADY) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D4AF L_C5D4AF: set(SHOP_DALAAM_RESTAURANT) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_DALAAM_RESTAURANT) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D4C1 L_C5D4C1: set(SHOP_SCARABA_HASSANS_SHOP) call(SHOPLOOP_BuyOrSell) unset(SHOP_SCARABA_HASSANS_SHOP) eob // $C5D4CD L_C5D4CD: set(SHOP_RED_SNAKE) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_RED_SNAKE) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D4DF L_C5D4DF: set(SHOP_SCARABA_BAZAAR_EQUIPMENT) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_SCARABA_BAZAAR_EQUIPMENT) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D4F1 L_C5D4F1: set(SHOP_SCARABA_HOTEL_ARMS_DEALER) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_SCARABA_HOTEL_ARMS_DEALER) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D503 L_C5D503: set(SHOP_SCARABA_CONDIMENTS) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_SCARABA_CONDIMENTS) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D515 L_C5D515: set(SHOP_SCARABA_BAZAAR_FOOD) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_Buy) unset(SHOP_SCARABA_BAZAAR_FOOD) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D527 L_C5D527: set(SHOP_SCARABA_WATER) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuySingle) unset(SHOP_SCARABA_WATER) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D539 Npc1147: set(SHOP_SOUTH_SCARABA_VARIETY) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_SOUTH_SCARABA_VARIETY) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D54B L_C5D54B: set(SHOP_DEEP_DARKNESS_BUSINESSMAN) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_DEEP_DARKNESS_BUSINESSMAN) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D55D Npc1232: set(SHOP_DEEP_DARKNESS_ARMS_DEALER) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_DEEP_DARKNESS_ARMS_DEALER) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D56F Npc1282: set(SHOP_UNDERWORLD_TENDA) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_UNDERWORLD_TENDA) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D581 L_C5D581: set(SHOP_MAGICANT) set(ALT_BUY_SOUND_EFFECT) call(SHOPLOOP_BuyOrSell) unset(SHOP_MAGICANT) unset(ALT_BUY_SOUND_EFFECT) eob // $C5D593 L_C5D593: set(SHOP_MOONSIDE) set(ALT_BUY_SOUND_EFFECT) set(MOONSIDE_SWITCH_YES_NO) call(SHOPLOOP_Buy) unset(SHOP_MOONSIDE) unset(ALT_BUY_SOUND_EFFECT) unset(MOONSIDE_SWITCH_YES_NO) eob // $C5D5AB // Displays the actual shop menu after selecting the "Buy" option SHOPSUB_DisplayShop: goto_ifset(flag 226, L_C5D742) goto_ifset(flag 227, L_C5D746) goto_ifset(flag 228, L_C5D74A) goto_ifset(flag 229, L_C5D74E) goto_ifset(flag 230, L_C5D752) goto_ifset(flag 231, L_C5D756) goto_ifset(flag 232, L_C5D75A) goto_ifset(flag 233, L_C5D75E) goto_ifset(SHOP_TWOSON_DEPT_3RD_FLOOR_WOMAN, L_C5D762) goto_ifset(SHOP_BURGLIN_PARK_JAMAICAN, L_C5D766) goto_ifset(SHOP_BURGLIN_PARK_BAKERY, L_C5D76A) goto_ifset(SHOP_BURGLIN_PARK_CONDIMENTS, L_C5D76E) goto_ifset(SHOP_BURGLIN_PARK_BANANA_LADY, L_C5D772) goto_ifset(SHOP_HH_DRUGSTORE_CONSUMABLES, L_C5D776) goto_ifset(SHOP_HH_DRUGSTORE_EQUIPMENT, L_C5D77A) goto_ifset(SHOP_THREED_DRUGSTORE_EQUIPMENT, L_C5D77E) goto_ifset(SHOP_THREED_DRUGSTORE_CONSUMABLES, L_C5D782) goto_ifset(SHOP_THREED_ARMS_DEALER, L_C5D786) goto_ifset(SHOP_THREED_BAKERY, L_C5D78A) goto_ifset(SHOP_WINTERS_DRUGSTORE, L_C5D78E) goto_ifset(SHOP_LAB_CAVE_BOY, L_C5D792) goto_ifset(SHOP_GRAPEFRUIT_FALLS, L_C5D7A1) goto_ifset(SHOP_SATURN_EQUIPMENT, L_C5D7A5) goto_ifset(SHOP_SATURN_PENDANTS, L_C5D7A9) goto_ifset(SHOP_SATURN_CONSUMABLES, L_C5D7AD) goto_ifset(SHOP_DESERT_DRUGSTORE_EQUIPMENT, L_C5D7B1) goto_ifset(SHOP_DESERT_DRUGSTORE_CONSUMABLES, L_C5D7B5) goto_ifset(SHOP_DESERT_MINE, L_C5D7B9) goto_ifset(SHOP_DESERT_ARMS_DEALER, L_C5D7BD) goto_ifset(SHOP_FOURSIDE_BAKERY, L_C5D7C1) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_EQUIPMENT, L_C5D7C5) goto_ifset(SHOP_FOURSIDE_DEPT_3RD_FLOOR_CONSUMABLES, L_C5D7C9) goto_ifset(SHOP_FOURSIDE_DEPT_BAKERY, L_C5D7CD) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_TOYS, L_C5D7D1) goto_ifset(SHOP_FOURSIDE_DEPT_4TH_FLOOR_SPORTS, L_C5D7D5) goto_ifset(SHOP_FOURSIDE_DEPT_BURGER, L_C5D7D9) goto_ifset(SHOP_FOURSIDE_DEPT_CONDIMENTS, L_C5D7DD) goto_ifset(SHOP_FOURSIDE_DEPT_ARMS_DEALER, L_C5D7E1) goto_ifset(SHOP_FOURSIDE_PUNK_GUY, L_C5D7E5) goto_ifset(SHOP_SUMMERS_SHOP, L_C5D7E9) goto_ifset(SHOP_SUMMERS_RESTAURANT, L_C5D7ED) goto_ifset(SHOP_TOTO_SHOP, L_C5D7F1) goto_ifset(SHOP_SUMMERS_GELATO, L_C5D7F5) goto_ifset(SHOP_MAGIC_CAKE_LADY, L_C5D7F9) goto_ifset(SHOP_DALAAM_RESTAURANT, L_C5D7FD) goto_ifset(SHOP_SCARABA_HASSANS_SHOP, L_C5D801) goto_ifset(SHOP_RED_SNAKE, L_C5D805) goto_ifset(SHOP_SCARABA_BAZAAR_EQUIPMENT, L_C5D809) goto_ifset(SHOP_SCARABA_HOTEL_ARMS_DEALER, L_C5D80D) goto_ifset(SHOP_SCARABA_CONDIMENTS, L_C5D811) goto_ifset(SHOP_SCARABA_BAZAAR_FOOD, L_C5D815) goto_ifset(SHOP_SCARABA_WATER, L_C5D819) goto_ifset(SHOP_SOUTH_SCARABA_VARIETY, L_C5D81D) goto_ifset(SHOP_DEEP_DARKNESS_BUSINESSMAN, L_C5D821) goto_ifset(SHOP_DEEP_DARKNESS_ARMS_DEALER, L_C5D825) goto_ifset(SHOP_UNDERWORLD_TENDA, L_C5D829) goto_ifset(SHOP_MAGICANT, L_C5D82D) goto_ifset(SHOP_MOONSIDE, L_C5D831) eob // $C5D742 L_C5D742: show_shop(1) eob // $C5D746 L_C5D746: show_shop(2) eob // $C5D74A L_C5D74A: show_shop(4) eob // $C5D74E L_C5D74E: show_shop(4) eob // $C5D752 L_C5D752: show_shop(5) eob // $C5D756 L_C5D756: show_shop(6) eob // $C5D75A L_C5D75A: show_shop(7) eob // $C5D75E L_C5D75E: show_shop(8) eob // $C5D762 L_C5D762: show_shop(9) eob // $C5D766 L_C5D766: show_shop(11) eob // $C5D76A L_C5D76A: show_shop(14) eob // $C5D76E L_C5D76E: show_shop(54) eob // $C5D772 L_C5D772: show_shop(15) eob // $C5D776 L_C5D776: show_shop(55) eob // $C5D77A L_C5D77A: show_shop(16) eob // $C5D77E L_C5D77E: show_shop(17) eob // $C5D782 L_C5D782: show_shop(18) eob // $C5D786 L_C5D786: show_shop(19) eob // $C5D78A L_C5D78A: show_shop(20) eob // $C5D78E L_C5D78E: show_shop(22) eob // $C5D792 L_C5D792: goto_ifset(VISITED_SUMMERS, L_C5D79D) show_shop(64) eob // $C5D79D L_C5D79D: show_shop(65) eob // $C5D7A1 L_C5D7A1: show_shop(56) eob // $C5D7A5 L_C5D7A5: show_shop(23) eob // $C5D7A9 L_C5D7A9: show_shop(50) eob // $C5D7AD L_C5D7AD: show_shop(57) eob // $C5D7B1 L_C5D7B1: show_shop(24) eob // $C5D7B5 L_C5D7B5: show_shop(58) eob // $C5D7B9 L_C5D7B9: show_shop(59) eob // $C5D7BD L_C5D7BD: show_shop(25) eob // $C5D7C1 L_C5D7C1: show_shop(26) eob // $C5D7C5 L_C5D7C5: show_shop(27) eob // $C5D7C9 L_C5D7C9: show_shop(28) eob // $C5D7CD L_C5D7CD: show_shop(29) eob // $C5D7D1 L_C5D7D1: show_shop(31) eob // $C5D7D5 L_C5D7D5: show_shop(32) eob // $C5D7D9 L_C5D7D9: show_shop(33) eob // $C5D7DD L_C5D7DD: show_shop(30) eob // $C5D7E1 L_C5D7E1: show_shop(34) eob // $C5D7E5 L_C5D7E5: show_shop(35) eob // $C5D7E9 L_C5D7E9: show_shop(38) eob // $C5D7ED L_C5D7ED: show_shop(40) eob // $C5D7F1 L_C5D7F1: show_shop(39) eob // $C5D7F5 L_C5D7F5: show_shop(3) eob // $C5D7F9 L_C5D7F9: show_shop(10) eob // $C5D7FD L_C5D7FD: show_shop(61) eob // $C5D801 L_C5D801: show_shop(41) eob // $C5D805 L_C5D805: show_shop(43) eob // $C5D809 L_C5D809: show_shop(44) eob // $C5D80D L_C5D80D: show_shop(45) eob // $C5D811 L_C5D811: show_shop(63) eob // $C5D815 L_C5D815: show_shop(62) eob // $C5D819 L_C5D819: show_shop(21) eob // $C5D81D L_C5D81D: show_shop(51) eob // $C5D821 L_C5D821: show_shop(46) eob // $C5D825 L_C5D825: show_shop(52) eob // $C5D829 L_C5D829: show_shop(53) eob // $C5D82D L_C5D82D: show_shop(36) eob // $C5D831 L_C5D831: show_shop(60) eob // $C5D835 // Play the "Ka-Ching" sound effect SHOPSUB_KaChing: goto_ifset(ALT_BUY_SOUND_EFFECT, SHOPSUB_KaChing_Alt) sound(12) eob // $C5D840 // Alternative "Ka-Ching" sound SHOPSUB_KaChing_Alt: sound(120) eob // $C5D844 L_C5D844: unset(FOR_SALE_SIGN_CUSTOMER_1) set(flag 226) call(L_C5D894) unset(flag 226) call(L_C7DE72) eob // $C5D858 L_C5D858: unset(FOR_SALE_SIGN_CUSTOMER_2) set(flag 227) call(L_C5D894) unset(flag 227) call(L_C7DE72) eob // $C5D86C L_C5D86C: unset(FOR_SALE_SIGN_CUSTOMER_3) set(flag 228) call(L_C5D894) unset(flag 228) call(L_C7DE72) eob // $C5D880 L_C5D880: unset(FOR_SALE_SIGN_CUSTOMER_4) set(flag 229) call(L_C5D894) unset(flag 229) call(L_C7DE72) eob // $C5D894 L_C5D894: call(L_C659BF) call(FORSALE_Greeting) // $C5D89E L_C5D89E: open_hp call(SUB_SelectInventoryItem) goto_false(L_C5D905) store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_C5D8FB) call(FORSALE_TellSellPrice) call(MENU_MakeYesNo) menu clearline switch(L_C5D8DA, L_C5D8D0) // $C5D8D0 L_C5D8D0: call(FORSALE_CancelSell) goto(L_C5D89E) // $C5D8DA L_C5D8DA: givemoney(0) open_wallet sound(118) load_registers take_slot(argument, 0) call(FORSALE_ExitThank) window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C5D8FB L_C5D8FB: call(FORSALE_CannotSell) goto(L_C5D89E) // $C5D905 L_C5D905: call(FORSALE_ExitNoSell) window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C5D917 // When the For Sale Sign customer arrives FORSALE_Greeting: store_registers_global goto_ifset(flag 226, L_C5D9D1) goto_ifset(flag 227, L_C5DB01) goto_ifset(flag 228, L_C5DC17) goto_ifset(flag 229, L_C5DCF9) eob // $C5D936 // When the For Sale Sign customer leaves after buying an item FORSALE_ExitThank: store_registers_global goto_ifset(flag 226, L_C5DA27) goto_ifset(flag 227, L_C5DB32) goto_ifset(flag 228, L_C5DC3C) goto_ifset(flag 229, L_C5DD29) eob // $C5D955 // When the For Sale Sign customer leaves without buying anything FORSALE_ExitNoSell: store_registers_global goto_ifset(flag 226, L_C5DA58) goto_ifset(flag 227, L_C5DB54) goto_ifset(flag 228, L_C5DC63) goto_ifset(flag 229, L_C5DD52) eob // $C5D974 FORSALE_TellSellPrice: store_registers_global goto_ifset(flag 226, L_C5DA85) goto_ifset(flag 227, L_C5DB7F) goto_ifset(flag 228, L_C5DC91) goto_ifset(flag 229, L_C5DD6C) eob // $C5D993 FORSALE_CancelSell: store_registers_global goto_ifset(flag 226, L_C5DAB3) goto_ifset(flag 227, L_C5DBBF) goto_ifset(flag 228, L_C5DCC1) goto_ifset(flag 229, L_C5DDA3) eob // $C5D9B2 FORSALE_CannotSell: store_registers_global goto_ifset(flag 226, L_C5DACB) goto_ifset(flag 227, L_C5DBEB) goto_ifset(flag 228, L_C5DCDF) goto_ifset(flag 229, L_C5DDCC) eob // $C5D9D1 L_C5D9D1: "•Huff, puff, huff... wheeeeze! I ran here as fast as I could." next "•I'm plum tuckered out." next "•What have you got for sale?" prompt2 eob // $C5DA27 L_C5DA27: "•Thanks, sonny." next "•You certainly made it worth my while to come all this way!" end // $C5DA58 L_C5DA58: newline "•Oh, say it ain't so! And after I ran here as fast as I could!" end // $C5DA85 L_C5DA85: load_registers_global newline "•{itemname(REG_ARGUMENT)}?" linebreak " I'll give you " swap "${number(argument)}." next "•How's that for a fair offer?" linebreak eob // $C5DAB3 L_C5DAB3: "•That's too bad..." next "•Do you have anything else you want to sell?" prompt2 eob // $C5DACB L_C5DACB: newline "•Oh, jumpin' jehosaphat! I don't think I can buy that." next "•What else can you sell me?" prompt2 eob // $C5DB01 L_C5DB01: "•I saw your sign. So, I thought I'd stop by." next "•What're you peddlin'?" prompt2 eob // $C5DB32 L_C5DB32: newline "•Oh, thank you so much! It was well worth the trip!" end // $C5DB54 L_C5DB54: newline "•I can't believe it!" next "•After I took all the trouble to get out here!" end // $C5DB7F L_C5DB7F: load_registers_global newline "•The {itemname(REG_ARGUMENT)}?" linebreak " Hmmm... How about" linebreak " " swap "${number(argument)}?" next "•How does that offer strike you?" linebreak eob // $C5DBBF L_C5DBBF: newline "•My, my!" linebreak " You can't do that to me!" next "•Well, have you got anything else for sale?" prompt2 eob // $C5DBEB L_C5DBEB: newline "•Already got me one of those." next "•Anything else worthwhile for sale?" prompt2 eob // $C5DC17 L_C5DC17: "•Hi!" linebreak " Is this a tool shop? Cool!" next "•What are you selling?" prompt2 eob // $C5DC3C L_C5DC3C: newline "•Thanks a lot!" linebreak " It sure was worth it to come all the way out here!" end // $C5DC63 L_C5DC63: newline "•Oh, c'mon!" next "•You have no idea how much trouble it was for me to get here!" end // $C5DC91 L_C5DC91: load_registers_global newline "•The {itemname(REG_ARGUMENT)}?" linebreak " How about " swap "${number(argument)}..." next "•Is that a fair trade?" linebreak eob // $C5DCC1 L_C5DCC1: newline "•You don't think so? OK, have you got anything else then?" prompt2 eob // $C5DCDF L_C5DCDF: newline "•Uhhh, I can't buy that..." next "•Got anything else?" prompt2 eob // $C5DCF9 L_C5DCF9: "•Hi, how are ya? Is this a tool shop or something?" next "•What are you selling, anyway?" prompt2 eob // $C5DD29 L_C5DD29: newline "•Thanks! I have to say, it was well worth my trouble to come out here." end // $C5DD52 L_C5DD52: newline "•That's just great!" linebreak " You can't do this to me!" end // $C5DD6C L_C5DD6C: load_registers_global newline "•The {itemname(REG_ARGUMENT)}?" linebreak " I'd offer about" linebreak " " swap "${number(argument)} for that." next "•Is it a deal?" linebreak eob // $C5DDA3 L_C5DDA3: newline "•Have it your way." next "•Did you say you have some other things for sale?" prompt2 eob // $C5DDCC L_C5DDCC: newline "•I'm not interested in one of those." next "•Can you show me anything else?" prompt2 eob // $C5DDF1 // When the For Sale Sign customer gives up from not being able to pathfind to the player FORSALE_CannotFindPlayer: call(L_C7DE2F) unset(FOR_SALE_SIGN_CUSTOMER_1) unset(FOR_SALE_SIGN_CUSTOMER_2) unset(FOR_SALE_SIGN_CUSTOMER_3) unset(FOR_SALE_SIGN_CUSTOMER_4) window_open(1) "•Hello!" linebreak " (gasp... pant...)" next "•I saw your sign" linebreak " (gasp... pant...)," next "•and thought I should stop and buy something." next "•I tried and tried to find it" linebreak " (gasp... pant...)" linebreak " but no such luck." next "•I think you should give this up and go home." next "•If you took your business more seriously," next "•you would be more considerate of your customers!" prompt2 call(L_C7DE54) unset(PREVENT_TELEPORT) eob // $C5DECB // Main loop for shops that allow you to buy and sell items SHOPLOOP_BuyOrSell: unset(BOUGHT_OR_SOLD_AT_SHOP) call(SHOPTEXT_Greeting) // $C5DED3 L_C5DED3: add_option("Buy") add_option("Sell") build_menu_horizontal(2) menu clearline switch(L_C5DF05, L_C5DF3A) // $C5DEEF L_C5DEEF: goto_ifset(BOUGHT_OR_SOLD_AT_SHOP, L_C5DEFC) call(SHOPTEXT_ExitNoBuy) eob // $C5DEFC L_C5DEFC: call(SHOPTEXT_ExitThank) unset(BOUGHT_OR_SOLD_AT_SHOP) eob // $C5DF05 L_C5DF05: call(SHOPTEXT_SelectBuy) open_hp call(SHOPSUB_DisplayShop) goto_false(L_C5DF61) call(SHOPSUB_RandomizeSandwich) store_registers notfull(any) goto_false(L_C5DF89) load_registers call(SHOPSUB_HandleItemBuy) goto_ifset(SHOP_SOLD_OLD_EQUIPMENT, L_C5DF56) goto(L_C5DF61) // $C5DF3A L_C5DF3A: call(CHECK_AnyoneHasItem) goto_false(L_C5DFA7) call(SHOPSUB_HandleItemSell) goto_ifset(SHOP_SOLD_ITEM, L_C5DF56) goto(L_C5DF61) // $C5DF56 L_C5DF56: call(SHOPTEXT_ThankYou) unset(SHOP_SOLD_OLD_EQUIPMENT) unset(SHOP_SOLD_ITEM) // $C5DF61 L_C5DF61: call(SHOPTEXT_AnythingElse) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(L_C5DF7F, L_C5DEEF) goto(L_C5DEEF) // $C5DF7F L_C5DF7F: call(SHOPTEXT_SOMETHING) goto(L_C5DED3) // $C5DF89 L_C5DF89: call(SHOPTEXT_CannotCarry) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(L_C5DF3A, L_C5DEEF) goto(L_C5DEEF) // $C5DFA7 L_C5DFA7: call(SHOPTEXT_NoItemToSell) goto(L_C5DF61) // $C5DFB1 // Main loop for shops that allow you only to buy items SHOPLOOP_Buy: unset(BOUGHT_OR_SOLD_AT_SHOP) newline call(SHOPTEXT_Greeting) // $C5DFBA L_C5DFBA: call(SHOPTEXT_SelectBuy) open_hp call(SHOPSUB_DisplayShop) goto_false(L_C5E013) store_registers notfull(any) goto_false(L_C5E029) load_registers call(SHOPSUB_RandomizeSandwich) call(SHOPSUB_HandleItemBuy) goto_ifset(SHOP_SOLD_OLD_EQUIPMENT, L_C5DFEF) goto(L_C5DFFA) // $C5DFEF L_C5DFEF: call(SHOPTEXT_ThankYou) unset(SHOP_SOLD_OLD_EQUIPMENT) unset(SHOP_SOLD_ITEM) // $C5DFFA L_C5DFFA: call(SHOPTEXT_AnythingElse) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(L_C5DFBA, L_C5E013) // $C5E013 L_C5E013: goto_ifset(BOUGHT_OR_SOLD_AT_SHOP, L_C5E020) call(SHOPTEXT_ExitNoBuy) eob // $C5E020 L_C5E020: unset(BOUGHT_OR_SOLD_AT_SHOP) call(SHOPTEXT_ExitThank) eob // $C5E029 L_C5E029: call(SHOPTEXT_CannotCarry) eob // $C5E02F // Main loop for shops that allow you only to buy single items SHOPLOOP_BuySingle: unset(BOUGHT_OR_SOLD_AT_SHOP) newline call(SHOPTEXT_Greeting) // $C5E038 L_C5E038: call(SHOPTEXT_SelectBuy) open_hp call(SHOPSUB_DisplayShop) goto_false(L_C5E08D) store_registers notfull(any) goto_false(L_C5E0A3) load_registers call(SHOPSUB_RandomizeSandwich) call(SHOPSUB_HandleItemBuy) goto_ifset(SHOP_SOLD_OLD_EQUIPMENT, L_C5E069) eob // $C5E069 L_C5E069: call(SHOPTEXT_ThankYou) unset(SHOP_SOLD_OLD_EQUIPMENT) unset(SHOP_SOLD_ITEM) call(SHOPTEXT_AnythingElse) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(L_C5E038, L_C5E08D) // $C5E08D L_C5E08D: goto_ifset(BOUGHT_OR_SOLD_AT_SHOP, L_C5E09A) call(SHOPTEXT_ExitNoBuy) eob // $C5E09A L_C5E09A: unset(BOUGHT_OR_SOLD_AT_SHOP) call(SHOPTEXT_ExitThank) eob // $C5E0A3 L_C5E0A3: call(SHOPTEXT_CannotCarry) eob // $C5E0A9 // Subroutine for handling item buying SHOPSUB_HandleItemBuy: call(SHOPSUB_CheckMoney) goto_true(SHOPSUB_NotEnoughMoney) load_registers call(SHOPTEXT_TellItemName) check_party_size(2) goto_false(SHOPSUB_WhoWillCarry) get_char(1) goto(L_C5E0DE) // $C5E0CC SHOPSUB_WhoWillCarry: load_registers call(SHOPTEXT_WhoWillCarry) call(SHOPSUB_SelectWhoCarries) goto_false(SHOPSUB_CancelBuy) // $C5E0DE L_C5E0DE: store_registers swap notfull(argument) goto_false(SHOPSUB_FullInventory) load_registers is_item_of_type(EQUIPPABLE) goto_false(SHOPSUB_ConfirmedBuy) call(SHOPSUB_SetBoughtWeaponFlag) call(SHOPSUB_GiveAndCheckIfCanEquip) goto_false(SHOPSUB_ConfirmBuyCannotEquip) load_registers_global take_slot(argument, 0) call(SHOPSUB_GiveItemAndRemoveMoney) call(SHOPSUB_KaChing) store_registers call(SHOPTEXT_AskEquipItem) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(SHOPSUB_EquipBoughtItem, SHOPSUB_HandleItemBuy_END) goto(SHOPSUB_HandleItemBuy_END) // $C5E136 SHOPSUB_EquipBoughtItem: sound(115) call(SHOPSUB_ShowOldStat) load_registers equip_slot(result, 0) store_registers call(SHOPSUB_ShowNewStat) load_registers swap goto_false(SHOPSUB_HandleItemBuy_END) call(SHOPSUB_GetOldEquipSellPrice) goto_false(SHOPSUB_HandleItemBuy_END) call(SHOPTEXT_AskSellOldEquip) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(SHOPSUB_SellOldEquip, SHOPSUB_HandleItemBuy_END) goto(SHOPSUB_HandleItemBuy_END) // $C5E17E SHOPSUB_SellOldEquip: call(SHOPSUB_KaChing) call(SHOPSUB_GiveMoneyFromOldEquip) // $C5E188 L_C5E188: set(SHOP_SOLD_OLD_EQUIPMENT) // $C5E18B SHOPSUB_HandleItemBuy_END: unset(BOUGHT_WEAPON) eob // $C5E18F SHOPSUB_ConfirmBuyCannotEquip: call(L_C5E387) call(SHOPTEXT_CannotEquip) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(SHOPSUB_ConfirmedBuy, SHOPSUB_CancelBuy) // $C5E1AD SHOPSUB_CancelBuy: call(SHOPTEXT_CancelBuy) goto(SHOPSUB_HandleItemBuy_END) // $C5E1B7 SHOPSUB_FullInventory: newline call(SHOPTEXT_SomeoneElseCarry) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(SHOPSUB_WhoWillCarry, SHOPSUB_CancelBuy) goto(SHOPSUB_CancelBuy) // $C5E1D6 SHOPSUB_NotEnoughMoney: call(SHOPTEXT_NotEnoughMoney) goto(SHOPSUB_HandleItemBuy_END) // $C5E1E0 // Player bought the item for real SHOPSUB_ConfirmedBuy: call(SHOPSUB_GiveItemAndRemoveMoney) call(SHOPSUB_KaChing) goto(L_C5E188) // $C5E1EF // Subroutine for handling item selling SHOPSUB_HandleItemSell: call(SHOPTEXT_SelectSell) call(SUB_SelectInventoryItem) goto_false(L_C5E236) store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_C5E241) call(SHOPTEXT_TellSellPrice) call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(L_C5E22C, L_C5E237) goto(L_C5E237) // $C5E22C L_C5E22C: call(L_C5E392) call(SHOPSUB_KaChing) // $C5E236 L_C5E236: eob // $C5E237 L_C5E237: call(SHOPTEXT_CancelSell) goto(L_C5E236) // $C5E241 L_C5E241: call(SHOPTEXT_CannotSell) goto(L_C5E236) // $C5E24B // Check if the player has enough money to buy what they selected SHOPSUB_CheckMoney: swap get_item_price(REG_ARGUMENT) store_registers swap hasmoney(0) eob // $C5E25B // Sets the "BOUGHT_WEAPON" flag if the item being bought is a weapon SHOPSUB_SetBoughtWeaponFlag: get_item_type(0) result_is(1) goto_false(L_C5E269) set(BOUGHT_WEAPON) // $C5E269 L_C5E269: eob // $C5E26A // Give the bought item to the player and check if it can be equipped SHOPSUB_GiveAndCheckIfCanEquip: load_registers give_return_slot(result, REG_ARGUMENT) store_registers_global can_equip_slot(result, 0) eob // $C5E277 // Shows the numeric value of the old stat (defense or offense) before equipping the shop item SHOPSUB_ShowOldStat: load_registers rtoarg "•({name(argument)}'s" goto_ifset(BOUGHT_WEAPON, L_C5E2C4) goto_ifset(BOUGHT_WEAPON, L_C5E2C4) " defense" linebreak " changed " switch(L_C5E2B0, L_C5E2B5, L_C5E2BA, L_C5E2BF) // $C5E2B0 L_C5E2B0: " {stat(NESS_DEFENSE)}" eob // $C5E2B5 L_C5E2B5: " {stat(PAULA_DEFENSE)}" eob // $C5E2BA L_C5E2BA: " {stat(JEFF_DEFENSE)}" eob // $C5E2BF L_C5E2BF: " {stat(POO_DEFENSE)}" eob // $C5E2C4 L_C5E2C4: " offense" linebreak " changed " switch(L_C5E2E3, L_C5E2E8, L_C5E2ED, L_C5E2F2) // $C5E2E3 L_C5E2E3: " {stat(NESS_OFFENSE)}" eob // $C5E2E8 L_C5E2E8: " {stat(PAULA_OFFENSE)}" eob // $C5E2ED L_C5E2ED: " {stat(JEFF_OFFENSE)}" eob // $C5E2F2 L_C5E2F2: " {stat(POO_OFFENSE)}" eob // $C5E2F7 // "to " + numeric value of new stat (defense or offense) after equipping the shop item SHOPSUB_ShowNewStat: " to" rtoarg goto_ifset(BOUGHT_WEAPON, L_C5E338) switch(L_C5E314, L_C5E31D, L_C5E326, L_C5E32F) // $C5E314 L_C5E314: " {stat(NESS_DEFENSE)})" next eob // $C5E31D L_C5E31D: " {stat(PAULA_DEFENSE)})" next eob // $C5E326 L_C5E326: " {stat(JEFF_DEFENSE)})" next eob // $C5E32F L_C5E32F: " {stat(POO_DEFENSE)})" next eob // $C5E338 L_C5E338: switch(L_C5E34A, L_C5E353, L_C5E35C, L_C5E365) // $C5E34A L_C5E34A: " {stat(NESS_OFFENSE)})" next eob // $C5E353 L_C5E353: " {stat(PAULA_OFFENSE)})" next eob // $C5E35C L_C5E35C: " {stat(JEFF_OFFENSE)})" next eob // $C5E365 L_C5E365: " {stat(POO_OFFENSE)})" next eob // $C5E36E // Gets the sell price of the old equipment after equipping a new item at the shop SHOPSUB_GetOldEquipSellPrice: swap store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) eob // $C5E37A SHOPSUB_GiveMoneyFromOldEquip: givemoney(0) open_wallet load_registers take_slot(argument, 0) eob // $C5E387 L_C5E387: load_registers_global take_slot(argument, 0) load_registers swap eob // $C5E392 L_C5E392: givemoney(0) load_registers take_slot(argument, 0) open_wallet set(BOUGHT_OR_SOLD_AT_SHOP) set(SHOP_SOLD_ITEM) eob // $C5E3A5 // Give the bought item to the player and subtract its price from their wallet SHOPSUB_GiveItemAndRemoveMoney: load_registers get_item_price(REG_ARGUMENT) swap takemoney(0) open_wallet load_registers give_return_slot(result, REG_ARGUMENT) set(BOUGHT_OR_SOLD_AT_SHOP) eob // $C5E3BC // Randomize the Lucky Sandwich the player is buying SHOPSUB_RandomizeSandwich: store_registers result_is(226) goto_true(L_C5E3C9) load_registers eob // $C5E3C9 L_C5E3C9: rand_range(15) compare_reg(REG_RESULT, 7) goto_false(L_C5E42E) rand_range(8) compare_reg(REG_RESULT, 4) goto_false(L_C5E427) rand_range(4) compare_reg(REG_RESULT, 3) goto_false(L_C5E420) rand_range(1) goto_false(L_C5E419) rand_range(2) goto_true(L_C5E412) counter(231) ctoarg swap eob // $C5E412 L_C5E412: counter(230) ctoarg swap eob // $C5E419 L_C5E419: counter(229) ctoarg swap eob // $C5E420 L_C5E420: counter(228) ctoarg swap eob // $C5E427 L_C5E427: counter(227) ctoarg swap eob // $C5E42E L_C5E42E: load_registers eob // $C5E431 // Returns FALSE if every inventory is empty CHECK_AnyoneHasItem: counter(1) // $C5E433 L_C5E433: ctoarg check_party_size(0) goto_true(L_C5E453) get_char(0) get_inventory(result, 1) swap goto_true(L_C5E455) inc goto(L_C5E433) // $C5E453 L_C5E453: result_is(0) // $C5E455 L_C5E455: eob // $C5E456 // Opens the inventory window for item selection. Returns FALSE if no item selected SUB_SelectInventoryItem: open_hp check_party_size(2) goto_true(L_C5E499) select_char(L_C5E584, L_C5E58B, L_C5E592, L_C5E599, 0) rtoarg goto_false(L_C5E48E) window_option_count(2) goto_false(SUB_SelectInventoryItem) window_menu(2) goto_false(SUB_SelectInventoryItem) // $C5E48E L_C5E48E: window_close(2) window_switch(1) swap eob // $C5E499 L_C5E499: get_char(1) rtoarg store_registers_global save_window_context load_registers_global show_inventory(2, argument) load_registers_global window_menu(2) store_registers_global window_close(2) window_switch(1) load_registers_global goto_false(L_C5E4C2) swap eob // $C5E4C2 L_C5E4C2: eob // $C5E4C3 // Same as above, but for usage in battles (e.g "Do you want to throw something away?") SUB_SelectInventoryItem_Battle: check_party_size(2) goto_true(L_C5E504) select_char(L_C5E584, L_C5E58B, L_C5E592, L_C5E599, 0) rtoarg goto_false(L_C5E4F9) window_option_count(2) goto_false(SUB_SelectInventoryItem_Battle) window_menu(2) goto_false(SUB_SelectInventoryItem_Battle) // $C5E4F9 L_C5E4F9: window_close(2) window_switch(14) swap eob // $C5E504 L_C5E504: get_char(1) rtoarg store_registers_global save_window_context load_registers_global show_inventory(2, argument) load_registers_global window_menu(2) store_registers_global window_close(2) window_switch(14) load_registers_global goto_false(L_C5E52D) swap eob // $C5E52D L_C5E52D: eob // $C5E52E // Select who will carry the bought item SHOPSUB_SelectWhoCarries: select_char(L_C5E584, L_C5E58B, L_C5E592, L_C5E599, 2) window_close(2) window_switch(1) eob // $C5E54A L_C5E54A: select_char(L_C5E5A0, L_C5E5A7, L_C5E5AE, L_C5E5B5, 2) store_registers_global goto_false(L_C5E579) swap notfull(argument) goto_true(L_C5E579) load_registers_global swap goto(L_C5E54A) // $C5E579 L_C5E579: load_registers_global window_close(44) window_switch(1) eob // $C5E584 L_C5E584: save_window_context show_inventory(2, NESS) eob // $C5E58B L_C5E58B: save_window_context show_inventory(2, PAULA) eob // $C5E592 L_C5E592: save_window_context show_inventory(2, JEFF) eob // $C5E599 L_C5E599: save_window_context show_inventory(2, POO) eob // $C5E5A0 L_C5E5A0: save_window_context show_inventory(44, NESS) eob // $C5E5A7 L_C5E5A7: save_window_context show_inventory(44, PAULA) eob // $C5E5AE L_C5E5AE: save_window_context show_inventory(44, JEFF) eob // $C5E5B5 L_C5E5B5: save_window_context show_inventory(44, POO) eob // $C5E5BC L_C5E5BC: set(POKEY_PUNISHED) set(USED_HAWK_EYE) party_add(PAULA) party_add(JEFF) freeze_char(all) warp(174) create_sprite(106, 535, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E5DF L_C5E5DF: npc_direction(1065, 3) set_npc_movement(1065, 8) eob // $C5E5EB L_C5E5EB: party_add(PAULA) freeze_char(all) warp(175) create_sprite(106, 536, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E605 L_C5E605: party_add(PAULA) party_add(JEFF) party_add(POO) freeze_char(all) warp(176) create_sprite(106, 537, 1) create_sprite(290, 44, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E62C L_C5E62C: set_sprite_movement(290, 538) eob // $C5E633 L_C5E633: freeze_char(all) hide_char(all, 6) warp(177) create_sprite(205, 539, 1) create_sprite(254, 540, 1) pause(1) camera_focus_sprite(205) unfreeze_char(all) eob // $C5E655 L_C5E655: party_add(PAULA) party_add(JEFF) party_add(POO) freeze_char(all) warp(178) create_sprite(106, 541, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E675 L_C5E675: freeze_char(all) warp(179) get_on_bike freeze_char(NESS) create_sprite(106, 542, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E691 L_C5E691: party_add(PAULA) party_add(JEFF) freeze_char(all) warp(180) create_sprite(106, 543, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E6AE L_C5E6AE: set(EVERDRED_OUTSIDE_CAFE) party_add(JEFF) freeze_char(all) warp(181) create_sprite(106, 544, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E6CB L_C5E6CB: npc_direction(954, 7) set_npc_movement(954, 8) eob // $C5E6D7 L_C5E6D7: party_add(PAULA) party_add(JEFF) freeze_char(all) warp(182) create_sprite(106, 545, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E6F4 L_C5E6F4: freeze_char(all) warp(183) create_sprite(106, 546, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) eob // $C5E70B L_C5E70B: set(POLICE_AT_METEORITE) set(ENEMY_SUPPRESS) hide_char(all, 6) create_sprite(106, 476, 1) call(L_C9B4B8) warp(150) freeze_npc(186) create_sprite(106, 477, 1) call(L_C9B4B8) warp(151) create_sprite(106, 478, 1) call(L_C9B4B8) set(NESS_SLEEPING_AT_HIS_BED) set(NESS_ROOM_METEORITE_FALLING_MUSIC) set(NESS_WEARING_PAJAMAS) warp(10) unfreeze_npc(26) unfreeze_npc(27) pause(120) pause(120) pause(120) pause(120) pause(120) pause(60) delete_npc(27, 6) create_sprite(106, 36, 1) unset(NESS_ROOM_METEORITE_FALLING_MUSIC) set(NESS_ROOM_METEORITE_CRASH_MUSIC) music_resume wait_movement delete_npc(26, 6) show_char(all, 1) set_sprite_movement(106, 626) camera_focus_sprite(106) unfreeze_char(all) wait_movement unfocus_camera set(POLICE_BARRIERS_AT_ONETT_HILLTOP) unset(NESS_SLEEPING_AT_HIS_BED) unset(POLICE_AT_METEORITE) save_game eob // $C5E79F L_C5E79F: set(PEOPLE_IN_ONETT) music_resume create_npc(22, 38, 1) eob // $C5E7AC L_C5E7AC: goto_ifset(PICKY_KNOCKING_ON_DOOR, L_C9C85D) music_stop sound(8) create_sprite(106, 39, 1) call(L_C9B4B8) create_npc(17, 11, 1) delete_npc(22, 6) sound(9) unfocus_camera get_dir_from_npc(17, PMEMBER, NESS) npc_direction(17, 0) get_dir_from_char(NESS, NPC, 17) char_direction(NESS, 0) freeze_char(all) pause(1) freeze_npc(17) set(NESS_HOUSE_POKEY_MUSIC) set(POKEY_WAITING_AT_DOOR) unset(NESS_HOUSE_DOOR_KNOCKING) set(flag 467) set(TRACY_DOWNSTAIRS) unset(TRACY_AT_HALLWAY) window_open(1) call(Npc0017) window_closeall eob // $C5E812 L_C5E812: set_npc_movement(21, 8) eob // $C5E819 L_C5E819: set_npc_movement(21, 41) eob // $C5E820 L_C5E820: unfreeze_npc(19) wait_movement freeze_npc(19) window_open(1) goto(Npc0017) // $C5E832 L_C5E832: eob // $C5E833 L_C5E833: delete_npc(16, 6) create_npc(18, 43, 1) eob // $C5E840 L_C5E840: show_char_emote(POKEY, EXCLAMATION) pause(60) delete_char_emote(POKEY) window_open(1) "•Hey {stat(NESS_NAME)}!{pause(20)}" get_dir_from_char(NESS, PMEMBER, POKEY) char_direction(NESS, 0) " So, are you just gonna wander around wherever you please?" next "•Don't you think we should focus on getting Picky home?" prompt2 window_closeall eob // $C5E8A0 Npc0124: show_npc_emote(124, EXCLAMATION) pause(60) delete_npc_emote(124) delete_npc(124, 6) create_sprite(45, 8, 1) "•Wha-!" next get_dir_from_obj(45, PMEMBER, NESS) set_sprite_direction(45, 0) "•Oh!" next "•You woke me up..." next "•Pokey!{pause(15)} I've been looking all over for you..." next "•You see,{pause(15)} Pokey got scared and ran away..." next "•Well, I'm glad that you're okay at least..." next "•Let's go home now.{pause(20)} I bet Mom and Dad are worried sick about us." next "•Geez!{pause(15)} Sometimes I wonder which one of us is the real big brother." prompt2 sound(16) call(L_C681F0) set(PICKY_IN_PARTY) set(ALOYSIUS_AT_HOME) set(LARDNA_AT_HOME) enable_hotspot(1, 15, L_C5EA45) set(KING_WONT_JOIN) unset(PICKY_SLEEPING_AT_METEORITE) unset(POKEYS_HOUSE_LOCKED) set(ENEMY_SUPPRESS) eob // $C5E9A8 L_C5E9A8: get_char(3) result_is(7) goto_false(L_C9992F) window_open(1) get_dir_from_char(NESS, PMEMBER, KING) char_direction(NESS, 0) get_dir_from_char(POKEY, PMEMBER, KING) char_direction(POKEY, 0) "•Awo{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}of!" next "•(If I knew this was going to be such a scary place," next "•I wouldn't have come along...{pause(20)} I'm outta here!)" wait call(L_C683D5) window_closeall create_sprite(40, 46, 1) wait_movement set_npc_movement(124, 627) set(KING_AWAKE_AT_HOME) eob // $C5EA35 L_C5EA35: goto_ifset(BUZZ_BUZZ_IN_PARTY, L_C5EA3D) eob // $C5EA3D L_C5EA3D: create_sprite(347, 51, 1) eob // $C5EA45 L_C5EA45: disable_hotspot(1) get_dir_from_char(POKEY, PMEMBER, NESS) char_direction(POKEY, 0) window_open(1) get_dir_from_char(NESS, PMEMBER, POKEY) char_direction(NESS, 0) "•{name(NESS)}!" next "•Do you hear a buzzing that sounds like a bee flying around?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C5EABF, L_C5EAA3) // $C5EAA3 L_C5EAA3: "•Oh, c'mon...{pause(20)} You must hear it..." next goto(L_C5EACF) // $C5EABF L_C5EABF: "•Yes! You can hear it!" next // $C5EACF L_C5EACF: window_closeall music(118) pause(60) get_dir_from_char(NESS, NPC, 198) char_direction(NESS, 0) get_dir_from_char(POKEY, NPC, 198) char_direction(POKEY, 0) get_dir_from_char(PICKY, NPC, 198) char_direction(PICKY, 0) unfreeze_sprite(197) create_sprite(106, 54, 1) wait_movement create_sprite(347, 50, 1) wait_movement // $C5EB0B L_C5EB0B: window_open(1) "•A bee I am" next "•not..." next "•I'm from 10 years in the future." next "•And," next "•in the future,{pause(15)} all is devastation..." next "•Giygas, the universal cosmic destroyer," next "•sent all to the horror of eternal darkness..." next "•....." next "•However,{pause(20)} you must listen!" next "•Where I am from," next "•there is a well-known legend that has been handed down from ancient times." next "•It says “When the chosen boy reaches the point,{pause(15)} he will find the light." next "•The passing of time will shatter the nightmare rock" next "•and will reveal the path of light.”" next "•You see,{pause(15)} it is my opinion that you are that boy, {name(NESS)}." next "•This I believe..." next "•....." next "•Giygas' monstrous plan must have been set in motion somewhere on Earth..." next "•If you start to confront the enemy immediately," next "•you may have time to counter the evil intentions of Giygas." next "•Three things are of the utmost importance:{pause(30)} wisdom,{pause(15)} courage,{pause(20)} and friendship." next "•...The legends from the ancient times tell of three boys and a girl" next "•who defeat Giygas." next "•...I will tell you more later." next "•Go now!{pause(20)} And do not be anxious about the future." next "•You have much work to do, {name(NESS)}." next "•Did you listen to what I told you?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C5EE13, L_C5EDD4) // $C5EDD4 L_C5EDD4: "•I hate to go over it again,{pause(15)} but I guess I'll start over..." next "•We'll be here 'til sunrise!" next goto(L_C5EB0B) // $C5EE13 L_C5EE13: "•Thank you for listening to my long story." next "•You are as exceptional as I expected you to be..." prompt2 window_closeall music(11) pause(120) pause(60) pause(120) pause(120) window_open(1) "•Buzz Buzz now joins you." prompt2 window_closeall unfreeze_sprite(347) set(BUZZ_BUZZ_IN_PARTY) music_resume unfreeze_sprite(347) pause(60) show_char_emote(POKEY, EXCLAMATION) pause(60) delete_char_emote(POKEY) freeze_sprite(347) window_open(1) "•{name(NESS)}!" next "•It looks like you're really in a lot of trouble this time..." next "•Three boys,{pause(15)} he said? ...Uhhh..." next "•I'm not one of those three, am I?..." next "•...'Cause... I'm not into this kind of thing at all..." next "•Geez.{pause(20)} My heart is almost pounding right out of my chest!..." prompt2 window_closeall enable_hotspot(1, 43, L_C67501) eob // $C5EF3E Npc0044: goto_ifset(POKEY_PUNISHED, L_C5F1D1) "•I'm really sorry that my kids troubled you so much..." next "•Both of you are really going to get it now!" prompt2 window_closeall unfreeze_sprite(347) unfreeze_npc(45) party_remove(POKEY) create_sprite(44, 81, 1) party_remove(PICKY) create_sprite(45, 82, 1) wait_movement set_npc_movement(44, 83) wait_movement freeze_npc(45) get_dir_from_char(NESS, NPC, 44) char_direction(NESS, 0) window_open(1) "•By the way, I would be happy if you left sometime soon." next "•I'm tired of your family living next door." next "•We've loaned your father a lot of money." next "•It may have been a hundred thousand dollars or more..." next "•Well, I guess it really could have been less," next "•but because of the loan,{pause(15)} my family and I now live in poverty!" prompt2 window_closeall unfreeze_sprite(347) set_npc_movement(44, 12) set_npc_movement(45, 84) wait_movement freeze_npc(44) get_dir_from_char(NESS, NPC, 45) char_direction(NESS, 0) window_open(1) "•My husband is much too lenient with the children." next "•Oh well,{pause(15)} nice guys finish last.{pause(20)} That's the story of our life..." next window_closeall unfreeze_sprite(347) unfreeze_npc(44) unfreeze_npc(45) set_sprite_movement(347, 52) unset(TEMP_2) wait_movement pause(120) freeze_sprite(347) freeze_npc(44) freeze_npc(45) window_open(1) "•Aya{pause(5)}a{pause(5)}a{pause(5)}e{pause(5)}e{pause(5)}e!" next "•I think it's a dung beetle!{pause(15)} I'll smash your guts out!" prompt2 window_closeall unfreeze_sprite(347) set_npc_movement(45, 630) wait_movement music(113) set(TEMP_2) wait_movement set(POKEY_PUNISHED) delete_sprite(347, 6) create_npc(46, 8, 1) unfreeze_npc(44) set_npc_movement(45, 12) set(BUZZ_BUZZ_DYING_ON_FLOOR) set(LIER_INSIDE_HOUSE) set(POKEY_AT_HIS_ROOM) set(PICKY_AT_HIS_ROOM) set(LIERS_HOUSE_UNLOCKED) unset(POKEY_IN_PARTY) unset(PICKY_IN_PARTY) unset(BUZZ_BUZZ_IN_PARTY) unset(ENEMY_SUPPRESS) set(ONETT_SUNRISE) enable_hotspot(1, 42, Npc0046) set(PHOTO_NESS_HOUSE_AVAILABLE) set(PHOTO_SCAM_HOUSE_AVAILABLE) set(PHOTO_CYCLE_SHOP_AVAILABLE) set(PHOTO_THREED_CEMETERY_AVAILABLE) set(PHOTO_GRAPEFRUIT_FALLS_AVAILABLE) set(PHOTO_FOURSIDE_BRIDGE_AVAILABLE) set(PHOTO_FOURSIDE_MUSEUM_INSIDE_AVAILABLE) set(PHOTO_MONOTOLI_BUILDING_AVAILABLE) set(PHOTO_STONEHENGE_AVAILABLE) set(PHOTO_SUMMERS_HOTEL_AVAILABLE) set(PHOTO_FOURSIDE_RESTAURANT_AVAILABLE) set(PHOTO_SUMMERS_BEACH_AVAILABLE) set(PHOTO_SCARABA_BAZAAR_AVAILABLE) set(PHOTO_PYRAMID_AVAILABLE) eob // $C5F1D1 L_C5F1D1: "•*Sigh*{pause(15)} ...I'm so tired... nag,{pause(5)} nag,{pause(5)} nag..." end // $C5F1FB Npc0046: isset(BUZZ_BUZZ_DYING_ON_FLOOR) goto_false(L_C7C588) show_npc_emote(46, EXCLAMATION) pause(60) delete_npc_emote(46) get_dir_from_char(NESS, NPC, 46) char_direction(NESS, 0) music_stop window_open(1) "•Agh!{pause(15)} *Gasp*{pause(30)}" linebreak " I was..." next "•...much weaker than I thought..." next "•So you must now begin your adventure..." next "•see..." next "•you..." wait window_closeall pause(60) linebreak pause(60) linebreak window_open(1) "•Oh,{pause(15)} I just remembered..." next "•Listen to my final words..." next pause(60) linebreak pause(60) linebreak music(119) // $C5F2AD L_C5F2AD: "•To defeat Giygas, your own power must unite with the Earth's..." next "•the Earth will then channel your power and multiply it..." next "•There are eight points that you must visit.{pause(20)} Make these places your own..." next "•Each of these locations is “Your Sanctuary.”" next "•One of them is near Onett.{pause(20)} It is called “Giant Step.”" next "•Go there first..." next "•Do you understand?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C5F3D2, L_C5F39D) // $C5F39D L_C5F39D: "•...I see." next "•I apologize.{pause(20)} I guess I didn't explain it well enough..." next goto(L_C5F2AD) // $C5F3D2 L_C5F3D2: "•All right." next "•You are a very intelligent young man...{pause(15)} and..." next "•Oh!{pause(15)} The pain!...{pause(20)} Everything is getting dark..." next "•urgh!...{pause(15)} *Gasp*..." next "•Before I pass on,{pause(15)} I want to give you something..." next "•It is the Sound Stone." next "•You can record the melodies from the eight “Your Sanctuary” locations" next "•into this stone.{pause(20)} It is an awesome item..." next "•By the way...{pause(15)} I'm almost gone," next "•but did you want to hear the story one more time?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C5F564, L_C5F4F4) // $C5F4F4 L_C5F4F4: "•Good!" next notfull(any) goto_false(L_C5F575) "•It's already dawn outside..." next "•But it doesn't matter to me.{pause(20)} I'm fading fast..." next "•Argh!{pause(15)} *Gasp*" prompt2 give_return_slot(result, SOUND_STONE) call(SUB_KeyItemGet) wait // $C5F551 L_C5F551: window_closeall pause(1) set_npc_movement(46, 635) unset(BUZZ_BUZZ_DYING_ON_FLOOR) disable_hotspot(1) music_resume eob // $C5F564 L_C5F564: "•Oh,{pause(20)} okay..." next goto(L_C5F2AD) // $C5F575 L_C5F575: "•What the...?" next "•It seems that you have too many things to carry already..." next "•Since you can't take it,{pause(15)} I'll give it to your sister." next "•In the blink of an eye,{pause(15)} like magic,{pause(15)} she'll have it." next "•Ee{pause(5)}eyah!" next "•....." next "•It's already dawn outside..." next "•but it doesn't matter to me.{pause(15)} I'm fading fast...{pause(20)} Argh!{pause(15)} *Gasp*" wait set(TRACY_HAS_SOUND_STONE) goto(L_C5F551) // $C5F639 L_C5F639: set_npc_movement(119, 56) wait_movement eob // $C5F642 L_C5F642: eob // $C5F643 L_C5F643: unfreeze_npc(205) pause(20) set(LIER_INSIDE_CAVE_4) unset(LIER_INSIDE_CAVE_3) eob // $C5F650 L_C5F650: unfreeze_npc(101) wait_movement eob // $C5F657 L_C5F657: window_open(1) "•Be quiet!!" linebreak " Don't get so upset!" wait window_closeall eob // $C5F679 L_C5F679: window_open(1) "•Doesn't it seem like restrooms in bookstores and libraries are always crowded?" wait window_closeall eob // $C5F6B2 L_C5F6B2: goto_ifset(TEMP_2, L_C5F6FA) goto_ifset(LIBRARY_BATHROOM_MAN, L_C5F72E) "•'Scuse me! Just ten more minutes, please!" next "•Show some self control, will ya!" wait set(LIBRARY_BATHROOM_MAN) set(TEMP_2) eob // $C5F6FA L_C5F6FA: "•'Scuse me! Just ten more minutes, please!" next "•Show some self control, will ya!" end // $C5F72E L_C5F72E: prompt2 eob // $C5F730 L_C5F730: "•Sorry for keeping your waiting!" next "•Do you need a change of pants?•Ah ha ha ha!" end // $C5F760 L_C5F760: show_npc_emote(88, EXCLAMATION) pause(60) delete_npc_emote(88) set_npc_movement(88, 61) wait_movement freeze_npc(88) window_open(1) "•The Mayor is busting his butt with all the troubles in town," next "•like the Sharks and the meteorite..." next "•Hey, are you the guy who's trying to reform the Sharks?" next "•Wa ho! Wa ho! Wa ho!" next "•You've got to be kidding!" next "•Scram!" prompt2 window_closeall unfreeze_npc(88) create_sprite(237, 62, 1) pause(1) camera_focus_sprite(237) unfreeze_char(all) wait_movement unfocus_camera warp(64) set(TEMP_2) eob // $C5F828 Npc0088: "•Thank you so much for all of your help..." end // $C5F83B L_C5F83B: char_direction(NESS, 3) pause(30) set_npc_movement(126, 133) wait_movement freeze_npc(126) call(Npc0126) unfreeze_npc(126) pause(80) eob // $C5F859 L_C5F859: unset(CAPTAIN_STRONG_AT_STATION_ENTRANCE) set_npc_movement(71, 222) create_sprite(106, 225, 1) call(L_C9B4B8) create_sprite(75, 223, 255) warp(67) create_sprite(106, 226, 1) call(L_C9B4B8) create_sprite(75, 224, 255) warp(68) create_sprite(106, 227, 1) call(L_C9B4B8) delete_sprite(106, 6) freeze_sprite(75) music_effect(2) pause(10) window_open(1) "•Show me what you got..." next pause(20) linebreak set(TEMP_6) music_resume "•See if you can get past five of my best men..." prompt2 window_closeall unfreeze_sprite(75) wait_movement set_npc_movement(77, 232) set_npc_movement(76, 231) set_npc_movement(75, 230) set_npc_movement(74, 229) set_npc_movement(73, 228) wait_movement pause(30) set_npc_movement(73, 233) wait_movement window_open(1) // $C5F914 Npc0073: "•Eeeeyah!" next "•Hey, small fry!" linebreak " You must be shaking in your boots!" prompt2 call(L_C68441) goto_true(L_C683DE) window_open(1) newline "•You're tough. You should join the police force!" wait set(ONETT_COP_1_DEFEATED) window_closeall set_npc_movement(73, 238) wait_movement pause(30) set_npc_movement(74, 234) wait_movement window_open(1) // $C5F984 Npc0074: "•Your average policeman is stronger than any super hero!" prompt2 call(L_C68448) goto_true(L_C683DE) window_open(1) newline "•Oh... you won..." wait set(ONETT_COP_2_DEFEATED) window_closeall set_npc_movement(74, 238) wait_movement pause(30) set_npc_movement(75, 235) wait_movement window_open(1) // $C5F9DD Npc0075: "•Don't let the Mayor's compliments give you a big head..." next "•Bring it on, fat boy!" prompt2 call(L_C6844F) goto_true(L_C683DE) window_open(1) newline "•Let's do this again sometime..." next "•Next time, I'll take you out with my nuclear suplex attack!" wait set(ONETT_COP_3_DEFEATED) window_closeall set_npc_movement(75, 238) wait_movement pause(30) set_npc_movement(76, 236) wait_movement window_open(1) // $C5FA72 Npc0076: "•C'mon!" linebreak " I'm going to take you apart right here, right now, baby!" prompt2 call(L_C68456) goto_true(L_C683DE) window_open(1) newline "•Grrr..." linebreak " I lost..." wait set(ONETT_COP_4_DEFEATED) window_closeall set_npc_movement(76, 238) wait_movement pause(30) set_npc_movement(77, 237) wait_movement window_open(1) "•That's it, buddy..." next "•You can forget about me, I'm going to call for my boss!" next set(ONETT_COP_5_DEFEATED) window_closeall set_npc_movement(77, 238) wait_movement pause(30) set_sprite_movement(75, 239) wait_movement window_open(1) "•There is no way I can beat you in a straight competition, so..." next "•get ready for my “Super Ultra Mambo-Tango-Foxtrot martial arts!”" wait call(L_C68464) goto_true(L_C683DE) music_stop pause(60) window_open(1) newline "•I didn't think you would do so well against the mighty Onett police force..." next "•You want me to open the road to Twoson?" next "•Hang on for a sec, I'll radio my staff and give them the word..." next window_closeall unset(FIVE_COPS_AT_POLICE_STATION) unset(COP_AT_STATION_ENTRANCE) set_sprite_direction(75, 5) show_sprite_emote(75, WALKIE_TALKIE) pause(60) window_open(1) "•*Beep, beep* ...*Click*... *Rrrr*" next "•*Click* Strong here... do you read me?" next "•...*Krrrr* ...Hey!..." next "•...It's me, Captain Strong!..." next "•Okay, listen, a kid named {name(NESS)} will be there in a few minutes..." next "•He's a kid in a red cap... I want you to open the road to Twoson for him..." next "•I know that..." next "•I know that!..." next "•Don't ask me why, just do it! That's an order! ...Strong out..." wait window_closeall pause(60) delete_sprite_emote(75) pause(30) unset(TEMP_6) music_resume pause(60) get_dir_from_obj(75, PMEMBER, NESS) set_sprite_direction(75, 0) window_open(1) "•Well kid, I'm not going to question you now," next "•but I do want to see you again..." next "•Good luck!" wait window_closeall set_sprite_movement(75, 619) wait_movement set(PATH_TO_TWOSON_OPEN) unset(CAPTAIN_STRONG_NOT_AT_STATION_DESK) unset(POKEY_AT_HIS_ROOM) unset(ALOYSIUS_AT_HOME) unset(LARDNA_AT_HOME) eob // $C5FD72 Npc0352: call(L_C5FF12) goto_true(L_C5FF4E) get_char(1) rtoarg "•({name(argument)} checked the bus schedule.)" next goto_ifset(TEMP_10, L_C5FDCA) "•(It looks like the next bus will come pretty soon.)" prompt2 window_closeall create_sprite(205, 64, 1) wait_movement set(TEMP_10) eob // $C5FDCA L_C5FDCA: "•(It looks like it's going to be a while before the next bus comes.)" end // $C5FDEA Npc0570: isset(MASTER_BELCH_DEFEATED) goto_false(L_C5FEAC) call(L_C5FEF4) goto_true(L_C5FF4E) get_char(1) rtoarg "•({name(argument)} checked the bus schedule.)" next goto_ifset(TEMP_10, L_C5FDCA) "•(It looks like the next bus will come pretty soon.)" prompt2 window_closeall create_sprite(205, 202, 1) wait_movement set(TEMP_10) eob // $C5FE4B Npc0580: isset(MASTER_BELCH_DEFEATED) goto_false(L_C5FEAC) call(L_C5FF03) goto_true(L_C5FF4E) get_char(1) rtoarg "•({name(argument)} checked the bus schedule.)" next goto_ifset(TEMP_10, L_C5FDCA) "•(It looks like the next bus will come pretty soon.)" prompt2 window_closeall create_sprite(205, 206, 1) wait_movement set(TEMP_10) eob // $C5FEAC L_C5FEAC: "•Due to hazardous conditions," linebreak " bus service has been canceled in this area." next "•(Zombie Relief Corps.)" end // $C5FEF4 L_C5FEF4: get_char(1) get_dir_from_char(argument, NPC, 570) call(L_C5FFB7) eob // $C5FF03 L_C5FF03: get_char(1) get_dir_from_char(argument, NPC, 580) call(L_C5FF82) eob // $C5FF12 L_C5FF12: get_char(1) get_dir_from_char(argument, NPC, 352) call(L_C5FF82) eob // $C5FF21 L_C5FF21: get_char(1) get_dir_from_char(argument, NPC, 790) call(L_C5FFB7) eob // $C5FF30 L_C5FF30: get_char(1) get_dir_from_char(argument, NPC, 791) call(L_C5FF82) eob // $C5FF3F L_C5FF3F: get_char(1) get_dir_from_char(argument, NPC, 972) call(L_C5FFB7) eob // $C5FF4E L_C5FF4E: "•Danger!" next "•Do not stand in the street." next "•(Read the schedule from the sidewalk.)" end // $C5FF82 L_C5FF82: swap store_registers result_is(4) goto_true(L_C9992F) load_registers result_is(5) goto_true(L_C9992F) load_registers result_is(6) goto_true(L_C9992F) load_registers result_is(3) goto_true(L_C9992F) load_registers result_is(7) goto_true(L_C9992F) eob // $C5FFB7 L_C5FFB7: swap store_registers result_is(1) goto_true(L_C9992F) load_registers result_is(2) goto_true(L_C9992F) load_registers result_is(8) goto_true(L_C9992F) load_registers result_is(3) goto_true(L_C9992F) load_registers result_is(7) goto_true(L_C9992F) eob // $C60000 Npc0747: call(L_C5D3A1) eob // $C60006 L_C60006: get_char(1) "•" call(TEXT_PMemberPoliteUpper) ", we also have motel facilities." call(SUB_SpendNight) eob // $C6002C Npc0752: "•It's a small house, but please stay the night." prompt2 call(SUB_RestFadeOut) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) warp(44) goto_ifset(GEORGE_HAS_DIAMOND, L_C6005F) eob // $C6005F L_C6005F: freeze_char(all) notfull(any) goto_false(L_C600A4) window_open(1) "•Here, I'll give you this now... for sure." next notfull(any) goto_false(L_C600A4) give_return_slot(result, DIAMOND) set(GOT_DIAMOND) unset(GEORGE_HAS_DIAMOND) call(SUB_KeyItemGet) wait window_closeall unfreeze_char(all) eob // $C600A4 L_C600A4: window_open(1) "•Come on!{pause(20)} You haven't got room again!" next "•Please take care of it right away." wait window_closeall unfreeze_char(all) eob // $C600D5 Npc0754: "•This traffic jam is taking forever." next "•...Man, do I need to go..." end // $C60100 Npc0755: "•I heard that a little ways ahead a herd of buffalo is running across the road." next "•I can't move an inch!" end // $C60140 Npc0756: "•I feel sorry for the guys behind me, but I'm so bent," next "•I'm leaving my car here and walking instead!" end // $C60180 Npc0757: "•I was going to see my girlfriend in Fourside..." next "•At this pace I'll be 100 years old by the time I get there!" end // $C601C0 Npc0758: "•We sleep in the desert, so we're often mistaken for corpses." next "•But a corpse doesn't usually wear a bathing suit, right?" next "•...Hey,{pause(15)} stop staring at my tan lines...{pause(20)} Go away." end // $C60239 Npc0759: "•Annoying kids...{pause(20)} What a group of brats!..." next "•Scat you little monsters!" end // $C6026C Npc0778: "•(I lost a pair of contact lenses here in the Dusty Dunes Desert." next "•They were a momento from my grandma, and very important to me." next "•If you find them, bring them to me and I'll give you a reward." next "•I'm Penetella Giovanni." next "•Find me at the Fourside Bakery, second floor.)" goto_ifset(GOT_PAIR_OF_DIRTY_SOCKS, L_C60322) end // $C60322 L_C60322: next "•(Thank you, I found them.{pause(20)} Thanks again for all your help.)" end // $C60349 Npc0760: goto_ifset(GEORGE_HAS_DIAMOND, L_C6058F) goto_ifset(GOT_DIAMOND, L_C6058F) goto_ifset(MINE_MOLES_DEFEATED, L_C6050B) goto_ifset(GAVE_FOOD_TO_MONTAGUE, L_C604DB) "•This hole's great!{pause(20)} Good hole, good hole, good hole..." next "•First,{pause(15)} someone asked me to dig for buried gold." next "•I began to feel like I was obligated to find it." next "•Man, am I starving." next "•Do you have any food you can spare?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C6044C, L_C60400) // $C60400 L_C60400: "•The humanitarian thing is to help people out when they're hungry." next "•Although I hate it, {itemname(PIZZA)} would work for me..." goto(L_C605D9) // $C6044C L_C6044C: "•Seems like you have a lot of stuff." next "•What are you gonna give me?" prompt2 open_hp call(SUB_SelectInventoryItem) newline goto_false(L_C60400) store_registers get_inventory(result, 0) is_item_of_type(EDIBLE) goto_false(L_C604C9) load_registers take_slot(argument, 0) sound(118) "•Thank you.{pause(20)} If I find the gold, I'll give it to you." wait set(GAVE_FOOD_TO_MONTAGUE) set(flag 55) set(flag 54) goto_ifset(flag 607, L_C604C5) eob // $C604C5 L_C604C5: set(DESERT_MINE_TO_EXPAND_NEXT_NIGHT) eob // $C604C9 L_C604C9: "•Come on!{pause(20)} I can't eat this!" eob // $C604DB L_C604DB: "•I'm still hard at work digging and digging.{pause(20)} Hey, wait a second." goto(L_C605D9) // $C6050B L_C6050B: "•You've gotten rid of the monster?!" next "•Good job." next "•Ok, from here on, just let me dig...{pause(15)} You'll see,{pause(15)} I'll find the buried gold!" next "•Before I start digging I'm going to set a careful plan of action..." wait set(DIAMOND_TO_BE_DELIVERED) set(flag 55) eob // $C6058F L_C6058F: "•If we could just find a diamond even..." next "•It's a shame that a digger like me can't find buried gold." next "•I'll try even harder." // $C605D9 L_C605D9: end // $C605DB Npc0761: goto_ifset(GOT_DIAMOND, L_C6060C) "•I've been watching them dig for a while...{pause(20)} I wonder what they'll find." end // $C6060C L_C6060C: "•They only found a diamond...{pause(15)} well,{pause(15)} you take what you get..." end // $C60633 Npc0762: goto_ifset(GOT_DIAMOND, L_C6060C) "•If they have a live broadcast from the dig," next "•I can check out the dig while relaxing on the floor." end // $C60678 Npc0763: goto_ifset(GOT_DIAMOND, L_C6060C) "•I think he should dig somewhere else." end // $C60696 Npc0764: goto_ifset(GOT_DIAMOND, L_C6060C) "•I have lots of work to do, but I can't seem to move." next "•I'm so curious about the dig.{pause(20)} I can't help it." end // $C606D8 Npc0779: call(L_C606DE) eob // $C606DE L_C606DE: get_char(1) get_dir_from_char(argument, NPC, 779) swap store_registers result_is(1) goto_true(L_C6070C) load_registers result_is(2) goto_true(L_C6070C) load_registers result_is(8) goto_true(L_C6070C) goto(L_C607B9) // $C6070C L_C6070C: "•(I'm a broken slot machine." next "•But, the Sanchez Brothers and their friend are a very cheerful trio..." next "•they will make you happy.)" next "•(Would you like to insert a buck?)" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C6078B, L_C607A5) goto(L_C607A5) // $C6078B L_C6078B: hasmoney(1) goto_true(L_C607AE) pause(1) takemoney(1) open_wallet call(L_C607E4) eob // $C607A5 L_C607A5: "•(Okay...)" end // $C607AE L_C607AE: "•(You have no money.)" end // $C607B9 L_C607B9: "•(I'm a slot machine.{pause(20)} Can you talk to me from the front side?)" end // $C607E4 L_C607E4: window_closeall pause(2) set_npc_movement(765, 685) pause(2) set_npc_movement(766, 686) pause(2) set_npc_movement(767, 687) pause(120) pause(120) set_npc_movement(765, 688) wait_movement goto_ifset(flag 522, L_C6081D) goto_ifset(flag 523, L_C60844) goto(L_C60829) // $C6081D L_C6081D: goto_ifset(flag 523, L_C6087A) goto(L_C6085F) // $C60829 L_C60829: set_npc_movement(766, 689) wait_movement goto_ifset(flag 522, L_C60B69) goto_ifset(flag 523, L_C60B69) goto(L_C6089A) // $C60844 L_C60844: set_npc_movement(766, 689) wait_movement goto_ifset(flag 522, L_C60B69) goto_ifset(flag 523, L_C608B5) goto(L_C60B69) // $C6085F L_C6085F: set_npc_movement(766, 689) wait_movement goto_ifset(flag 523, L_C60B69) goto_ifset(flag 522, L_C608D0) goto(L_C60B69) // $C6087A L_C6087A: set_npc_movement(766, 689) wait_movement goto_ifset(flag 522, L_C6088E) goto(L_C60B69) // $C6088E L_C6088E: goto_ifset(flag 523, L_C608EB) goto(L_C60B69) // $C6089A L_C6089A: set_npc_movement(767, 691) wait_movement goto_ifset(flag 522, L_C60B71) goto_ifset(flag 523, L_C60B71) goto(L_C6090B) // $C608B5 L_C608B5: set_npc_movement(767, 691) wait_movement goto_ifset(flag 522, L_C60B71) goto_ifset(flag 523, L_C60985) goto(L_C60B71) // $C608D0 L_C608D0: set_npc_movement(767, 691) wait_movement goto_ifset(flag 523, L_C60B71) goto_ifset(flag 522, L_C60A0D) goto(L_C60B71) // $C608EB L_C608EB: set_npc_movement(767, 691) wait_movement goto_ifset(flag 522, L_C608FF) goto(L_C60B71) // $C608FF L_C608FF: goto_ifset(flag 523, L_C60A97) goto(L_C60B71) // $C6090B L_C6090B: pause(120) set_npc_movement(767, 692) wait_movement freeze_npc(767) window_open(1) "•Amigo, you won a very big jackpot!" next "•Here's a big prize for you, amigo!" next notfull(any) goto_false(L_C60B13) give_return_slot(result, CHICK) "•" call(TEXT_PartyDescription) " won a {itemname(CHICK)} as a prize." wait sound(116) window_closeall unfreeze_npc(767) wait_movement goto(L_C60B71) // $C60985 L_C60985: pause(120) set_npc_movement(767, 692) wait_movement freeze_npc(767) window_open(1) "•Amigo, you won!{pause(20)} A very big winning, I think!" next "•Here's a very nice prize for the important amigo!" next notfull(any) goto_false(L_C60B13) give_return_slot(result, SKIP_SANDWICH) "•" call(TEXT_PartyDescription) " won a {itemname(SKIP_SANDWICH)} as a prize." wait sound(116) window_closeall unfreeze_npc(767) wait_movement goto(L_C60B71) // $C60A0D L_C60A0D: pause(120) set_npc_movement(767, 692) wait_movement freeze_npc(767) window_open(1) "•Amigo, you won!{pause(20)} A very big winning, and you hit it!" next "•Here's the prize for the important amigo!" next notfull(any) goto_false(L_C60B13) give_return_slot(result, PSI_CARAMEL) "•" call(TEXT_PartyDescription) " won a {itemname(PSI_CARAMEL)} as a prize." wait sound(116) window_closeall unfreeze_npc(767) wait_movement goto(L_C60B71) // $C60A97 L_C60A97: pause(120) set_npc_movement(767, 692) wait_movement freeze_npc(767) window_open(1) "•Amigo, you won!{pause(20)} A very big winning, my friend!" next "•Here's the big prize for you!" next notfull(any) goto_false(L_C60B13) give_return_slot(result, CAN_OF_FRUIT_JUICE) "•" call(TEXT_PartyDescription) " won a {itemname(CAN_OF_FRUIT_JUICE)} as a prize." wait sound(116) window_closeall unfreeze_npc(767) wait_movement goto(L_C60B71) // $C60B13 L_C60B13: newline "•That's what I thought, but amigo, you have no more room." next "•I'm sorry, but the deal's off." next "•Your pay off took the day off, amigo." wait window_closeall unfreeze_npc(767) wait_movement goto(L_C60B71) // $C60B69 L_C60B69: set_npc_movement(767, 690) wait_movement // $C60B71 L_C60B71: pause(2) set_npc_movement(765, 8) pause(2) set_npc_movement(766, 8) pause(2) set_npc_movement(767, 8) eob // $C60B8A Npc0765: "•I'm big brother Pancho." end // $C60B9B Npc0766: "•I'm kid brother Pincho." end // $C60BAE Npc0767: "•I'm Tomas Jefferson." end // $C60BBF Npc0780: "•(...I'm just a pile of bleached bones.{pause(20)} I can't talk.)" end // $C60BE3 Npc0781: "•(Even though I'm just a pile of bones," next "•I can talk and I'm lonely out here in the desert.)" end // $C60C1B Npc0782: "•(Why would you feel like talking to a tiny black sesame like me." next "•I wanna apologize to the white sesame that I hurt before." next "•If I could just see her.)" goto_ifset(TALKED_TO_WHITE_SESAME_SEED, L_C60C95) wait window_closeall set(TALKED_TO_BLACK_SESAME_SEED) goto_ifset(GOT_PHOTO_BLACK_SESAME_SEED, L_C9992F) pause(60) call(L_C68880) eob // $C60C95 L_C60C95: next "•(What?{pause(20)} The white sesame still... loves me?! Weep, weep...)" wait window_closeall set(TALKED_TO_BLACK_SESAME_SEED) goto_ifset(GOT_PHOTO_BLACK_SESAME_SEED, L_C9992F) pause(60) call(L_C68880) eob // $C60CD8 Npc0783: "•(I heard that the black sesame I used to love is somewhere in this desert." next "•If you see him,{pause(15)} please tell him that I still love him.)" goto_ifset(TALKED_TO_BLACK_SESAME_SEED, L_C60D31) set(TALKED_TO_WHITE_SESAME_SEED) end // $C60D31 L_C60D31: next "•(Really?{pause(20)} You've seen him already? Was he okay?{pause(20)} ...Hmmm, I see.)" wait set(TALKED_TO_WHITE_SESAME_SEED) eob // $C60D6C Npc0794: get_char(1) rtoarg "•{name(argument)} spotted something shiny." next "•It was a set of contact lenses!" next notfull(any) goto_false(L_C60DB8) give_return_slot(any, CONTACT_LENS) delete_npc(794, 6) call(SUB_ItemGet) set(GOT_CONTACT_LENS) end // $C60DB8 L_C60DB8: "•You have no more room." end // $C60DC4 Npc0768: "•As sea monkeys live in the sea...{pause(20)} desert monkeys live in the dessert." next "•I mean desert, not dessert!" next "•I am happy that there are animals in the desert, aren't you?" end // $C60E2A Npc0769: call(L_C5D3CB) eob // $C60E30 Npc0829: goto_ifset(GIYGAS_DEFEATED, L_C611E2) goto_ifset(READY_TO_LEARN_TELEPORT, L_C61139) goto_ifset(GOT_YOGURT_DISPENSER, L_C60FF3) music(119) "•The truth of space and time moves through the universe like a wave..." next "•Truth speaks through space and matter and makes itself known to human beings." next "•I was waiting for you,{pause(15)} and you came.{pause(30)} This was destined to happen." next "•In truth,{pause(15)} all is pre-determined..." next "•{stat(NESS_NAME)}," counter(1) call(SUB_FullHealSingle) sound(37) pause(20) " {stat(PAULA_NAME)}," linebreak counter(2) call(SUB_FullHealSingle) pause(20) " {stat(JEFF_NAME)}" counter(3) call(SUB_FullHealSingle) sound(37) pause(20) " and {stat(POO_NAME)}," next "•when these four powers gather," next "•twisted space will bring back peace to the world." next "•Do you understand?" next "•It doesn't matter.{pause(20)} Proceed as you wish." next "•Open the treasure box and take what is inside with you." next pause(60) linebreak "•...Did you come in search of this?" next "•Someone left it behind in this hole." next notfull(any) goto_false(L_C610F1) give_return_slot(result, YOGURT_DISPENSER) set(GOT_YOGURT_DISPENSER) call(SUB_KeyItemGet) next // $C60FF3 L_C60FF3: window_open(1) "•The adventure that lies ahead won't be easy." next "•I'll give you a special skill to help you move through space as you wish." next "•Learn the skill from the monkey over there..." next "•Would you like to learn this special power?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C610C1, L_C61082) // $C61082 L_C61082: "•Ha ha ha." linebreak " That's your prerogative." next "•Be sure that you do not talk to the monkey, and go." wait set(TEMP_2) window_closeall music_effect(3) pause(20) music_resume eob // $C610C1 L_C610C1: "•Ha ha ha." linebreak " That's wonderful!" next "•Speak to the monkey over there." wait set(TEMP_2) window_closeall music_effect(3) pause(20) music_resume eob // $C610F1 L_C610F1: "•You cannot carry anything else." next "•Why don't you get rid of something you don't need." next "•You will need this, the Gourmet Yogurt Machine." wait music_effect(3) pause(20) music_resume eob // $C61139 L_C61139: "•The truth of space and time moves through the universe like a wave..." next "•Truth speaks through space and matter and makes itself known to human beings." next "•I was waiting for you,{pause(15)} and you came.{pause(20)} This was destined to happen." next "•In truth,{pause(15)} all is pre-determined..." end // $C611E2 L_C611E2: "•You've been exceedingly patient." next "•You've overcome many hardships." next "•I praise all of you for your courage." end // $C61228 Npc0830: "•I didn't have a problem digging until this...{pause(20)} I found a maze." next "•Lots of monsters appeared, so I couldn't proceed." next "•There's 5 big moles...!" next "•If I beat the monsters, I can continue on." next "•I think I have a bleeding ulcer from worrying too much." next "•I'm helpless to really do anything." end // $C612D2 Npc0831: goto_ifset(GUARDIAN_MOLE_1_DEFEATED, L_C7C588) call(L_C613B3) call(L_C6858A) goto_true(L_C683DE) call(L_C615E9) pause(1) set_npc_movement(831, 635) set(GUARDIAN_MOLE_1_DEFEATED) call(L_C615A7) eob // $C612FF Npc0832: goto_ifset(GUARDIAN_MOLE_2_DEFEATED, L_C7C588) call(L_C613B3) call(L_C68591) goto_true(L_C683DE) call(L_C615E9) pause(1) set_npc_movement(832, 635) set(GUARDIAN_MOLE_2_DEFEATED) call(L_C615A7) eob // $C6132C Npc0833: goto_ifset(GUARDIAN_MOLE_3_DEFEATED, L_C7C588) call(L_C613B3) call(L_C68598) goto_true(L_C683DE) call(L_C615E9) pause(1) set_npc_movement(833, 635) set(GUARDIAN_MOLE_3_DEFEATED) call(L_C615A7) eob // $C61359 Npc0837: goto_ifset(GUARDIAN_MOLE_4_DEFEATED, L_C7C588) call(L_C613B3) call(L_C6859F) goto_true(L_C683DE) call(L_C615E9) pause(1) set_npc_movement(837, 635) set(GUARDIAN_MOLE_4_DEFEATED) call(L_C615A7) eob // $C61386 Npc0838: goto_ifset(GUARDIAN_MOLE_5_DEFEATED, L_C7C588) call(L_C613B3) call(L_C685A6) goto_true(L_C683DE) call(L_C615E9) pause(1) set_npc_movement(838, 635) set(GUARDIAN_MOLE_5_DEFEATED) call(L_C615A7) eob // $C613B3 L_C613B3: music(155) goto_ifset(GUARDIAN_MOLE_TEXT_4, L_C614F2) goto_ifset(GUARDIAN_MOLE_TEXT_3, L_C614B1) goto_ifset(GUARDIAN_MOLE_TEXT_2, L_C6146D) goto_ifset(GUARDIAN_MOLE_TEXT_1, L_C61443) window_open(1) "•I'm one of the masters of this hole." next "•There are five masters in all.{pause(20)} We are all moles, of course." next "•I believe I'm the third strongest amongst us." next "•Take your best shot!" prompt2 window_closeall eob // $C61443 L_C61443: window_open(1) "•I'm really the third strongest master." next "•I'll destroy you now!" prompt2 window_closeall eob // $C6146D L_C6146D: window_open(1) "•My strength falls between the second and fourth strongest masters." next "•Do you wanna test me?" next window_closeall eob // $C614B1 L_C614B1: window_open(1) "•I'm truly the third strongest master of this hole." next "•I'll demonstrate the power of being third to you!" prompt2 window_closeall eob // $C614F2 L_C614F2: window_open(1) "•Ha ha ha." next "•You've fought the strongest master of this hole," next "•the second strongest master of this hole," next "•the fourth strongest master of this hole," next "•and the weakest master of this hole!" next "•I'm truly the third strongest master of this hole." next "•Now you see the true advantage of being third!" prompt2 window_closeall eob // $C615A7 L_C615A7: isset(GUARDIAN_MOLE_1_DEFEATED) goto_false(L_C615E8) isset(GUARDIAN_MOLE_2_DEFEATED) goto_false(L_C615E8) isset(GUARDIAN_MOLE_3_DEFEATED) goto_false(L_C615E8) isset(GUARDIAN_MOLE_4_DEFEATED) goto_false(L_C615E8) isset(GUARDIAN_MOLE_5_DEFEATED) goto_false(L_C615E8) set(flag 282) set(MINE_MOLES_DEFEATED) call(MUSIC_FastFadeRestore) unset(flag 54) unset(flag 55) set(PHOTO_DESERT_MINE_AVAILABLE) // $C615E8 L_C615E8: eob // $C615E9 L_C615E9: goto_ifset(GUARDIAN_MOLE_TEXT_4, L_C61615) goto_ifset(GUARDIAN_MOLE_TEXT_3, L_C61611) goto_ifset(GUARDIAN_MOLE_TEXT_2, L_C6160D) goto_ifset(GUARDIAN_MOLE_TEXT_1, L_C61609) set(GUARDIAN_MOLE_TEXT_1) eob // $C61609 L_C61609: set(GUARDIAN_MOLE_TEXT_2) eob // $C6160D L_C6160D: set(GUARDIAN_MOLE_TEXT_3) eob // $C61611 L_C61611: set(GUARDIAN_MOLE_TEXT_4) eob // $C61615 L_C61615: eob // $C61616 Npc0800: goto_ifset(MONKEY_CAVE_SKIP_SANDWICH, L_C61702) "•Ukippkyako Ukikiki?" next "•(Do you have" linebreak " a {itemname(SKIP_SANDWICH)}?)" next "•Ukii Ukieki..." next "•(I'll move away if you give me one.)" next "•Ukiki?" next "•(Can you give me one?)" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C616B2, L_C61696) // $C61696 L_C61696: "•Uki, Ukyakikya" next "•(I won't move.)" end // $C616B2 L_C616B2: call(SUB_SelectInventoryItem) goto_false(L_C61696) store_registers call(L_C623AA) goto_false(L_C61696) load_registers take_slot(argument, 0) sound(118) pause(10) "•Ukippu Kyako!" next "•(A {itemname(SKIP_SANDWICH)}!)" wait wait window_closeall delete_npc(800, 6) create_npc(802, 43, 1) set(MONKEY_CAVE_SKIP_SANDWICH) eob // $C61702 L_C61702: "•Ukki." next "•(Lucky.)" wait end // $C61715 Npc0799: goto_ifset(MONKEY_CAVE_PICNIC_LUNCH, L_C61803) "•Kikiki Kiki!" next "•(I wanna eat a {itemname(PICNIC_LUNCH)}!)" next "•Kikiki Kiki" next "•(If you grant my wish,{pause(15)} I might open the entrance.)" next "•Kikiki Kiki?" next "•(Will you give me a {itemname(PICNIC_LUNCH)}?)" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C617BB, L_C6179B) // $C6179B L_C6179B: "•Kikiki Kiki!" next "•(I wanna eat a {itemname(PICNIC_LUNCH)}!)" end // $C617BB L_C617BB: call(SUB_SelectInventoryItem) goto_false(L_C6179B) store_registers get_inventory(result, 0) swap result_is(93) goto_false(L_C6179B) load_registers take_slot(argument, 0) sound(118) pause(10) "•Kikie!" next "•(Great!)" wait window_closeall delete_npc(799, 6) create_npc(801, 43, 1) set(MONKEY_CAVE_PICNIC_LUNCH) eob // $C61803 L_C61803: "•Kikki" next "•(Hee he he)" end // $C61817 Npc0804: goto_ifset(MONKEY_CAVE_WET_TOWEL, L_C61949) "•Uki Ukikie" next "•(Doesn't it feel hot in here?{pause(20)} My fur's all sweaty!)" next "•Ukie Kikukie" next "•(Maybe you don't usually keep a {itemname(WET_TOWEL)}, but)" next "•Ukke Ukiki Ukkikie?" next "•(if you have one,{pause(15)} will you share it with me?)" next call(MENU_MakeYesNo) menu clearline switch(L_C618ED, L_C618C2) // $C618C2 L_C618C2: "•Ukie Ukie Ukikie" next "•(Anyway,{pause(15)} it is humid in here.)" end // $C618ED L_C618ED: call(SUB_SelectInventoryItem) goto_false(L_C618C2) store_registers get_inventory(result, 0) swap result_is(127) goto_false(L_C618C2) load_registers take_slot(argument, 0) sound(118) pause(10) "•Ukokkie? Ukike?" next "•(Do you have one?{pause(20)} Thank you!)" wait window_closeall delete_npc(804, 6) create_npc(806, 43, 1) set(MONKEY_CAVE_WET_TOWEL) eob // $C61949 L_C61949: "•Ukri Ukrikie" next "•(It's humid here.)" end // $C61966 Npc0803: goto_ifset(MONKEY_CAVE_PIZZA_1, L_C61A71) "•Ukkkin Uki Uki Ukkin" next "•(Oooooooo...,{pause(15)} I'm Monkonna.{pause(20)} I wanna eat a tasty {itemname(PIZZA)}.)" next "•Ukkyou kikinkyou" next "•(If you have some,{pause(15)} will you give it to me?)" next call(MENU_MakeYesNo) menu clearline switch(L_C61A14, L_C619EF) // $C619EF L_C619EF: "•Uki Ukiekkiki!" next "•(You useless monkey hater!)" end // $C61A14 L_C61A14: call(SUB_SelectInventoryItem) goto_false(L_C619EF) store_registers call(L_C62395) goto_false(L_C619EF) load_registers take_slot(argument, 0) sound(118) pause(10) "•Ukkin Ukkikeen" next "•(Hah,{pause(15)} Monkonna's happy.)" wait window_closeall delete_npc(803, 6) create_npc(805, 43, 1) set(MONKEY_CAVE_PIZZA_1) eob // $C61A71 L_C61A71: "•Ukkien" next "•(Oooooooo...)" end // $C61A88 Npc0814: goto_ifset(MONKEY_CAVE_PROTEIN_DRINK, L_C61B70) "•Ukyakki KyaKye" next "•(I'd like to have a {itemname(PROTEIN_DRINK)}.)" next "•Kya Kya?" next "•(Can you give me one?)" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C61B03, L_C61ADD) // $C61ADD L_C61ADD: "•KyaKya Kyokyokyo?" next "•('Cause I'm still a kid?)" end // $C61B03 L_C61B03: call(SUB_SelectInventoryItem) goto_false(L_C61ADD) store_registers get_inventory(result, 0) swap result_is(108) goto_false(L_C61ADD) load_registers take_slot(argument, 0) sound(118) pause(10) "•Gulp,{pause(15)} gulp...{pause(20)} Bliekki!" next "•(Gulp,{pause(15)} gulp...{pause(20)} Bliekki!)" wait window_closeall delete_npc(814, 6) create_npc(816, 43, 1) set(MONKEY_CAVE_PROTEIN_DRINK) eob // $C61B70 L_C61B70: "•Kya Kya" next "•(Kya Kya)" end // $C61B85 Npc0813: goto_ifset(MONKEY_CAVE_PIZZA_2, L_C61C76) "•If you have a {itemname(PIZZA)},{pause(15)} please give me one." next "•...Ukiki Ukkike" next "•(...Woops,{pause(20)} I spoke to you in the human's language.)" next "•Ukiki Ukkike" next "•(If you have a {itemname(PIZZA)},{pause(15)} please give me one.)" next call(MENU_MakeYesNo) menu clearline switch(L_C61C20, L_C61C0F) // $C61C0F L_C61C0F: "•Kye..." next "•(Darn...)" end // $C61C20 L_C61C20: call(SUB_SelectInventoryItem) goto_false(L_C61C0F) store_registers call(L_C62395) goto_false(L_C61C0F) load_registers take_slot(argument, 0) sound(118) pause(10) "•Ukki Ukikii!" next "•(Great,{pause(15)} pizza time!)" wait window_closeall delete_npc(813, 6) create_npc(815, 43, 1) set(MONKEY_CAVE_PIZZA_2) eob // $C61C76 L_C61C76: "•Thank you." next "•...Kie ukkya" next "•(...crap,{pause(15)} I used the human's language again.)" end // $C61CAC Npc0808: goto_ifset(MONKEY_CAVE_HAMBURGER_1, L_C61DA4) "•Unkikie! Uukiuki!" next "•(I love hamburgers!)" next "•Ukie Unkikie..." next "•(The monkey next to me loves hamburgers too...)" next "•Uuu.{pause(20)} Unkikkie Uki?" next "•(If you have a {itemname(HAMBURGER)},{pause(15)} will you please give it to me?)" next call(MENU_MakeYesNo) menu clearline switch(L_C61D5D, L_C61D50) // $C61D50 L_C61D50: "•....." next "•(.....)" end // $C61D5D L_C61D5D: call(SUB_SelectInventoryItem) goto_false(L_C61D50) store_registers call(L_C62380) goto_false(L_C61D50) load_registers take_slot(argument, 0) sound(118) pause(10) "•Unkikie!" next "•({itemname(HAMBURGER)}!)" wait window_closeall delete_npc(808, 6) create_npc(810, 43, 1) set(MONKEY_CAVE_HAMBURGER_1) eob // $C61DA4 L_C61DA4: "•Uki Unkinki Ukinkie" next "•(Truth is, the monkey next to me is my twin brother.)" end // $C61DDB Npc0807: goto_ifset(MONKEY_CAVE_HAMBURGER_2, L_C61ED7) "•Unkikkie Uuki Uki!" next "•(I love hamburgers!)" next "•Ukie Unkikie..." next "•(The monkey next to me loves hamburgers too...)" next "•Uuu.{pause(20)} Unkikkie Uki?" next "•(If you have a {itemname(HAMBURGER)},{pause(15)} will you please give it to me?)" next call(MENU_MakeYesNo) menu clearline switch(L_C61E8E, L_C61E81) // $C61E81 L_C61E81: "•....." next "•(.....)" end // $C61E8E L_C61E8E: call(SUB_SelectInventoryItem) goto_false(L_C61E81) store_registers call(L_C62380) goto_false(L_C61E81) load_registers take_slot(argument, 0) sound(118) pause(10) "•Unkikkie!" next "•({itemname(HAMBURGER)}!)" wait window_closeall delete_npc(807, 6) create_npc(809, 43, 1) set(MONKEY_CAVE_HAMBURGER_2) eob // $C61ED7 L_C61ED7: "•Uki Ukkinki Ukinkie" next "•(The monkey next to me is my twin brother.)" end // $C61F07 Npc0823: goto_ifset(MONKEY_CAVE_KING_BANANA, L_C62008) "•Ukie Ukikikie" next "•(I am Man K. Man.)" next "•Ukie Ukikikie" next "•(To me the most interesting thing is the {itemname(KING_BANANA)}.)" next "•Ukie Ukikikie" next "•(What?{pause(20)} Are you giving me a present?)" next call(MENU_MakeYesNo) menu clearline switch(L_C61FAB, L_C61F97) // $C61F97 L_C61F97: "•Uki..." next "•(Tight wad...)" end // $C61FAB L_C61FAB: call(SUB_SelectInventoryItem) goto_false(L_C61F97) store_registers get_inventory(result, 0) swap result_is(166) goto_false(L_C61F97) load_registers take_slot(argument, 0) sound(118) pause(10) "•Ukie!" next "•(Oh, I've died and gone to monkey heaven!)" wait window_closeall delete_npc(823, 6) create_npc(825, 43, 1) set(MONKEY_CAVE_KING_BANANA) eob // $C62008 L_C62008: "•Ukki Ukikie" next "•(I am Man K. Man.)" end // $C62026 Npc0822: goto_ifset(MONKEY_CAVE_HAMBURGER_3, L_C620E3) "•Uikkie Uiki Uki" next "•(Let's get to the point.{pause(20)} Give me a {itemname(HAMBURGER)}.)" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C62089, L_C6206B) // $C6206B L_C6206B: "•Uiki Uikki" next "•(Ok, shove off then.)" end // $C62089 L_C62089: call(SUB_SelectInventoryItem) goto_false(L_C6206B) store_registers call(L_C62380) goto_false(L_C6206B) load_registers take_slot(argument, 0) sound(118) pause(10) "•Uikki Uiki Uiki Uiki" next "•(I'm very grateful to you.)" wait window_closeall delete_npc(822, 6) create_npc(824, 43, 1) set(MONKEY_CAVE_HAMBURGER_3) eob // $C620E3 L_C620E3: "•Uiki" next "•(Please take care.)" end // $C620F7 Npc0818: goto_ifset(MONKEY_CAVE_FRESH_EGG, L_C62236) "•Meow Meow fss fss fssss?" next "•(What strange chattering for a monkey.)" next "•Coo Coo pepepe." next "•(If I eat a {itemname(FRESH_EGG)},{pause(15)} I recover some health.)" next "•Croak croak breeeeeep?" next "•(If you have one, can I have one?)" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C621D0, L_C6219A) // $C6219A L_C6219A: "•Bow wow ruff ruff bark!" next "•(Fine,{pause(15)} I'll just be a weird monkey.)" end // $C621D0 L_C621D0: call(SUB_SelectInventoryItem) goto_false(L_C6219A) store_registers get_inventory(result, 0) swap result_is(92) goto_false(L_C6219A) load_registers take_slot(argument, 0) sound(118) pause(10) "•Gulp,{pause(15)} gulp...{pause(20)} Ukiki!" next "•(Gulp,{pause(15)} gulp...{pause(20)} See!)" wait window_closeall delete_npc(818, 6) create_npc(820, 43, 1) set(MONKEY_CAVE_FRESH_EGG) eob // $C62236 L_C62236: "•Ukiki!" next "•(Monkey's true chattering!)" end // $C62257 Npc0817: goto_ifset(MONKEY_CAVE_RULER, L_C6235D) "•Kiki kikkeki!" next "•(Oh, I wanna measure something!)" next "•Kiki kiku eki!" next "•(But I don't have a {itemname(RULER)}...)" next "•Kuki keikuki?" next "•(Do you have one I may borrow?)" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C622FC, L_C622DC) // $C622DC L_C622DC: "•Kiki Kikurek ki!" next "•(No measuring!)" end // $C622FC L_C622FC: call(SUB_SelectInventoryItem) goto_false(L_C622DC) store_registers get_inventory(result, 0) swap result_is(140) goto_false(L_C622DC) load_registers take_slot(argument, 0) sound(118) pause(10) "•Kikki ekruiki!" next "•(Finally, I can measure my own tail!)" wait window_closeall delete_npc(817, 6) create_npc(819, 43, 1) set(MONKEY_CAVE_RULER) eob // $C6235D L_C6235D: "•Kikoke Ukike!" next "•(I can measure his tail too!)" end // $C62380 L_C62380: get_inventory(result, 0) swap rtoarg result_is(90) goto_true(L_C62394) swap result_is(233) // $C62394 L_C62394: eob // $C62395 L_C62395: get_inventory(result, 0) swap rtoarg result_is(95) goto_true(L_C623A9) swap result_is(97) // $C623A9 L_C623A9: eob // $C623AA L_C623AA: get_inventory(result, 0) swap rtoarg result_is(224) goto_true(L_C623BE) swap result_is(225) // $C623BE L_C623BE: eob // $C623BF Npc0811: goto_ifset(TALKED_TO_FRESH_EGG_GIVING_MONKEY, L_C624F5) "•Kyakyako Kyakie" next "•(Somewhere amongst all these rooms...)" next "•Ukkiki Kyako Kyakki" next "•(you should be able to obtain Dragonite.)" next "•Ukyakki Kikiyakoke?" next "•(Do you think Dragonite is really made from dragons?)" next "•KyokeKyoke Ukyokie" next "•(By the way, I'll give you a {itemname(FRESH_EGG)}.)" next "•Ukyakyokyo Kiekyo" next "•(If you run out,{pause(15)} just come back and I'll give you as many eggs as you want.)" prompt2 notfull(any) goto_false(L_C624D6) give_return_slot(result, FRESH_EGG) call(SUB_ItemGet) set(TALKED_TO_FRESH_EGG_GIVING_MONKEY) end // $C624D6 L_C624D6: next "•Kyokyukyo kyakie" next "•(You have too much stuff!)" end // $C624F5 L_C624F5: "•Ukyako kyakki?" next "•(Did you find a {itemname(FLAME_PENDANT)}?)" next "•Ukyakki Kokekyakya?" next "•(Oh no,{pause(15)} you don't have to answer.)" next "•KyokeKyoke Ukyokie" next "•(Here's another {itemname(FRESH_EGG)}...)" prompt2 notfull(any) goto_false(L_C624D6) give_return_slot(result, FRESH_EGG) call(SUB_ItemGet) end // $C62578 Npc0821: goto_ifset(GOT_KING_BANANA, L_C6266C) "•Kyuie" next "•(One of my friends can use the teleport.)" next "•Kyu?{pause(15)} Kyikki?" next "•(What?{pause(20)} You've never heard of it?)" next "•Kyukyu Kyui" next "•(Then,{pause(15)} I'll give you {itemname(KING_BANANA)}.)" next notfull(any) goto_false(L_C62641) give_return_slot(result, KING_BANANA) "•Kyu Ukyukui?" next "•(That didn't make sense, did it?{pause(20)} But, anyway, I'm attractive, don't you think?)" prompt2 call(SUB_KeyItemGet) set(GOT_KING_BANANA) end // $C62641 L_C62641: "•Kiee Kiee" next "•(You can't carry any more items.{pause(20)} You've got too much stuff.)" end // $C6266C L_C6266C: "•Kyu Kyuii" next "•(We're born in the desert.)" next "•Kyu? Kyuikki?" next "•(What? You didn't ask me about that?)" next "•Kyukyu Kyui kyukyu" next "•(You guys must be hard workers.)" next "•Kyu ukyukyoi?" next "•(I'm not making sense, am I?{pause(20)} But I am attractive, don't you think?)" end // $C6271A Npc0826: "•Ukikki Rukikki" next "•(I love Talah Rama the most.)" next "•Waakikki Hoikikki" next "•(He's a friend of the monkeys.)" next "•...Uki Ukiukiukya" next "•(...Here's a song I made up for Talah Rama!)" end // $C6279F Npc0828: goto_ifset(LEARNED_TELEPORT, L_C62819) goto_ifset(GOT_YOGURT_DISPENSER, L_C627CA) "•Kyakyakyaa Kya" next "•(I've been waiting for you.)" end // $C627CA L_C627CA: "•Kyakyekyai kya" next "•(I'll teach you teleportation.)" next "•Kyakyakya" next "•(Let's go outside.)" wait window_closeall set_npc_movement(828, 668) wait_movement set(READY_TO_LEARN_TELEPORT) set(TELEPORT_MONKEY_NOT_AT_CAVE) set(TELEPORT_MONKEY_NEAR_MONKEY_CAVE_ENTRANCE) eob // $C62819 L_C62819: "•Kyakya kyekyi?" next "•(So... how 've you been?)" end // $C6283D Npc0772: "•Hikikki." next "•(Follow me,{pause(15)} like this way.)" wait window_closeall set_npc_movement(772, 669) eob // $C62865 L_C62865: delete_npc(772, 6) create_npc(773, 8, 1) unset(TELEPORT_MONKEY_NEAR_MONKEY_CAVE_ENTRANCE) set(TELEPORT_MONKEY_NEAR_DESERT_ROAD) pause(1) get_dir_from_npc(773, PMEMBER, leader) npc_direction(773, 0) eob // $C62886 Npc0773: goto_ifset(LEARNED_TELEPORT, L_C62B6F) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C62A9B) goto_ifset(TEMP_2, L_C62A30) // $C628A1 L_C628A1: "•Kyakya Kyokyo" next "•(Ok,{pause(15)} I'll do a teacher's demonstration.)" next "•Kyakyakya Kyakkya" next "•(If you can learn this,{pause(15)} you can go anywhere you've been previously.)" next "•Kyakkyaki kiki" next "•(You can go there instantly.)" next "•Kyakki Kyaki" next "•(This skill can't be used in a room or underground, though.)" prompt2 window_closeall set_npc_movement(773, 670) wait_movement freeze_npc(773) music(13) unfreeze_npc(773) wait_movement freeze_npc(773) music_resume unfreeze_npc(773) wait_movement set_npc_movement(773, 8) get_dir_from_npc(773, PMEMBER, leader) npc_direction(773, 0) pause(30) window_open(1) "•Ukkie" next "•(I went to Fourside and returned.)" next "•Kyaakyakkya" next "•(I showed you the basic, straight course," next "•but you can also build up enough speed while turning, if you have enough room.)" next "•Ukkikie" next "•(Ok!{pause(15)} Why don't you try it, young man!)" wait window_closeall set(TEMP_2) eob // $C62A30 L_C62A30: window_open(1) "•Kyakyakyakya" next "•(Try again by believing in the monkey teacher.)" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C628A1, L_C62A75) // $C62A75 L_C62A75: "•Kyakyakya" next "•(You don't like the monkey teacher?...)" wait window_closeall eob // $C62A9B L_C62A9B: "•uKI?" next "•(What happened to the boy with the red cap?" next "•I was only going to teach him something.)" next "•Kyakyo" next "•(He's not here...)" end // $C62AE7 L_C62AE7: window_open(1) "•{name(NESS)} learned how to use PSI Teleportation." wait window_closeall learn_psi(1, 1) set(LEARNED_TELEPORT) get_dir_from_npc(773, PMEMBER, leader) npc_direction(773, 0) show_npc_emote(773, EXCLAMATION) pause(60) delete_npc_emote(773) set_npc_movement(773, 640) wait_movement window_open(1) "•Kyaho!" next "•(Great!{pause(20)} Okay,{pause(15)} the teacher is going home now.)" wait window_closeall set_npc_movement(773, 671) unset(TEMP_2) unset(TELEPORT_MONKEY_NEAR_DESERT_ROAD) unset(TELEPORT_MONKEY_NOT_AT_CAVE) eob // $C62B6F L_C62B6F: "•Kyai Kyai" next "•(Bye bye.)" end // $C62B87 Npc0771: "•Kukkukukku" next "•(Welcome!)" next "•Kikikiykki" next "•(Our paradise exists beneath that hole.)" next "•Kuykku kikki..." next "•(Talah Rama is great and kind...)" next "•Kikki Kuykku" next "•(and he knows everything, Talah Rama does...)" next "•Kikku Kuekki" next "•(He made us the underground rooms...)" end // $C62C50 Npc0798: "•Kyakkyekyaekya Kyikkya" next "•(Talah Rama is now fasting and)" next "•Kyakkyakyekyakya" next "•(practicing silent meditaion," next "•he is also abstaining from anything that would make him sick or smelly too.)" next "•Kyapi Kyapi" next "•(Please don't bother him.)" end // $C62CF5 Npc0797: "•....." end // $C62CF9 Npc0792: "•(Dusty Dunes Headquarters for finding buried gold.)" end // $C62D23 L_C62D23: "•(East to Fourside.)" end // $C62D30 Npc1375: counter(0) ctoarg "•Welcome to the Automatic Teller Machine." next "•Please select a transaction:" linebreak add_option("Withdrawal") add_option("Deposit") build_menu_horizontal(2) menu clearline switch(L_C62E6D, L_C62D93) // $C62D8A L_C62D8A: "•Thank you very much." // $C62D91 L_C62D91: end // $C62D93 L_C62D93: has_bankmoney(9999999) goto_false(L_C62E3B) call(L_C62FD6) goto_false(L_C62D8A) rtoarg hasmoney(0) goto_true(L_C62DF3) takemoney(0) deposit(0) open_wallet sound(118) pause(10) "•Your account will be credited" linebreak " ${number(argument)}." next "•Thank you very much." goto(L_C62D91) // $C62DF3 L_C62DF3: "•Invalid instruction input. Please try again." next goto(L_C62D93) // $C62E1B L_C62E1B: "•You do not have that much money for a deposit." next goto(L_C62D93) // $C62E3B L_C62E3B: "•This machine cannot accept a deposit greater than" linebreak " $9,999,999." next goto(L_C62D8A) // $C62E6D L_C62E6D: has_bankmoney(1) goto_true(L_C62F49) hasmoney(99999) goto_false(L_C62F72) call(L_C62F99) goto_false(L_C62D8A) rtoarg has_bankmoney(0) goto_true(L_C62EEF) store_registers withdraw(0) givemoney(0) hasmoney(100000) goto_false(L_C62F1A) "•Your account has been debited" linebreak " ${number(argument)}." next "•Please take your cash." prompt2 open_wallet sound(116) pause(20) eob // $C62EEA L_C62EEA: goto(L_C62D91) // $C62EEF L_C62EEF: "•The requested amount is in excess of your account balance." next goto(L_C62E6D) // $C62F1A L_C62F1A: load_registers deposit(0) "•You are not allowed to carry more than" linebreak " $99,999." next goto(L_C62E6D) // $C62F49 L_C62F49: "•Your account is currently showing a zero balance." next goto(L_C62D8A) // $C62F72 L_C62F72: "•You are not allowed to carry more than" linebreak " $99,999." next goto(L_C62D8A) // $C62F99 L_C62F99: call(L_C63004) "•Please enter the amount of your withdrawal." next "•Balance: ${stat(BANK_MONEY)}" linebreak // $C62FC5 L_C62FC5: open_wallet text_pos(10, 2) "&" text_pos(4, 2) "$" number_input(5) clearline eob // $C62FD6 L_C62FD6: call(L_C63004) "•Please enter the amount of your deposit." next "•Balance: ${stat(BANK_MONEY)}" linebreak goto(L_C62FC5) // $C63004 L_C63004: "•Your account currently shows a balance of ${stat(BANK_MONEY)}." next eob // $C63029 L_C63029: phone_menu goto_true(L_C63032) newline // $C63032 L_C63032: eob // $C63033 L_C63033: phone_menu goto_true(L_C63042) newline givemoney(1) open_wallet // $C63042 L_C63042: eob // $C63043 Npc1274: "•INPUT YOUR COMMAND." linebreak open_hp goto_ifset(PARTY_IS_ROBOTIFIED, L_C63089) add_option("Life-up") add_option("Communicate") build_menu_horizontal(2) // $C6307C L_C6307C: menu clearline switch(SUB_FullHealAllRest, L_C630A8) eob // $C63089 L_C63089: add_option("Repair") add_option("Communicate") build_menu_horizontal(2) goto(L_C6307C) // $C630A8 L_C630A8: call(L_C63229) eob // $C630AE L_C630AE: goto_ifset(GOT_BAD_KEY_MACHINE, L_C630C7) "•(Beep-beep-beep...)" end // $C630C7 L_C630C7: ctoarg store_registers_global "•Hello! Hello!" linebreak " Maxwell Labs here." next "•Oh, hello {stat(JEFF_NAME)}!" next "•Would you like me to keep a record of your journey?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C6314C, L_C6311E) // $C6311E L_C6311E: "•You just wanted to hear my voice?" linebreak " Gwahahahahahahah!" next // $C63146 L_C63146: goto(L_C634EA) // $C6314B L_C6314B: eob // $C6314C L_C6314C: load_registers_global set_respawn_point(0) goto_ifset(flag 780, L_C6315A) save_game // $C6315A L_C6315A: "•All right, I have everything written down." next "•Do you want to take a break now?" linebreak add_option("Continue") add_option("End") build_menu_horizontal(2) menu clearline switch(L_C631A1, L_C631E3) // $C631A1 L_C631A1: "•You've become such a hard worker!" next "•I've got to get back to work myself!" next "•Go for it, bad boy!" next goto(L_C63146) // $C631E3 L_C631E3: "•I don't know where you are planning on sleeping, but have a good rest!" next "•Go ahead and turn the power OFF, and have a good night." disable_input end // $C63229 L_C63229: goto_ifset(LAST_DAD_CALL, L_C75929) goto_ifset(GIYGAS_DEFEATED, L_C635BD) ctoarg store_registers_global newline get_char(1) result_is(1) goto_true(L_C632C7) "•Hello?" next "•...Is that you, {stat(NESS_NAME)}{pause(10)}?" next "•Why are you disguising your voice like that?" next "•Who are you pretending to be?" next "•Oh, well. It's not a big deal." next "•I suppose you need to have a sense of humor at a time like this." next goto(L_C632E2) // $C632C7 L_C632C7: "•{name(NESS)}? It's your dad." next isset(PARTY_IS_ROBOTIFIED) switch_call(L_C6354B) // $C632E2 L_C632E2: get_earned_money(1) goto_false(L_C6333C) swap "•I deposited ${number(argument)}" linebreak " into your bank account." next "•Taking away what you've spent, you should now have" next "•${stat(BANK_MONEY)} in the bank." next get_earned_money(2) // $C6333C L_C6333C: counter(1) "•Well, exp to get to the next level," prompt2 // $C63352 L_C63352: ctoarg check_party_size(0) goto_true(L_C633C9) get_char(0) goto_false(L_C633C9) rtoarg get_required_exp(argument) goto_false(L_C63388) newline "•{name(argument)}..." swap number(argument) "." prompt2 // $C63382 L_C63382: inc goto(L_C63352) // $C63388 L_C63388: newline "•{name(argument)}..." linebreak " has already reached " swap call(TEXT_PMemberPossessive) " maximum level." next "•That's just fine, but..." next next next goto(L_C63382) // $C633C9 L_C633C9: newline "•Anyway, what do you need from me?" linebreak add_option("Record") add_option("Nothing, really") build_menu_horizontal(2) menu clearline switch(L_C63415, L_C63407) // $C63407 L_C63407: "•Good luck!" next goto(L_C634EA) // $C63415 L_C63415: load_registers_global set_respawn_point(0) save_game "•All done." next "•Your dear old dad was also thinking about hitting the hay for the night." next "•I have created a record of your adventure to this point." next "•Good night, sleep tight." linebreak get_char(1) result_is(1) goto_false(L_C63494) isset(PARTY_IS_ROBOTIFIED) switch_call(L_C63593) // $C63494 L_C63494: add_option("Continue") add_option("End") build_menu_horizontal(2) menu clearline switch(L_C634B4, L_C63506) // $C634B4 L_C634B4: "•{stat(NESS_NAME)}, you like to work hard, just like your mother." next "•But, I don't think it's good to work too hard." next // $C634EA L_C634EA: newline sound(11) "•(Click! Beep-beep-beep...)" end // $C63506 L_C63506: "•We're a great team, aren't we?" next "•Well, you should turn the power OFF instead of just pressing RESET." next "•All right?" disable_input end // $C6354B L_C6354B: "•Who is this?! {stat(NESS_NAME)}?!" linebreak " Do you have a cold or something?" next "•Your voice sounds kind of funny." next "•Oh, well. That's OK." next eob // $C63593 L_C63593: "•I hope you get over your cold soon." linebreak has_status(NESS, HOMESICKNESS, HOMESICK) goto_true(L_C635B4) eob // $C635B4 L_C635B4: inflict(NESS, HOMESICKNESS, NOT_HOMESICK) sound(37) eob // $C635BD L_C635BD: "•Hi, it's your dad!" linebreak " To get to the next level..." next "•Ha hah ha hah!" linebreak " I guess I don't need to tell you this any more!" next "•... Next week will be your birthday, {stat(NESS_NAME)}." next "•I'm trying very hard to be home for that big day!" next "•I'll be sure to get you a good present!" next "•I've been following your adventures closely," next "•but I want to hear about them from you, in person." next "•You sound a lot more... mature over the phone." next "•...Well, I'll see you at home, then." next "•Bye!" linebreak sound(11) " (Click!" linebreak " Beep-beep-beep...)" wait set(LAST_DAD_CALL) eob // $C636E5 L_C636E5: goto_ifset(LAST_ESCARGO_EXPRESS_CALL, L_C75929) goto_ifset(GIYGAS_DEFEATED, L_C639CA) goto_ifset(ESCARGO_EXPRESS_DELIVERY, L_C63958) goto_ifset(ESCARGO_EXPRESS_PICK_UP, L_C63958) goto_ifset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY, L_C63958) goto_ifset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY, L_C63958) call(CHECK_TimedEventPending) goto_true(L_C63958) goto_ifset(ESCARGO_EXPRESS_HAS_PAULAS_PENCIL_ERASER, L_C64946) goto_ifset(ESCARGO_EXPRESS_HAS_POOS_HAWK_EYE, L_C649B7) call(L_C63963) // $C6372D L_C6372D: call(L_C63BA1) add_option("Pick-up") add_option("Delivery") build_menu_horizontal(2) menu clearline switch(L_C63761, L_C63790) // $C63756 L_C63756: call(L_C63BC1) call(L_C645F2) eob // $C63761 L_C63761: can_store_item(NESS, 1) compare_reg(REG_RESULT, 2) goto_true(L_C63786) call(L_C63BEC) set(ESCARGO_EXPRESS_PICK_UP) timed_event(3) call(L_C645F2) set(PREVENT_TELEPORT) eob // $C63786 L_C63786: call(L_C63C59) goto(L_C63756) // $C63790 L_C63790: counter(1) get_escargo_counter goto_false(L_C6390C) call(L_C63CA8) // $C6379F L_C6379F: save_window_context show_escargo window_close(13) window_switch(1) newline goto_false(L_C63756) swap store_registers get_escargo(0) swap "•{itemname(REG_ARGUMENT)}?" linebreak " Do you need anything else?" linebreak load_registers unk_19_1C(255, 0) call(MENU_MakeYesNo) menu clearline switch(L_C637E8, L_C63888) goto(L_C63888) // $C637E8 L_C637E8: counter(1) get_escargo_counter goto_false(L_C63916) "•Select an item." prompt2 save_window_context show_escargo window_close(13) window_switch(1) newline goto_false(L_C63888) swap store_registers get_escargo(0) swap "•{itemname(REG_ARGUMENT)}?" linebreak " Do you need anything else?" linebreak load_registers unk_19_1C(255, 0) call(MENU_MakeYesNo) menu clearline switch(L_C63848, L_C63888) goto(L_C63888) // $C63848 L_C63848: counter(1) get_escargo_counter goto_false(L_C63916) "•Select an item." prompt2 save_window_context show_escargo window_close(13) window_switch(1) newline goto_false(L_C63888) swap store_registers get_escargo(0) swap "•{itemname(REG_ARGUMENT)}?" next load_registers unk_19_1C(255, 0) // $C63888 L_C63888: "•Just to confirm, you're expecting delivery of the" next unk_19_1D(1, 0) "•{itemname(REG_ARGUMENT)}" unk_19_1D(2, 0) goto_false(L_C638D4) linebreak " {itemname(REG_ARGUMENT)}" unk_19_1D(3, 0) goto_false(L_C638D4) linebreak " and {itemname(REG_ARGUMENT)}." // $C638D4 L_C638D4: prompt2 newline "•Is that correct?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C638F8, L_C6393E) goto(L_C6393E) // $C638F8 L_C638F8: call(L_C63D25) set(ESCARGO_EXPRESS_DELIVERY) timed_event(2) call(L_C645F2) set(PREVENT_TELEPORT) eob // $C6390C L_C6390C: call(L_C63D54) goto(L_C63756) // $C63916 L_C63916: get_char(1) swap "•We're not storing any of {name(argument)}'s stuff right now." next goto(L_C63888) // $C6393E L_C6393E: call(SUB_CancelItemDeliveries) "•Well, please start over again." next goto(L_C6379F) // $C63958 L_C63958: call(L_C63DE3) call(L_C645F2) eob // $C63963 L_C63963: "•Hello! This is Escargo Express." next counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C639C9) newline "•Oh, is that you, {stat(NESS_NAME)}?" linebreak " Big Bro!" next "•It's me, Tracy." next "•I'm working part-time for Escargo Express." next // $C639C9 L_C639C9: eob // $C639CA L_C639CA: "•Hello! This is Escargo Express." next "•Tracy doesn't work here any more. Yeah, she used to work here, part-time." next "•Hunh? This is {stat(NESS_NAME)}?" linebreak " Tracy's big brother?" next "•I've heard about the great work you're doing." next "•It's an honor to talk to you, sir!" next "•Oh, you're calling for a delivery?" linebreak " I'm very sorry." next "•My wife is out on maternity leave, so I'm taking care of my other kid." next "•I decided to take some time off from the delivery business." next "•It's right next to the fridge! Put it into the microwave... ...that's it." next "•...Sorry about that." next "•I'm a little busy right now, as you heard." next "•I really would like to hear some of your stories." next "•Zoicks! That was the dog's food!" next "•*Crash!* Hey, hey! Now look what you've done!" next "•...I'm sorry." linebreak " I have to go. Good bye." linebreak sound(11) " (Click!)" wait set(LAST_ESCARGO_EXPRESS_CALL) eob // $C63BA1 L_C63BA1: newline goto_ifset(GIYGAS_DEFEATED, L_C63BB7) "•What can I do for you?" linebreak eob // $C63BB7 L_C63BB7: "•What do you need?" linebreak eob // $C63BC1 L_C63BC1: goto_ifset(GIYGAS_DEFEATED, L_C63BE4) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C63BDC) "•Come again." prompt2 eob // $C63BDC L_C63BDC: "•Please come again." prompt2 eob // $C63BE4 L_C63BE4: "•Well, come again." prompt2 eob // $C63BEC L_C63BEC: goto_ifset(GIYGAS_DEFEATED, L_C63C2A) "•You want us to store something for you?" next "•We'll send someone over immediately to pick it up." prompt2 eob // $C63C2A L_C63C2A: "•Well, I'll pick it up personally." linebreak " Who am I?" linebreak " I'm the president!" prompt2 eob // $C63C59 L_C63C59: goto_ifset(GIYGAS_DEFEATED, L_C63C86) "•I'm very sorry." linebreak " Our storage lockers are all full right now." next eob // $C63C86 L_C63C86: "•I'm sorry." linebreak " Our storage lockers are all full right now." next eob // $C63CA8 L_C63CA8: goto_ifset(GIYGAS_DEFEATED, L_C63CEA) "•You would like us to deliver something? We can deliver up to three things." next "•Please select the goods you want." prompt2 eob // $C63CEA L_C63CEA: "•You would like us to deliver something? We can deliver up to three things." next "•Please select the goods you want." prompt2 eob // $C63D25 L_C63D25: goto_ifset(GIYGAS_DEFEATED, L_C63D40) "•We'll send someone over right away!" prompt2 eob // $C63D40 L_C63D40: "•I'll come and help you personally!" next eob // $C63D54 L_C63D54: goto_ifset(GIYGAS_DEFEATED, L_C63DC8) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C63D93) "•Hey big brother {stat(NESS_NAME)}," linebreak " we don't have any of your stuff in storage right now." next eob // $C63D93 L_C63D93: get_char(1) "•" call(TEXT_PMemberPoliteUpper) ", we do not have anything stored for someone" next get_char(1) swap "•by the name of {name(argument)}." next eob // $C63DC8 L_C63DC8: "•I don't think we have anything of yours in storage." next eob // $C63DE3 L_C63DE3: goto_ifset(GIYGAS_DEFEATED, L_C63E5A) "•Hello!" linebreak " This is Escargo Express." next "•I'm very sorry, but all our delivery people are out, serving other customers." next "•We can't take any delivery orders right now." next "•Please call back a little later." prompt2 eob // $C63E5A L_C63E5A: "•Hello, you have reached Escargo Express." next "•All of our staff members are currently out of the office." next "•Please call again." linebreak " This is a recording." prompt2 eob // $C63EB0 L_C63EB0: call(L_C659BF) unset(ESCARGO_EXPRESS_PICK_UP) can_store_item(NESS, 1) compare_reg(REG_RESULT, 2) goto_true(L_C641B0) goto_ifset(GIYGAS_DEFEATED, L_C63F42) "•Hello, this is Escargo Express!" next "•Your delivery charge is $18." next "•You can cover the bill, right?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C63F74, L_C63F1F) // $C63F1F L_C63F1F: "•Oh, I see." linebreak " Please try us again." wait window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C63F42 L_C63F42: "•Hi, I'm from Escargo Express." next "•I'm here to pick up your stuff." next goto(L_C63F80) // $C63F74 L_C63F74: hasmoney(18) goto_true(L_C6427C) // $C63F80 L_C63F80: "•What do you want me to take?" next "•I can take up to three things." prompt2 open_hp // $C63FA2 L_C63FA2: call(SUB_SelectInventoryItem) newline goto_false(L_C63F1F) store_registers can_store_item(result, 0) goto_true(L_C64192) load_registers unk_19_1C(0, 0) unk_19_1D(1, 0) "•{itemname(REG_ARGUMENT)}?" can_store_item(NESS, 1) compare_reg(REG_RESULT, 2) goto_true(L_C64240) newline " Will there be anything else?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C63FFD, L_C640A1) goto(L_C640A1) // $C63FFD L_C63FFD: "•What do you want me to take?" prompt2 // $C6400A L_C6400A: call(SUB_SelectInventoryItem) newline goto_false(L_C640A1) store_registers can_store_item(result, 0) goto_true(L_C6419C) load_registers unk_19_1C(0, 0) unk_19_1D(2, 0) "•{itemname(REG_ARGUMENT)}?" linebreak can_store_item(NESS, 1) compare_reg(REG_RESULT, 2) goto_true(L_C64240) newline " Will there be anything else?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C64066, L_C640A1) goto(L_C640A1) // $C64066 L_C64066: "•Which one do you want me to take?" prompt2 // $C64078 L_C64078: call(SUB_SelectInventoryItem) newline goto_false(L_C640A1) store_registers can_store_item(result, 0) goto_true(L_C641A6) load_registers unk_19_1C(0, 0) unk_19_1D(3, 0) "•{itemname(REG_ARGUMENT)}?" next // $C640A1 L_C640A1: "•Let me just confirm your request. You want me to take" next unk_19_1D(1, 0) "•the {itemname(REG_ARGUMENT)}" unk_19_1D(2, 0) goto_false(L_C640F1) linebreak " the {itemname(REG_ARGUMENT)}" unk_19_1D(3, 0) goto_false(L_C640F1) linebreak " and the {itemname(REG_ARGUMENT)}." // $C640F1 L_C640F1: next "•Is this correct?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C64116, L_C64155) goto(L_C64155) // $C64116 L_C64116: takemoney(18) isset(GIYGAS_DEFEATED) switch_call(L_C6462E) open_wallet sound(118) call(SUB_CancelItemDeliveries) "•All right, certainly," linebreak " thanks a lot!" wait window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C64155 L_C64155: unk_19_1D(1, 1) give_return_slot(result, REG_ARGUMENT) unk_19_1D(2, 1) goto_false(L_C64179) give_return_slot(result, REG_ARGUMENT) unk_19_1D(3, 1) goto_false(L_C64179) give_return_slot(result, REG_ARGUMENT) // $C64179 L_C64179: "•Well, let's start again, shall we?" prompt2 goto(L_C63FA2) // $C64192 L_C64192: call(L_C64633) goto(L_C63FA2) // $C6419C L_C6419C: call(L_C64633) goto(L_C6400A) // $C641A6 L_C641A6: call(L_C64633) goto(L_C64078) // $C641B0 L_C641B0: "•Excuse me." next "•We checked your records and found" next "•that we are already storing too many of your items." next "•We cannot accept any more goods from you at this time." next "•Please contact us later when we may have space for your items." wait window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C64240 L_C64240: next "•We're sorry, we cannot carry more than three items." next "•Please understand that it's our policy." next goto(L_C640A1) // $C6427C L_C6427C: "•You don't have enough money." next "•Call us at another time." wait window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C642A3 L_C642A3: call(L_C659BF) unset(ESCARGO_EXPRESS_DELIVERY) "•I'm from Escargo Express!!" next "•I'm here to deliver your" next unk_19_1D(1, 0) "•{itemname(REG_ARGUMENT)}" unk_19_1D(2, 0) goto_false(L_C642FC) "," linebreak " {itemname(REG_ARGUMENT)}" unk_19_1D(3, 0) goto_false(L_C642FC) "," linebreak " and {itemname(REG_ARGUMENT)}" // $C642FC L_C642FC: "." next goto_ifset(GIYGAS_DEFEATED, L_C643DE) "•Your charge is $18." linebreak " You can pay for this, right?" next call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C643CE, L_C64339) // $C64339 L_C64339: "•Well, I need to take these things back then." next "•Is that OK?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C643A7, L_C6436A) // $C6436A L_C6436A: "•Hmmm, what should I do?" next "•You actually don't have any money, right?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C643CE, L_C64339) goto(L_C64339) // $C643A7 L_C643A7: "•Okay." linebreak " Call us again later." wait call(SUB_CancelItemDeliveries) window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C643CE L_C643CE: hasmoney(18) goto_true(L_C644E3) unk_19_1D(1, 0) // $C643DE L_C643DE: notfull(any) goto_false(L_C6442F) give_return_slot(result, REG_ARGUMENT) takemoney(18) unk_19_1D(2, 0) goto_false(L_C6441D) notfull(any) goto_false(L_C6445F) give_return_slot(result, REG_ARGUMENT) unk_19_1D(3, 0) goto_false(L_C6441D) notfull(any) goto_false(L_C644A0) give_return_slot(result, REG_ARGUMENT) // $C6441D L_C6441D: call(L_C64600) unk_19_1D(1, 1) unk_19_1D(2, 1) unk_19_1D(3, 1) eob // $C6442F L_C6442F: "•Oh, you have too many things." linebreak " Please call us again later." wait call(SUB_CancelItemDeliveries) window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C6445F L_C6445F: "•I don't think you can carry everything." next unk_19_1D(1, 1) "•Well, I'll leave just" linebreak " the {itemname(REG_ARGUMENT)}." next call(L_C64600) unk_19_1D(2, 1) store_item(REG_ARGUMENT) unk_19_1D(3, 1) goto_false(L_C6449F) store_item(REG_ARGUMENT) // $C6449F L_C6449F: eob // $C644A0 L_C644A0: "•I don't think you can carry everything." next unk_19_1D(1, 1) "•Well, I'll leave just" linebreak " the {itemname(REG_ARGUMENT)}" linebreak " and" unk_19_1D(2, 1) " the {itemname(REG_ARGUMENT)}." next call(L_C64600) unk_19_1D(3, 1) store_item(REG_ARGUMENT) eob // $C644E3 L_C644E3: "•Ah, I see... You don't have enough money. Call us again later." wait call(SUB_CancelItemDeliveries) window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C64515 L_C64515: call(SUB_CancelItemDeliveries) unset(ESCARGO_EXPRESS_DELIVERY) unset(ESCARGO_EXPRESS_PICK_UP) call(L_C7DE2F) window_open(1) "•Hello!" linebreak " This is Escargo Express." linebreak " (hee, ha, he, ha)" next "•I just (hee, ha, he, ha)couldn't find your location..." next "•...You must be somewhere really strange.(hee, ha, he, ha)" next "•I've decided, honestly, that... I should give up." next "•I'm outta here. (hee, ha, he, ha)" next "•Sometimes this happens, you know?" prompt2 call(L_C7DE54) call(L_C7DE72) eob // $C645F2 L_C645F2: newline sound(11) "•(Click!)" end // $C64600 L_C64600: isset(GIYGAS_DEFEATED) switch_call(L_C6462E) open_wallet sound(118) "•OK, here we are." linebreak " Thank you!" wait window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C6462E L_C6462E: givemoney(18) eob // $C64633 L_C64633: "•I think you should keep it." next "•Do you have anything else you want me to take?" prompt2 eob // $C64650 // Cancel Escargo Express item deliveries SUB_CancelItemDeliveries: unk_19_1D(1, 1) store_item(REG_ARGUMENT) unk_19_1D(2, 1) goto_false(L_C64671) store_item(REG_ARGUMENT) unk_19_1D(3, 1) goto_false(L_C64671) store_item(REG_ARGUMENT) // $C64671 L_C64671: eob // $C64672 L_C64672: "•Oh, it's my line now? Ooops!" linebreak // $C64687 L_C64687: call(MENU_MakeYesNo) menu clearline switch(L_C646AE, L_C64698) // $C64698 L_C64698: "•What the hey?" linebreak " Well, see you!" end // $C646AE L_C646AE: "•What do you want me to do?" linebreak // $C646BB L_C646BB: add_option("Store") add_option("Check out") build_menu_horizontal(2) menu clearline switch(L_C6474F, L_C6483C) goto_ifset(GIYGAS_DEFEATED, L_C646FA) "•Well, take care and I'll talk to you later!" end // $C646FA L_C646FA: "•Well, take care and talk to you later!" next "•Oh, I said “take care”!" next "•It just slipped out of my mouth," next "•just like I was talking to you when you were gone..." end // $C6474F L_C6474F: call(CHECK_AnyoneHasItem) goto_false(L_C6480C) can_store_item(NESS, 1) compare_reg(REG_RESULT, 2) goto_true(L_C647EF) "•What do you want to store?" prompt2 open_hp call(SUB_SelectInventoryItem) newline goto_false(L_C6491E) store_registers can_store_item(result, 0) goto_true(L_C64823) load_registers get_inventory(result, 0) sound(118) newline "•The {itemname(REG_ARGUMENT)}?" linebreak " Don't worry, I'll keep it safe." next load_registers store_slot(result, 0) // $C647BD L_C647BD: newline "•Do you have anything else that you want me to store?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6474F, L_C6491E) goto(L_C6491E) // $C647EF L_C647EF: newline "•I'm sorry." linebreak " My locker is full." prompt2 goto(L_C6491E) // $C6480C L_C6480C: newline "•I don't think you have anything to store." prompt2 goto(L_C6491E) // $C64823 L_C64823: newline "•I think you should hang on to that." next goto(L_C647BD) // $C6483C L_C6483C: counter(1) get_escargo_counter goto_false(L_C648E3) notfull(any) goto_false(L_C648FC) newline "•What would you like" linebreak " returned?" prompt2 open_hp save_window_context // $C64865 L_C64865: show_escargo newline goto_false(L_C64916) swap store_registers save_window_context call(L_C5E54A) goto_false(L_C648DA) store_registers_global window_close(13) window_switch(1) load_registers_global sound(116) withdraw_item(result, 0) get_inventory(result, 0) "•The {itemname(REG_ARGUMENT)}?" linebreak " Take good care of it." next "•Is there anything else you want returned?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6483C, L_C6491E) goto(L_C6491E) // $C648DA L_C648DA: swap open_hp goto(L_C64865) // $C648E3 L_C648E3: newline "•I'm not storing any of your stuff." next goto(L_C6491E) // $C648FC L_C648FC: newline "•I think you are already carrying too many things." next goto(L_C6491E) // $C64916 L_C64916: window_close(13) window_switch(1) // $C6491E L_C6491E: newline "•Do you need anything else from me?" linebreak goto(L_C646BB) // $C64930 L_C64930: newline "•I think {name(argument)} is carrying too many things." prompt2 eob // $C64946 L_C64946: "•Are you calling about the delivery of the “Pencil Eraser”?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C64996, L_C64983) // $C64983 L_C64983: "•Oh, that's not what you want?" next goto(L_C6372D) // $C64996 L_C64996: "•We'll send someone right away." next call(L_C645F2) set(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) timed_event(9) set(PREVENT_TELEPORT) eob // $C649B7 L_C649B7: "•This is about the delivery of the “{itemname(HAWK_EYE)}”?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C649FB, L_C649E8) // $C649E8 L_C649E8: "•Oh, that's not what you want?" next goto(L_C6372D) // $C649FB L_C649FB: "•We'll send someone right away." next call(L_C645F2) set(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) timed_event(10) set(PREVENT_TELEPORT) eob // $C64A1C L_C64A1C: "•Hello! This is Mach Pizza!" goto_ifset(GIYGAS_DEFEATED, L_C64B59) call(CHECK_TimedEventPending) goto_true(L_C64B18) goto_ifset(PIZZA_DELIVERY, L_C64B18) // $C64A47 L_C64A47: " What would you like to order?" next newline save_window_context window_open(37) add_option("small") add_option("medium") add_option("large") build_menu_vertical(1) menu store_registers_global window_closetop window_switch(1) load_registers_global switch(L_C64AB8, L_C64AA0, L_C64ACF) // $C64A92 L_C64A92: "•Call again!" next goto(L_C64B0B) // $C64AA0 L_C64AA0: "•Sorry, they are all sold out." linebreak goto(L_C64A47) // $C64AB8 L_C64AB8: "•You want one small pizza?" linebreak goto(L_C64AE6) // $C64ACF L_C64ACF: "•You want one large pizza?" linebreak set(LARGE_PIZZA_DELIVERY) // $C64AE6 L_C64AE6: rtoarg " We'll deliver it within 3 minutes." next set(PIZZA_DELIVERY) timed_event(1) set(PREVENT_TELEPORT) // $C64B0B L_C64B0B: sound(11) "•(Click!)" end // $C64B18 L_C64B18: next "•Our deliverymen are not available right now." next "•We can't deliver any pizza for the time being." next goto(L_C64A92) // $C64B59 L_C64B59: next "•Our delivery men got tired and quit." next "•So, we decided to close the shop." next "•Thank you for consistently using us for all of your pizza needs." next sound(11) " (Click!)" end // $C64BBF L_C64BBF: call(L_C659BF) unset(PIZZA_DELIVERY) "•Hello! Mach Pizza delivery!" linebreak " Here is your pizza pie, sir." next notfull(any) goto_false(L_C64C9E) rtoarg store_registers goto_ifset(LARGE_PIZZA_DELIVERY, L_C64C60) counter(95) // $C64C0A L_C64C0A: ctoarg get_item_price(REG_ARGUMENT) swap "•That'll be ${number(argument)}. You have the money, don't you?" linebreak store_registers call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C64C6A, L_C64C42) // $C64C42 L_C64C42: "•I see." linebreak " Call us again." // $C64C52 L_C64C52: wait window_closeall call(L_C7DDE8) call(L_C659C8) eob // $C64C60 L_C64C60: unset(LARGE_PIZZA_DELIVERY) counter(97) goto(L_C64C0A) // $C64C6A L_C64C6A: hasmoney(0) goto_true(L_C64CC9) load_registers swap notfull(any) goto_false(L_C64C9E) give_return_slot(result, REG_ARGUMENT) load_registers takemoney(0) open_wallet sound(118) "•Thank you very much." goto(L_C64C52) // $C64C9E L_C64C9E: unset(LARGE_PIZZA_DELIVERY) "•Oh, it looks like you can not carry any more." linebreak " Call us again some other time." goto(L_C64C52) // $C64CC9 L_C64CC9: "•Oh? You are a little short of cash. Well, call us again some other time." goto(L_C64C52) // $C64CF8 L_C64CF8: unset(PIZZA_DELIVERY) unset(LARGE_PIZZA_DELIVERY) call(L_C7DE2F) window_open(1) "•Hello!" linebreak " This is Mach Pizza." linebreak " (hee, ha, he, ha)" next "•...You must be at somewhere really strange, (hee, ha, he, ha)..." next "•I couldn't deliver the pizza." linebreak " The pizza got really cold and hard, and my legs are tired..." next "•I am going to give up and go back." next "•...I hope I can find the way home..." linebreak " (hee, ha, he, ha)" prompt2 call(L_C7DE54) call(L_C7DE72) eob // $C64DD0 L_C64DD0: newline "•Would you like to return something?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C64E04, L_C64DEE) // $C64DEE L_C64DEE: "•Oh, that's good." next // $C64DF8 L_C64DF8: "•Please stop by again." end // $C64E04 L_C64E04: "•What do you want to return?" prompt2 open_wallet call(SUB_SelectInventoryItem) newline goto_false(L_C64DEE) store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_C64EA4) "•The {itemname(REG_ARGUMENT)}?" linebreak " We can give you" linebreak " back " swap "${number(argument)}." next "•Would you like to do that?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C64E6E, L_C64E69) // $C64E69 L_C64E69: goto(L_C64E86) // $C64E6E L_C64E6E: givemoney(0) open_wallet sound(118) load_registers take_slot(argument, 0) "•Thank you very much." next // $C64E86 L_C64E86: "•Do you have anything else?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C64E04, L_C64DF8) goto(L_C64DF8) // $C64EA4 L_C64EA4: "•We're very sorry, but we don't deal with that product." next goto(L_C64E86) // $C64ECA L_C64ECA: "•(We trust you. Feel free to shop here.)" next "•What would you like to buy?" prompt2 open_wallet open_hp show_shop(48) newline goto_false(L_C64FB3) swap notfull(any) goto_false(L_C64FDE) store_registers "•How much do you want to pay?" linebreak text_pos(9, 2) "&" text_pos(4, 2) "$" number_input(4) clearline swap goto_false(L_C64FB3) store_registers hasmoney(0) goto_true(L_C64FF3) load_registers swap goto_false(L_C64FC8) swap result_is(190) goto_true(L_C64F66) compare_reg(REG_ARGUMENT, 12) goto_false(L_C64FAB) goto(L_C64F73) // $C64F66 L_C64F66: compare_reg(REG_ARGUMENT, 5) goto_false(L_C64FAB) // $C64F73 L_C64F73: load_registers takemoney(0) open_wallet sound(118) "•{name(NESS)} paid ${number(argument)} at the self-service stand." wait // $C64F9F L_C64F9F: load_registers swap give_return_slot(NESS, REG_ARGUMENT) set(SHOPPED_AT_FOOD_STAND) eob // $C64FAB L_C64FAB: set(DID_NOT_PAY_FOOD_STAND) goto(L_C64F73) // $C64FB3 L_C64FB3: "•{name(NESS)} decided not to buy anything." end // $C64FC8 L_C64FC8: "•{name(NESS)} did not pay." wait set(DID_NOT_PAY_FOOD_STAND) goto(L_C64F9F) // $C64FDE L_C64FDE: "•{name(NESS)} could not carry any more stuff." end // $C64FF3 L_C64FF3: "•{name(NESS)} did not have that much money." end // $C65009 L_C65009: call(Npc1061) eob // $C6500F Npc1146: call(L_C5D527) eob // $C65015 L_C65015: call(L_C5D49D) eob // $C6501B Npc0404: call(L_C5D2FF) eob // $C65021 Npc0715: call(L_C5D395) eob // $C65027 Npc0749: call(L_C5D3AD) eob // $C6502D Npc0338: call(L_C5D503) eob // $C65033 Npc1156: call(L_C5D503) eob // $C65039 Npc1157: call(L_C5D515) eob // $C6503F Npc0775: call(L_C5D3B9) eob // $C65045 Npc1098: call(L_C5D4AF) eob // $C6504B Npc0619: call(L_C5D359) eob // $C65051 Npc1374: call(L_C5D593) eob // $C65057 Npc0788: call(L_C7C59E) eob // $C6505D L_C6505D: goto_ifset(TENDA_SHOP_HALL_OF_FAME_BAT, L_C651CC) "•I like the {itemname(HORN_OF_LIFE)}." next "•Give me" linebreak " the {itemname(HORN_OF_LIFE)}," next "•I give you something." next "•Look at list." window_open(7) goto_ifset(TENDA_SHOP_PLAIN_ROLL_1, L_C650AC) add_option("Plain roll") // $C650AC L_C650AC: goto_ifset(TENDA_SHOP_PLAIN_YOGURT, L_C650C2) add_option("Plain yogurt") // $C650C2 L_C650C2: goto_ifset(TENDA_SHOP_PLAIN_ROLL_2, L_C650D6) add_option("Plain roll") // $C650D6 L_C650D6: goto_ifset(TENDA_SHOP_SPICY_JERKY, L_C650EB) add_option("Spicy jerky") // $C650EB L_C650EB: goto_ifset(TENDA_SHOP_BAG_OF_DRAGONITE, L_C65105) add_option("Bag of Dragonite") // $C65105 L_C65105: goto_ifset(TENDA_SHOP_TALISMAN_COIN, L_C6511C) add_option("Talisman coin") // $C6511C L_C6511C: add_option("Hall of fame bat") build_menu_vertical(1) wait window_closetop window_switch(1) newline "•Will you give" linebreak " {itemname(HORN_OF_LIFE)}?" prompt2 call(SUB_SelectInventoryItem) goto_false(L_C651A6) store_registers get_inventory(result, 0) swap result_is(130) goto_false(L_C651BF) load_registers take_slot(argument, 0) call(L_C651EF) ctoarg newline "•Okay." linebreak " I give you " linebreak " the {itemname(REG_ARGUMENT)}." next "•You happy." linebreak " I happy." prompt2 newline notfull(any) store_registers give_return_slot(result, REG_ARGUMENT) call(SUB_ItemGet) end // $C651A6 L_C651A6: newline "•You not want? It Okay." linebreak " Come again." end // $C651BF L_C651BF: newline "•That not the one." end // $C651CC L_C651CC: "•More {itemname(HORN_OF_LIFE)}?" next "•I satisfied." next "•See ya!" end // $C651EF L_C651EF: goto_ifset(TENDA_SHOP_TALISMAN_COIN, L_C6523D) goto_ifset(TENDA_SHOP_BAG_OF_DRAGONITE, L_C65237) goto_ifset(TENDA_SHOP_SPICY_JERKY, L_C65231) goto_ifset(TENDA_SHOP_PLAIN_ROLL_2, L_C6522B) goto_ifset(TENDA_SHOP_PLAIN_YOGURT, L_C65225) goto_ifset(TENDA_SHOP_PLAIN_ROLL_1, L_C6521F) counter(239) set(TENDA_SHOP_PLAIN_ROLL_1) eob // $C6521F L_C6521F: counter(241) set(TENDA_SHOP_PLAIN_YOGURT) eob // $C65225 L_C65225: counter(239) set(TENDA_SHOP_PLAIN_ROLL_2) eob // $C6522B L_C6522B: counter(244) set(TENDA_SHOP_SPICY_JERKY) eob // $C65231 L_C65231: counter(160) set(TENDA_SHOP_BAG_OF_DRAGONITE) eob // $C65237 L_C65237: counter(84) set(TENDA_SHOP_TALISMAN_COIN) eob // $C6523D L_C6523D: counter(23) set(TENDA_SHOP_HALL_OF_FAME_BAT) eob // $C65243 L_C65243: "•Shhhhh! Be quiet!" linebreak " I look very important, but I'm not really....." next "•I'm a cash dispenser man." next "•If you want to withdraw cash....." next "•I'll charge you a handling fee," next "•which is the same amount as your withdrawal." next "•So, do you want a withdrawal?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C6530C, L_C652F1) // $C652F1 L_C652F1: newline "•...I'll be here, so..." linebreak " Come back any time." end // $C6530C L_C6530C: "•You have ${stat(BANK_MONEY)} in your account now." linebreak add_option("Withdrawal") add_option("Deposit") build_menu_horizontal(2) menu clearline switch(L_C653A5, L_C6534A) goto(L_C652F1) // $C6534A L_C6534A: has_bankmoney(9999999) goto_false(L_C654C4) call(L_C65566) goto_false(L_C652F1) swap hasmoney(0) goto_true(L_C654DE) takemoney(0) deposit(0) open_wallet sound(118) pause(10) "•I have registered your deposit" linebreak " of ${number(argument)}." next goto(L_C65496) // $C653A5 L_C653A5: has_bankmoney(1) goto_true(L_C654F3) hasmoney(99999) goto_false(L_C6550E) call(L_C6558C) goto_false(L_C652F1) swap has_bankmoney(0) goto_true(L_C65527) withdraw(0) has_bankmoney(0) goto_true(L_C65544) "•Your cash withdrawal" linebreak " is ${number(argument)}," next "•and the handling charge" linebreak " is ${number(argument)}." next "•I will subtract this amount from your account." next "•Is that okay with you?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C65468, L_C6545D) // $C6545D L_C6545D: deposit(0) goto(L_C652F1) // $C65468 L_C65468: withdraw(0) givemoney(0) open_wallet sound(116) pause(10) "•Your withdrawal" linebreak " is ${number(argument)}." prompt2 goto(L_C65496) // $C65496 L_C65496: newline "•Okay..." next "•Please don't bother yourself with me...you should continue your journey." end // $C654C4 L_C654C4: newline "•I don't think you can deposit any more money." next goto(L_C652F1) // $C654DE L_C654DE: newline "•I don't think you have that much money." next goto(L_C6534A) // $C654F3 L_C654F3: "•I don't think you have any savings in the bank." prompt2 goto(L_C652F1) // $C6550E L_C6550E: "•I don't think you can withdraw any more money." next goto(L_C652F1) // $C65527 L_C65527: "•I don't think you have that much money in your account." next goto(L_C653A5) // $C65544 L_C65544: deposit(0) "•I don't think you have enough money for my handling fee." next goto(L_C653A5) // $C65566 L_C65566: newline "•How much will you deposit?" next "•Balance: ${stat(BANK_MONEY)}" linebreak call(L_C62FC5) eob // $C6558C L_C6558C: newline "•How much do you want to withdraw?" next "•Balance: ${stat(BANK_MONEY)}" linebreak call(L_C62FC5) eob // $C655B1 L_C655B1: goto_ifset(TEMP_3, L_C65962) set(TEMP_3) "•You're a foreigner, aren't you?" next "•I am a world-wise Tenda." next "•I was an exchange student who traveled to a country" next "•that is known as an economic superpower." next "•My name is Ay-go Stikke." next "•Let me know if I can do anything for you." next // $C6564D L_C6564D: "•Shall I loan you some money?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C65694, L_C65671) // $C65671 L_C65671: "•I don't feel strange about it at all." linebreak " Please ask me any time." end // $C65694 L_C65694: "•If you want to withdraw....." next "•I will charge you a handling fee" next "•that is equal to the amount of your withdrawal." next "•Is that okay with you?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C65713, L_C656F5) // $C656F5 L_C656F5: "•I don't think you've ever really gotten into bad trouble." end // $C65713 L_C65713: "•You have ${stat(BANK_MONEY)} in your account now." linebreak add_option("Withdrawal") add_option("Deposit") build_menu_horizontal(2) menu clearline switch(L_C657AC, L_C65751) goto(L_C65671) // $C65751 L_C65751: has_bankmoney(9999999) goto_false(L_C658BB) call(L_C65975) goto_false(L_C65671) swap hasmoney(0) goto_true(L_C658D4) takemoney(0) deposit(0) open_wallet sound(118) pause(10) "•I have registered your deposit" linebreak " of ${number(argument)}." next goto(L_C65892) // $C657AC L_C657AC: has_bankmoney(1) goto_true(L_C658E8) hasmoney(99999) goto_false(L_C65900) call(L_C6599A) goto_false(L_C65671) swap has_bankmoney(0) goto_true(L_C65923) withdraw(0) has_bankmoney(0) goto_true(L_C6593E) "•Your withdrawal" linebreak " is ${number(argument)}," next "•and the handling fee" linebreak " is ${number(argument)}." next "•Is it okay if I subtract this amount from your account?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C65863, L_C65858) // $C65858 L_C65858: deposit(0) goto(L_C656F5) // $C65863 L_C65863: withdraw(0) givemoney(0) open_wallet sound(116) pause(10) "•Your withdrawal" linebreak " is ${number(argument)}." next goto(L_C65892) // $C65892 L_C65892: newline "•It was a very good opportunity for the both of us." next "•Please come again." end // $C658BB L_C658BB: "•I don't think you can deposit any more money." next goto(L_C65671) // $C658D4 L_C658D4: "•I don't think you have that much money." next goto(L_C65751) // $C658E8 L_C658E8: "•You don't have any money in your account." next goto(L_C65671) // $C65900 L_C65900: "•I think it's impossible for you to carry any more money." next goto(L_C65671) // $C65923 L_C65923: "•You don't have that much money in your account." next goto(L_C657AC) // $C6593E L_C6593E: deposit(0) "•I don't think you can cover my handling charge." next goto(L_C657AC) // $C65962 L_C65962: "•Hi! I'm Ay-go." next goto(L_C6564D) // $C65975 L_C65975: newline "•How much do you want to deposit?" next " (account:${stat(BANK_MONEY)})" linebreak call(L_C62FC5) eob // $C6599A L_C6599A: newline "•How much do you want to withdraw?" next " (account:${stat(BANK_MONEY)})" linebreak call(L_C62FC5) eob // $C659BF L_C659BF: call(L_C7DE72) window_open(1) eob // $C659C8 L_C659C8: eob // $C659C9 Npc0133: "•The point overlooking the sea has beautiful scenery.{pause(15)} It's over thataway." next "•Such a beautiful place gets me all choked up." end // $C65A18 Npc0134: goto_ifset(GIYGAS_DEFEATED, L_C65A38) "•You look so helpless.{pause(15)} Are you okay?" end // $C65A38 L_C65A38: "•You used to look much more helpless." end // $C65A4C Npc0135: goto_ifset(GIYGAS_DEFEATED, L_C65AB6) goto_ifset(GOT_MELODY_GIANT_STEP, L_C65A8C) "•Rumor has it that the Sharks' boss is hanging out near the Giant Step." end // $C65A8C L_C65A8C: "•I don't think Frank's a regular crazy and wild-type guy." end // $C65AB6 L_C65AB6: "•Frank's not in the arcade." next "•He's in the hamburger shop smiling away..." end // $C65AE9 Npc0136: goto_ifset(GIYGAS_DEFEATED, L_C65B93) goto_ifset(VISITED_TWOSON, L_C65B66) "•This town is out of control." next "•The wild boys are hanging out in the town" next "•and the cops have really been cracking down on everyone." next "•I'm considering moving to Twoson,{pause(15)} a town in the south." end // $C65B66 L_C65B66: "•The wild punks have calmed down,{pause(15)} but I still don't feel very safe." end // $C65B93 L_C65B93: "•In this town, you're famous." next "•I heard you asked a Twoson girl out on a date.{pause(20)} What's her name?" next "•You know, you have one of those baby faces that really attracts the girls," next "•you lucky boy." end // $C65C01 Npc0137: "•If one of your friends becomes unconscious," next "•you should visit them at the hospital." next "•You should check with the nurse receptionist, and she will release your friend." next "•It's a nice thing to remember,{pause(15)} but it's all right if you forget." end // $C65C89 Npc0138: goto_ifset(VISITED_THREED, L_C65CE1) "•Bow-wow!{pause(20)} (Don't you think you'll be needing a weapon?" next "•Did you know the drug store sells things you can use?" next "•...I knew about it.)" end // $C65CE1 L_C65CE1: "•Bow-Wow!" end // $C65CEC Npc0139: goto_ifset(BOUGHT_SCAM_HOUSE, L_C65DF2) "•Doesn't this house look good?{pause(20)} You can buy it for only $7500!" next "•It has an ocean view,{pause(15)} and the sunsets are beautiful." next "•Folks should have a place of their own." next "•Do you want to buy it?" linebreak add_option("Yes") " " add_option("No") open_wallet build_menu_horizontal(2) menu clearline switch(L_C65DA6, L_C65D81) // $C65D81 L_C65D81: "•You can't afford $7500?{pause(20)} It was a waste of time talking to you." end // $C65DA6 L_C65DA6: hasmoney(7500) goto_true(L_C65D81) sound(118) takemoney(7500) open_wallet "•Thank you." next "•It's all yours now.{pause(20)} Take some time and relax." wait set(BOUGHT_SCAM_HOUSE) set(SCAM_HOUSE_UNLOCKED) delete_npc(139, 6) create_npc(140, 12, 1) eob // $C65DF2 L_C65DF2: "•Hey!{pause(15)} You've got your own place now!" end // $C65E08 Npc0140: goto_ifset(flag 110, L_C65E25) "•Hey!{pause(15)} You've got your own place now!" end // $C65E25 L_C65E25: "•A house in such good condition can't be that cheap." end // $C65E46 Npc0141: "•I must be the happiest man in the world." next "•I can practice my trumpet in this scenic spot." next "•I'll send my haunting melody throughout the town!" prompt2 sound(22) eob // $C65EA3 Npc0142: goto_ifset(SHARK_OUTSIDE_ARCADE_1_DEFEATED, L_C7C588) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C65EDB) "•Do you want to start a fight,{pause(15)} or what?" prompt2 call(L_C683DF) goto_true(L_C683DE) pause(1) set_npc_movement(142, 635) set(SHARK_OUTSIDE_ARCADE_1_DEFEATED) eob // $C65EDB L_C65EDB: "•I won't fight you since you're stronger than I am." end // $C65EFC Npc0143: goto_ifset(SHARK_OUTSIDE_ARCADE_2_DEFEATED, L_C7C588) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C65F4B) "•Do you want to meet Frank?{pause(15)} You don't want Frank to beat you up,{pause(15)} do you?" prompt2 call(L_C683E6) goto_true(L_C683DE) pause(1) set_npc_movement(143, 635) set(SHARK_OUTSIDE_ARCADE_2_DEFEATED) eob // $C65F4B L_C65F4B: "•You look pretty healthy." end // $C65F5C Npc0145: goto_ifset(PATH_TO_TWOSON_OPEN, L_C65FA6) "•Don't talk to me!{pause(15)}" linebreak " I'm on duty." next "•Until I have Chief Strong's permission,{pause(15)} I can't let you through!" end // $C65FA6 L_C65FA6: "•You're doing well.{pause(20)} Keep it up." next "•The “Town Map” can be checked out at the library." next "•You can also use the map in Twoson.{pause(20)} It's really useful." end // $C66002 Npc0144: goto_ifset(PATH_TO_TWOSON_OPEN, L_C6605F) "•The road to Twoson" linebreak " is closed." next "•You can't just squeeze through road blocks,{pause(15)} either!" next "•Onett is famous for roadblocks!" end // $C6605F L_C6605F: "•Hey,{pause(15)} aren't you {name(NESS)}?" next "•Well,{pause(15)} I got the okay from Chief Strong to let you through." next "•Take care of yourself." end // $C660A6 Npc0146: goto_ifset(TEMP_2, L_C66392) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C66353) goto_ifset(FRANK_DEFEATED, L_C66469) "•....." next "•...I'm Frank.{pause(30)} You are?" next "•{pause(30)}C'mon,{pause(15)} can't you at least say your name?" prompt2 call(L_C683FB) goto_true(L_C683DE) music_stop window_open(1) "•“Fail-proof” Frank can't be beaten." next "•Puff,{pause(10)} puff,{pause(10)} puff" linebreak " And this is{pause(15)}" linebreak " “Frankystein Mark II.”" prompt2 set(FRANK_DEFEATED) call(L_C68402) goto_true(L_C683DE) set_npc_movement(202, 635) pause(30) set(FRANKYSTEIN_MKII_DEFEATED) window_open(1) // $C66175 L_C66175: newline "•...This is my first defeat." next "•“Fail-proof” Frank is now just “failure” Frank." next "•I know you've been asking around,{pause(15)} so I'll tell you about Giant Step." next "•It..." linebreak " seems..." linebreak " to be quite a powerful spot." next "•Some kind of special power is stored there" next "•that allows certain people to perform wondrous feats." next "•However... a monster sucked up all the energy at that spot." next "•It's difficult to get to Giant Step.{pause(20)} That's all I know..." next "•I suggest you collect more information on your own." next "•The entrance to the path leading to Giant Step is" next "•behind the touring entertainers' shack." next "•Pirkle,{pause(15)} the Mayor of Onett,{pause(15)} has a key to the shack." next "•{name(NESS)},{pause(15)} you've become stronger than I!{pause(20)} Your adventure is just beginning..." wait set(FRANKYSTEIN_MKII_DEFEATED) set(SHARK_AT_ARCADE_UPSTAIRS_DEFEATED) set(SHARK_OUTSIDE_ARCADE_1_DEFEATED) set(SHARK_OUTSIDE_ARCADE_2_DEFEATED) unset(SHARK_AT_ARCADE_ABSENT) set(TEMP_2) eob // $C66353 L_C66353: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C663FE) "•You look much stronger.{pause(20)} Would you like to rest?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C663C5, L_C66392) // $C66392 L_C66392: "•{name(NESS)},{pause(15)} you've become stronger than I!{pause(20)} Your adventure is just beginning..." end // $C663C5 L_C663C5: call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) newline "•{name(NESS)},{pause(15)} you're now stronger than I!{pause(20)} Your adventure is just beginning." end // $C663FE L_C663FE: "•What?{pause(20)} You're a friend of {name(NESS)}'s?" next "•{name(NESS)} is my friend," next "•however I can't remember becoming a friend of a friend of {name(NESS)}'s." next "•Quit joking about a “Circle of Friends” and go home!" end // $C66469 L_C66469: "•It's you again..." next "•Do you really think you can beat Franky's “Frankystein Mark II”?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C66523, L_C664BA) // $C664BA L_C664BA: "•Did you come here feeling not-so-fit?" next "•Don't even think of looking beyond me,{pause(15)} chump." next // $C664F2 L_C664F2: "•Go!{pause(20)} “Frankystein Mark II”!" next call(L_C68402) goto_true(L_C683DE) window_open(1) goto(L_C66175) // $C66523 L_C66523: "•Aren't you overconfident?" next goto(L_C664F2) // $C6653B Npc0036: goto_ifset(TEMP_4, L_C665E7) "•Hello sir, how may I help you?{pause(30)} ...Uh...{pause(20)} Aren't you {name(NESS)}?" next "•After our battle I became serious,{pause(15)} and have been working very hard." next "•I've even been doing some training for...{pause(15)} for..." next "•Well,{pause(15)} a little bit of pro wrasslin'.{pause(20)} It's the ring for me,{pause(15)} baby..." next // $C665E7 L_C665E7: "•So you made it back alive.{pause(20)} You must have many stories to tell." next "•Let's get together for a drink,{pause(15)} when you have a chance so I can hear your stories." next "•...I'm talking about drinking mineral water.{pause(15)} I'm still under age,{pause(15)} you know." wait set(TEMP_4) eob // $C66670 Npc0209: goto_ifset(CONQUERED_SANCTUARY_1, L_C7C588) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the first “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C68409) goto_true(L_C683DE) delete_npc(209, 8) pause(120) set(CONQUERED_SANCTUARY_1) eob // $C666EA L_C666EA: window_open(1) "•...So {name(NESS)} buddy,{pause(15)} I've found proof of a great treasure... a huge haul..." next "•yah,{pause(15)} hah,{pause(10)} hah...{pause(20)}" linebreak " I'll show you,{pause(15)} but you're the only one.{pause(20)} C'mon." prompt2 window_closeall call(L_C5F642) unset(LIER_INSIDE_CAVE_4) set(LIER_BY_MANI_MANI) eob // $C66762 Npc0207: goto_ifset(GIYGAS_DEFEATED, L_C73AB9) goto_ifset(VISITED_TWOSON, L_C6681D) "•If this is a sign of what lies below,{pause(15)} I just need a little time." next "•My destiny is to find and dig up the buried treasure." next "•I'll eat garlic and work out to help strengthen myself." next "•Go home now.{pause(20)} You're getting in the way of my work." next "•You may start to get greedy thoughts..." end // $C6681D L_C6681D: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C66A06) goto_ifset(TEMP_2, L_C668E4) goto_ifset(LEARNED_THAT_LIER_SOLD_THE_MANI_MANI, L_C66980) "•Hey {name(NESS)},{pause(15)} pal." next "•There was a man who insisted that he buy the golden statue,{pause(15)} so I sold it to him." next "•It's not that I needed the money..." next "•It's just that his unbridled mania affected me." next "•As you know,{pause(15)} I'm a sucker for sentiment." next "•Bye, for now." wait set(LEARNED_THAT_LIER_SOLD_THE_MANI_MANI) set(TEMP_2) eob // $C668E4 L_C668E4: "•Hey {name(NESS)},{pause(15)} pal." next "•There was a man who insisted that he buy the golden statue,{pause(15)} so I sold it to him." next "•It's not that I needed the money..." next "•It's just that his mania affected me." next "•As you know,{pause(15)} I'm a sucker for sentiment." next "•Bye, for now." end // $C66980 L_C66980: "•I haven't been able to get my hands on the treasure..." next "•But when I do a job,{pause(15)} I do it well.{pause(20)} I'm a{pause(10)} man{pause(5)}'s man." next "•When the game is over,{pause(15)} I may be a hero." next "•You might ignore me now,{pause(15)} but you'll see later..." end // $C66A06 L_C66A06: "•Go ahead and laugh at me." next "•But when I do a job,{pause(15)} I do it well.{pause(20)} I'm a{pause(10)} man{pause(5)}'s man." next "•When the game is over,{pause(15)} I may be a hero." next "•You might ignore me now,{pause(15)} but you'll see later..." next eob // $C66A83 Npc0208: "•(The Golden Statue is glowing strangely...)" sound(113) end // $C66AA4 Npc0030: goto_ifset(GIYGAS_DEFEATED, L_C7625E) goto_ifset(ESCARGO_EXPRESS_HAS_PAULAS_PENCIL_ERASER, L_C66BC0) goto_ifset(ESCARGO_EXPRESS_HAS_POOS_HAWK_EYE, L_C66C7D) goto_ifset(MONSTERS_IN_ONETT, L_C66B33) goto_ifset(NESS_HOUSE_POKEY_MUSIC, Npc0020) goto_ifset(TALKED_TO_TRACY_AT_HER_ROOM, L_C66AFE) "•Hey,{pause(10)} bro.{pause(20)} Did the sound wake you up?" next "•Were you freaked out?" wait set(TALKED_TO_TRACY_AT_HER_ROOM) eob // $C66AFE L_C66AFE: "•Do you think Mom will let me stay up late tonight?" next "•I can't seem to fall back asleep." end // $C66B33 L_C66B33: "•I can only help by keeping your items here..." next "•I support you whole-heartedly.{pause(20)} Don't get yourself knocked off." next "•...I will be strong while you're gone." next goto(L_C64672) // $C66B97 Npc0025: "•Someone's knocking at the door.{pause(20)} What an annoying knock!" end // $C66BC0 L_C66BC0: "•Hey bro... you're here for the {itemname(PENCIL_ERASER)},{pause(15)} aren't you?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C66C15, L_C66BF6) // $C66BF6 L_C66BF6: "•Oh,{pause(15)} you aren't?{pause(20)} ...I was ready to give it to you..." end // $C66C15 L_C66C15: notfull(any) goto_false(L_C66D2B) "•Here's the {itemname(PENCIL_ERASER)}.{pause(20)} What are you going to use it for?" next "•Sorry...{pause(15)} I really shouldn't inquire about a customer's private matters." prompt2 give_return_slot(result, PENCIL_ERASER) sound(116) pause(60) unset(ESCARGO_EXPRESS_HAS_PAULAS_PENCIL_ERASER) eob // $C66C7D L_C66C7D: "•Hey,{pause(10)} bro.{pause(20)} You're here for the “{itemname(HAWK_EYE)},”{pause(15)} aren't you?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C66CC1, L_C66BF6) goto(L_C66BF6) // $C66CC1 L_C66CC1: notfull(any) goto_false(L_C66D2B) "•Here's the “{itemname(HAWK_EYE)}.”{pause(20)} What are you going to use it for?" next "•Sorry.{pause(20)} I'm not supposed to inquire about a customer's private matters." prompt2 give_return_slot(result, HAWK_EYE) sound(116) pause(60) unset(ESCARGO_EXPRESS_HAS_POOS_HAWK_EYE) eob // $C66D2B L_C66D2B: "•It seems you have too many items to carry!" end // $C66D3E Npc0015: goto_ifset(LEFT_HOME_AT_LEAST_ONCE, L_C66E13) goto_ifset(TALKED_TO_MOM, L_C66DF2) "•What was that noise?" next "•{name(NESS)},{pause(15)} you don't seem scared.{pause(20)} Are you nuts?" next "•And now you want to go check it out?{pause(15)} ...oh{pause(15)} ...okay." next "•You'll sneak out of your room anyway,{pause(15)} even if I asked you not to." next "•At least change out of your jammies before you go." prompt2 window_closeall pause(1) set(TALKED_TO_MOM) unset(NESS_WEARING_PAJAMAS) warp(196) eob // $C66DF2 L_C66DF2: "•Be careful!{pause(20)} Come home as soon as you can." end // $C66E13 L_C66E13: "•What was that noise?" next "•You don't seem scared at all.{pause(20)} Be careful!" end // $C66E40 Npc0148: "•Welcome home,{pause(15)} {name(NESS)}." next "•It's not necessary to talk about it tonight." next "•It's late,{pause(20)} scoot off to bed now." linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C66ECA, L_C66E9F) // $C66E9F L_C66E9F: "•Oh,{pause(15)} {name(NESS)}.{pause(20)} You don't understand the importance of a good night's sleep!" end // $C66ECA L_C66ECA: window_closeall music_effect(3) set(NESS_HOUSE_DOOR_KNOCKING) set(POLICE_AT_METEORITE) set(TRACY_NOT_AT_HER_ROOM) unset(NESS_MOM_OUTSIDE) set(TRACY_AT_HALLWAY) set(POKEYS_HOUSE_LOCKED) set(NESS_WEARING_PAJAMAS) unset(ENEMY_SUPPRESS) unset(NESS_ROOM_LIGHTS_ON) create_sprite(106, 633, 1) wait_movement pause(120) hide_char(all, 6) create_sprite(106, 765, 1) wait_movement warp(81) pause(180) create_sprite(437, 779, 255) warp(196) freeze_char(all) pause(1) delete_sprite(437, 6) show_char(all, 1) eob // $C66F20 Npc0153: "•Don't you know what time it is?!{pause(20)} Get yer butt home,{pause(15)} pronto!" end // $C66F4A Npc0152: "•I want to return home,{pause(15)} but the road is closed." next "•People are taking this meteorite situation too seriously!" end // $C66F90 Npc0150: "•Don't panic!{pause(20)} It's just a...{pause(20)} what?!... meteorite that...{pause(20)} who?!... fell." next "•I just wanna...{pause(15)} what?!{pause(20)} ...go home..." end // $C66FE2 Npc0151: "•Onett police are infamous for closing roads if something is going on." next "•We are going for the world record..." end // $C67026 Npc0149: "•Did you hear the big bang?{pause(20)}" linebreak " I think a meteorite landed nearby." next "•I want to be the first to see it.{pause(15)} Okay?" next "•I am going to try to be the first to get there..." end // $C67089 Npc0154: "•A meteorite has landed,{pause(15)} the Sharks are running wild in town," next "•you kids are wandering around,{pause(15)} and,{pause(15)} I'm hungry...{pause(20)}" linebreak " I hate my job!" end // $C670E6 Npc0155: goto_ifset(TALKED_TO_POKEY_AT_METEORITE, L_C67130) "•It's dangerous to go to the hilltop." next "•Even if I advise you not to go,{pause(15)} it won't stop you,{pause(15)} will it?" end // $C67130 L_C67130: "•A{pause(5)}a{pause(5)}a{pause(5)}a{pause(5)}a{pause(5)}h{pause(15)}--h..." next "•If I yawn like this...{pause(20)} it looks like I'm goofing off." next "•A{pause(5)}a{pause(5)}a{pause(5)}a{pause(5)}a{pause(5)}h{pause(15)}--h..." linebreak " ...yes,{pause(15)} it does..." end // $C67194 Npc0156: "•Hey, you!{pause(15)} Don't you know what time it is?" end // $C671AD Npc0157: "•Clear out. Get out of my way." linebreak " Clear out. Get out of my way." linebreak " Clear out. Get out of my way." next "•Clear out. Of way out get my" next "•Whoops,{pause(15)} my mistake...{pause(20)}" linebreak " I mean “get out of my way!”" end // $C67229 Npc0158: "•Shh.{pause(15)} Shh!" end // $C67237 Npc0159: "•Nice timing,{pause(15)} {name(NESS)}.{pause(20)} Will you do something about Pokey?" next "•He's driving me nuts.{pause(20)} Are you two friends?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C672CC, L_C6729B) // $C6729B L_C6729B: "•You're not friends,{pause(15)} but aren't you neighbors?" next "•C'mon,{pause(15)} help me out here!" end // $C672CC L_C672CC: "•And you live in the house next to his...{pause(20)} I see..." end // $C672EB Npc0160: "•That meteorite looks different than usual." next "•It's strange and marvelous...{pause(20)} as well as mysterious..." linebreak " {pause(20)}o{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}o!..." end // $C67349 Npc0161: goto_ifset(TALKED_TO_POKEY_AT_METEORITE, L_C6739F) "•Hey,{pause(15)} {name(NESS)}." next "•Don't be rubberneckin'.{pause(20)} You're gettin' in the cops,{pause(15)} oops..." next "•I mean officer's way!" next set(TALKED_TO_POKEY_AT_METEORITE) set(NESS_MOM_OUTSIDE) // $C6739F L_C6739F: "•You can go home now." next "•Tomorrow{pause(5)} I,{pause(15)} Pokey,{pause(15)} will tell you more about the strange meteorite." next "•I'm fine here,{pause(15)} but you're bugging the officers!" end // $C673F9 Npc0047: goto_ifset(TALKED_TO_POKEY_AT_METEORITE, L_C674AA) goto_ifset(TEMP_2, L_C67412) "•Oh,{pause(15)} hi." next // $C67412 L_C67412: "•Pokey,{pause(5)} my brother, ran out of here to chase after a police car." next "•He said{pause(5)} “Picky,{pause(15)} you should stay home.”{pause(15)} So I'm home watching our house." next "•Mom and Dad aren't home yet.{pause(20)} They went out to an elegant restaurant." wait set(TEMP_2) eob // $C674AA L_C674AA: "•I'm so sleepy..." next "•Mom and Dad haven't gotten back from town yet." next "•Pokey ran out,{pause(15)} and he hasn't returned.{pause(20)} I'm thinking about going to bed." end // $C67501 L_C67501: music(124) create_sprite(303, 622, 1) wait_movement pause(30) window_open(1) music(155) "•It's been a long time,{pause(15)}" linebreak " Buzz Buzz. " next "•You've been successful at foiling Master Giygas' plans." next "•But...{pause(20)} Buzz Buzz,{pause(15)} you must now surrender." next "•You're no longer a hero,{pause(15)} but just a useless insect." next "•I'll stomp you hard!" next window_closeall call(L_C685B4) goto_true(L_C683DE) pause(1) set_sprite_movement(303, 635) pause(60) unfreeze_sprite(347) window_open(1) "•Whew!...{pause(20)} I was taking a big chance there..." next "•He came from 10 years in the future to kill me,{pause(15)} so we can't relax yet!" next "•From now on,{pause(15)} you'll be fighting enemies sent by Giygas," next "•as well as humans who have evil thoughts." next "•They'll definitely make trouble during your adventure!" next "•Animals are also becoming violent" next "•due to Giygas' influence over the evil in their minds!" next "•It is the truth,{pause(15)} so listen!" wait window_closeall eob // $C676D4 Npc0094: "•(Please take my son along." next "•He may look like a regular,{pause(15)} small mouse," next "•but he can lead you to an exit if you're lost in a maze.)" next goto_ifset(HAS_EXIT_MOUSE, L_C677CC) "•(Will you take one of my sons along?)" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6777F, L_C67763) // $C67763 L_C67763: "•(You understand that you don't need any money for this...)" end // $C6777F L_C6777F: notfull(any) goto_false(L_C67804) give_return_slot(result, EXIT_MOUSE) "•(He's a tough boy.{pause(20)} You can treat him as one of your items.)" next call(SUB_ItemGet) wait window_closeall set_npc_movement(95, 625) wait_movement delete_npc(95, 6) set(HAS_EXIT_MOUSE) eob // $C677CC L_C677CC: hasitem(any, EXIT_MOUSE) goto_false(L_C677EB) "•(Oh,{pause(15)} you have him already.)" end // $C677EB L_C677EB: "•(Didn't you leave my son with someone?)" end // $C67804 L_C67804: "•(You have too many items.{pause(20)} You can't take my son.)" end // $C67820 Npc0095: "•(Trust me on the dark road.)" end // $C67836 Npc0096: "•(O{pause(15)}o{pause(10)}o{pause(5)}o.{pause(20)} Do I get to come along too?)" end // $C67859 Npc0834: "•(Please take my son along." next "•He may look like a regular,{pause(15)} small mouse," next "•but he can lead you to an exit if you're lost in a maze.)" next goto_ifset(HAS_EXIT_MOUSE, L_C677CC) "•(Will you take one of my sons along?)" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C678ED, L_C67763) goto(L_C67763) // $C678ED L_C678ED: notfull(any) goto_false(L_C67804) give_return_slot(result, EXIT_MOUSE) "•(He's a tough boy. You can treat him as one of your items.)" next call(SUB_ItemGet) wait window_closeall set_npc_movement(835, 625) wait_movement delete_npc(835, 6) set(HAS_EXIT_MOUSE) eob // $C67938 Npc0673: "•(Please take my son along." next "•He may look like a regular,{pause(15)} small mouse," next "•but he can lead you to an exit if you're lost in a maze.)" next goto_ifset(HAS_EXIT_MOUSE, L_C677CC) "•(Will you take one of my sons along?)" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C679CD, L_C67763) goto(L_C67763) // $C679CD L_C679CD: notfull(any) goto_false(L_C67804) give_return_slot(result, EXIT_MOUSE) "•(He's a tough boy. {pause(15)} You can treat him as one of your items.)" next call(SUB_ItemGet) wait window_closeall set_npc_movement(674, 625) wait_movement delete_npc(674, 6) set(HAS_EXIT_MOUSE) eob // $C67A1C Npc0115: "•Welcome to Onett Hospital.{pause(20)} I run the place." next goto_ifset(TEMP_2, L_C67A4D) goto_ifset(ONETT_HOSPITAL_PATIENT_OWNER_JOKE, L_C67A7B) // $C67A4D L_C67A4D: "•Ah...{pause(5)} gotcha!!{pause(15)} Sorry.{pause(20)} I'm just a patient here." wait set(ONETT_HOSPITAL_PATIENT_OWNER_JOKE) set(TEMP_2) eob // $C67A7B L_C67A7B: "•Have I told you this joke already?{pause(15)} Oh, sorry..." end // $C67AA0 Npc0116: goto_ifset(GIYGAS_DEFEATED, L_C67AC1) "•I was SMAAAAASH{pause(10)}ED by a mouse." end // $C67AC1 L_C67AC1: "•My SMAAAAASH wound will soon heal." end // $C67ADD Npc0117: goto_ifset(TEMP_2, L_C67AEB) goto_ifset(TALKED_TO_SMASH_WOUND_GIRLS_MOTHER, L_C67B5E) // $C67AEB L_C67AEB: "•What?{pause(20)} You're here to visit my daughter?" next "•So you're the one who calls her in the middle of the night and talks for hours!" next "•...oh,{pause(15)} it's not you.{pause(20)} Then why did you come to this room?" wait set(TALKED_TO_SMASH_WOUND_GIRLS_MOTHER) set(TEMP_2) eob // $C67B5E L_C67B5E: "•It's you again." end // $C67B67 Npc0192: "•(Treasure Hunter!{pause(20)} This is Lier X. Agerate's house!)" end // $C67B91 Npc0202: "•(Looks like quite a piece of work...)" end // $C67BAD Npc0185: "•Do Not Enter" end // $C67BB9 Npc0166: "•I heard there's a guy who stops to read each bulletin board he encounters." next "•Then he says,{pause(15)} “check-a-roony!”{pause(20)} Is that you?" end // $C67C0C Npc0167: "•Oh,{pause(15)} oh...{pause(20)} The road's closed again." next "•It's Onett's claim to fame!" end // $C67C40 L_C67C40: "•You've found an old magazine." next "•Are you going to read it?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C67C98, L_C67C7D) // $C67C7D L_C67C7D: "•Good.{pause(20)} That may be the best choice." end // $C67C98 L_C67C98: next "•“My Secret Life,{pause(15)} chapter three.”{pause(20)} (Story from the previous chapter.)" next "•I was neither a murder suspect," next "•nor a target for an international spy organization." next "•But I drove a car down the Jersey Turnpike at 80 mph." next "•...A police officer pulled me over and asked for my driver's license." next "•He said I was going 20 mph over the speed limit." next "•I instantly pointed to my wife and said “I'm in a hurry,{pause(15)} my wife is in labor.”" next "•Fortunately,{pause(15)} my wife actually had a big stomach." next "•I hoped he'd let me go with this excuse." next "•“Oh,{pause(15)} since it's an emergency." next "•I'll lead you to the hospital with my police car,”{pause(15)} he said." next "•“No,{pause(15)} it's not necessary.”{pause(20)}" linebreak " “Why not?”{pause(15)} asked the officer." next "•“Uh...{pause(15)} well...”{pause(30)}" linebreak " “Let's get going,”{pause(15)} said the officer..." next "•“No,{pause(15)} no!{pause(20)} We can't!{pause(30)} This baby is a demon child!”" end // $C68000 L_C68000: counter(7) call(Npc0060) eob // $C68008 Npc1034: counter(7) goto_ifset(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING, L_C68E1C) goto(Npc0060) // $C68016 L_C68016: eob // $C68017 Npc0060: get_char(1) rtoarg "•{name(argument)} picked up the receiver." next sound(11) call(L_C63029) eob // $C6803D Npc0013: open_wallet hasmoney(1) goto_true(L_C68077) get_char(1) swap "•{name(argument)} picked up the receiver." next takemoney(1) open_wallet sound(11) call(L_C63033) eob // $C68077 L_C68077: "•(The pay phone costs one dollar.)" end // $C68091 Npc0610: goto_ifset(JEFF_JOINS, L_C6809E) call(L_C630AE) eob // $C6809E L_C6809E: counter(6) call(Npc0060) eob // $C680A6 Npc0012: hasitem(any, ATM_CARD) goto_true(Npc1375) "•Please insert your ATM card." end // $C680C2 L_C680C2: get_inventory(result, 0) swap result_is(177) goto_true(L_C680DC) "•Nothing happened." end // $C680DC L_C680DC: call(Npc1375) eob // $C680E2 L_C680E2: call(L_C90000) eob // $C680E8 L_C680E8: call(L_C9008D) eob // $C680EE L_C680EE: newline eob // $C680F0 L_C680F0: newline eob // $C680F2 L_C680F2: window_closeall goto_ifset(KING_AWAKE_AT_HOME, L_C68139) delete_npc(16, 6) create_sprite(40, 47, 1) party_add(KING) hide_char(KING, 6) wait_movement delete_sprite(40, 6) show_char(KING, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•{stat(PET_NAME)} joins you." prompt2 window_closeall set(SLEEPING_KING_ABSENT) eob // $C68139 L_C68139: delete_npc(18, 6) create_sprite(40, 47, 1) party_add(KING) hide_char(KING, 6) wait_movement delete_sprite(40, 6) show_char(KING, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•{stat(PET_NAME)} joins you." prompt2 window_closeall eob // $C68174 L_C68174: window_closeall party_add(POKEY) hide_char(POKEY, 6) goto_ifset(POKEY_WAITING_AT_DOOR, L_C681B5) set_npc_movement(19, 47) wait_movement delete_npc(19, 6) show_char(POKEY, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(Pokey joins you.)" prompt2 window_closeall eob // $C681B5 L_C681B5: set_npc_movement(17, 47) wait_movement delete_npc(17, 6) show_char(POKEY, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(Pokey joins you.)" prompt2 window_closeall eob // $C681E6 L_C681E6: newline party_remove(POKEY) eob // $C681EB L_C681EB: newline party_remove(PICKY) eob // $C681F0 L_C681F0: window_closeall party_add(PICKY) hide_char(PICKY, 6) set_sprite_movement(45, 48) wait_movement delete_sprite(45, 6) show_char(PICKY, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(Picky joins you.)" prompt2 window_closeall eob // $C6822A L_C6822A: music(123) pause(120) pause(60) music_resume window_open(1) "•(The Bubble Monkey joins you.)" prompt2 window_closeall eob // $C68253 L_C68253: goto_ifset(TEMP_10, L_C68264) window_open(1) call(Npc0873) window_closeall // $C68264 L_C68264: party_add(PAULA) hide_char(PAULA, 6) set_npc_movement(873, 47) wait_movement delete_npc(873, 6) show_char(PAULA, 1) music(11) pause(120) pause(120) pause(120) pause(60) music_resume window_open(1) "•({name(PAULA)} joins you.)" prompt2 window_closeall eob // $C6829F L_C6829F: window_closeall party_add(FLYING_MAN_1) hide_char(FLYING_MAN_1, 6) set_npc_movement(1313, 47) wait_movement delete_npc(1313, 6) show_char(FLYING_MAN_1, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(The Flying Man joins you.)" prompt2 window_closeall eob // $C682DD L_C682DD: window_closeall party_add(FLYING_MAN_2) hide_char(FLYING_MAN_2, 6) set_npc_movement(1314, 47) wait_movement delete_npc(1314, 6) show_char(FLYING_MAN_2, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(The Flying Man joins you.)" prompt2 window_closeall eob // $C6831B L_C6831B: window_closeall party_add(FLYING_MAN_3) hide_char(FLYING_MAN_3, 6) set_npc_movement(1315, 47) wait_movement delete_npc(1315, 6) show_char(FLYING_MAN_3, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(The Flying Man joins you.)" prompt2 window_closeall eob // $C68359 L_C68359: window_closeall party_add(FLYING_MAN_4) hide_char(FLYING_MAN_4, 6) set_npc_movement(1316, 47) wait_movement delete_npc(1316, 6) show_char(FLYING_MAN_4, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(The Flying Man joins you.)" prompt2 window_closeall eob // $C68397 L_C68397: window_closeall party_add(FLYING_MAN_5) hide_char(FLYING_MAN_5, 6) set_npc_movement(1317, 47) wait_movement delete_npc(1317, 6) show_char(FLYING_MAN_5, 1) music(123) pause(120) pause(60) music_resume window_open(1) "•(The Flying Man joins you.)" prompt2 window_closeall eob // $C683D5 L_C683D5: party_remove(KING) eob // $C683D9 L_C683D9: newline party_remove(TONY) eob // $C683DE L_C683DE: eob // $C683DF L_C683DF: window_closeall start_battle(431) eob // $C683E6 L_C683E6: window_closeall start_battle(432) eob // $C683ED L_C683ED: window_closeall start_battle(432) eob // $C683F4 L_C683F4: window_closeall start_battle(433) eob // $C683FB L_C683FB: window_closeall start_battle(448) eob // $C68402 L_C68402: window_closeall start_battle(449) eob // $C68409 L_C68409: window_closeall start_battle(450) eob // $C68410 L_C68410: window_closeall start_battle(455) eob // $C68417 L_C68417: window_closeall start_battle(465) eob // $C6841E L_C6841E: window_closeall start_battle(457) eob // $C68425 L_C68425: window_closeall start_battle(463) eob // $C6842C L_C6842C: window_closeall start_battle(464) eob // $C68433 L_C68433: window_closeall start_battle(470) eob // $C6843A L_C6843A: window_closeall start_battle(471) eob // $C68441 L_C68441: window_closeall start_battle(451) eob // $C68448 L_C68448: window_closeall start_battle(451) eob // $C6844F L_C6844F: window_closeall start_battle(451) eob // $C68456 L_C68456: window_closeall start_battle(451) eob // $C6845D L_C6845D: window_closeall start_battle(451) eob // $C68464 L_C68464: window_closeall start_battle(452) eob // $C6846B L_C6846B: window_closeall start_battle(453) eob // $C68472 L_C68472: eob // $C68473 L_C68473: window_closeall start_battle(435) eob // $C6847A L_C6847A: hasitem(any, FRANKLIN_BADGE) goto_true(L_C684A6) window_closeall pause(1) music(124) create_sprite(106, 705, 1) pause(80) hide_char(all, 6) pause(70) warp(105) show_char(all, 2) set(TEMP_10) eob // $C684A6 L_C684A6: window_closeall pause(1) music(124) create_sprite(106, 706, 1) wait_movement music_effect(2) wait_movement window_open(1) hasitem(PAULA, FRANKLIN_BADGE) goto_true(L_C684CE) goto(L_C684CE) // $C684CE L_C684CE: "•Carpainter's lightning was reflected by the Franklin Badge." prompt2 window_closeall start_battle(454) eob // $C68500 L_C68500: window_closeall start_battle(434) eob // $C68507 L_C68507: window_closeall start_battle(434) eob // $C6850E L_C6850E: window_closeall start_battle(434) eob // $C68515 L_C68515: window_closeall start_battle(434) eob // $C6851C L_C6851C: window_closeall start_battle(434) eob // $C68523 L_C68523: window_closeall start_battle(434) eob // $C6852A L_C6852A: window_closeall start_battle(435) eob // $C68531 L_C68531: window_closeall start_battle(436) eob // $C68538 L_C68538: window_closeall start_battle(458) eob // $C6853F L_C6853F: window_closeall start_battle(437) eob // $C68546 L_C68546: window_closeall start_battle(437) eob // $C6854D L_C6854D: window_closeall start_battle(437) eob // $C68554 L_C68554: window_closeall start_battle(456) eob // $C6855B L_C6855B: window_closeall start_battle(460) eob // $C68562 L_C68562: window_closeall start_battle(441) eob // $C68569 L_C68569: window_closeall start_battle(462) eob // $C68570 L_C68570: window_closeall start_battle(469) eob // $C68577 L_C68577: start_battle(475) eob // $C6857C L_C6857C: window_closeall start_battle(472) eob // $C68583 L_C68583: window_closeall start_battle(461) eob // $C6858A L_C6858A: window_closeall start_battle(459) eob // $C68591 L_C68591: window_closeall start_battle(459) eob // $C68598 L_C68598: window_closeall start_battle(459) eob // $C6859F L_C6859F: window_closeall start_battle(459) eob // $C685A6 L_C685A6: window_closeall start_battle(459) eob // $C685AD L_C685AD: window_closeall start_battle(467) eob // $C685B4 L_C685B4: window_closeall start_battle(474) eob // $C685BB L_C685BB: newline "•But, you can't carry anything else." end // $C685CB L_C685CB: newline "•But, it was empty." wait // $C685DA L_C685DA: has_status(JEFF, PERSISTENT, KO) goto_true(L_C68650) has_status(JEFF, PERSISTENT, DIAMOND) goto_true(L_C68650) goto_ifset(RANDOM_JEFF_ITEM_FIX_CHANCE, L_C68651) attempt_fix_item(100) // $C685FA L_C685FA: goto_false(L_C68650) store_registers_global window_open(1) newline load_registers_global "•Working through the night," linebreak " {name(JEFF)} fixed" linebreak " the {itemname(REG_ARGUMENT)}." next "•After being fixed, the {itemname(REG_ARGUMENT)} became" linebreak " the " swap itemname(REG_ARGUMENT) "." prompt2 set(RANDOM_JEFF_ITEM_FIX_CHANCE) window_closeall // $C68650 L_C68650: eob // $C68651 L_C68651: attempt_fix_item(25) goto(L_C685FA) // $C68659 L_C68659: set_respawn_point(3) goto(L_C6866B) // $C68661 L_C68661: eob // $C68662 L_C68662: set_respawn_point(8) goto(L_C6866B) // $C6866A L_C6866A: eob // $C6866B L_C6866B: save_game music(115) pause(60) wait music_stop sound(11) music_resume window_open(1) "•Hello, it's me... your dad." next "•I don't mean to butt in, but don't you think you should take a break?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C68726, L_C686C8) // $C686C8 L_C686C8: get_char(1) rtoarg "•Like mother, like son..." next "•{name(NESS)}, you are a hard worker." next "•I've made a record of your adventure." next "•Don't work too hard, though..." next "•*Click!*" wait window_closeall sound(11) eob // $C68726 L_C68726: "•Okay." next "•Y'know, I'm feeling kind of tired myself." next "•I made a record of your adventure." next "•Now I'm gonna hit the sack." next "•Be sure you get some rest." linebreak add_option("Continue") add_option("Quit") build_menu_horizontal(2) menu clearline switch(L_C687A5, L_C687E4) // $C687A5 L_C687A5: get_char(1) rtoarg "•{name(argument)}, you're a hard worker, just like your mom." next "•Don't work too hard, though..." next "•*Click*" wait window_closeall sound(11) eob // $C687E4 L_C687E4: "•What a great adventure we had together." next "•Please turn off the power." disable_input eob // $C6880B L_C6880B: unset(PHOTO_NESS_HOUSE_AVAILABLE) show_photographer(1) set(GOT_PHOTO_NESS_HOUSE) eob // $C68815 L_C68815: unset(PHOTO_SCAM_HOUSE_AVAILABLE) show_photographer(2) set(GOT_PHOTO_SCAM_HOUSE) eob // $C6881F L_C6881F: unset(PHOTO_CYCLE_SHOP_AVAILABLE) show_photographer(3) set(GOT_PHOTO_CYCLE_SHOP) eob // $C68829 L_C68829: unset(PHOTO_PEACEFUL_REST_VALLEY_AVAILABLE) show_photographer(4) set(GOT_PHOTO_PEACEFUL_REST_VALLEY) eob // $C68833 L_C68833: unset(PHOTO_HAPPY_HAPPY_CABIN_AVAILABLE) show_photographer(5) set(GOT_PHOTO_HAPPY_HAPPY_CABIN) eob // $C6883D L_C6883D: unset(PHOTO_CHAOS_THEATER_AVAILABLE) show_photographer(6) set(GOT_PHOTO_CHAOS_THEATER) eob // $C68847 L_C68847: unset(PHOTO_LAKE_TESS_AVAILABLE) show_photographer(7) set(GOT_PHOTO_LAKE_TESS) eob // $C68851 L_C68851: show_photographer(8) set(GOT_PHOTO_BRICK_ROAD_DUNGEON) eob // $C68858 L_C68858: unset(PHOTO_THREED_CEMETERY_AVAILABLE) show_photographer(9) set(GOT_PHOTO_THREED_CEMETERY) eob // $C68862 L_C68862: unset(PHOTO_GRAPEFRUIT_FALLS_AVAILABLE) show_photographer(10) set(GOT_PHOTO_GRAPEFRUIT_FALLS) eob // $C6886C L_C6886C: unset(PHOTO_SATURN_VALLEY_COFFEE_AVAILABLE) show_photographer(11) set(GOT_PHOTO_SATURN_VALLEY_COFFEE) eob // $C68876 L_C68876: unset(PHOTO_CIRCUS_TENT_AVAILABLE) show_photographer(12) set(GOT_PHOTO_CIRCUS_TENT) eob // $C68880 L_C68880: show_photographer(13) set(GOT_PHOTO_BLACK_SESAME_SEED) eob // $C68887 L_C68887: unset(PHOTO_DESERT_MINE_AVAILABLE) show_photographer(14) set(GOT_PHOTO_DESERT_MINE) eob // $C68891 L_C68891: unset(PHOTO_FOURSIDE_BRIDGE_AVAILABLE) show_photographer(15) set(GOT_PHOTO_FOURSIDE_BRIDGE) eob // $C6889B L_C6889B: unset(PHOTO_FOURSIDE_MUSEUM_OUTSIDE_AVAILABLE) show_photographer(16) set(GOT_PHOTO_FOURSIDE_MUSEUM_OUTSIDE) eob // $C688A5 L_C688A5: unset(PHOTO_FOURSIDE_MUSEUM_INSIDE_AVAILABLE) show_photographer(17) set(GOT_PHOTO_FOURSIDE_MUSEUM_INSIDE) eob // $C688AF L_C688AF: unset(PHOTO_MONOTOLI_BUILDING_AVAILABLE) show_photographer(18) set(GOT_PHOTO_MONOTOLI_BUILDING) eob // $C688B9 L_C688B9: unset(PHOTO_FOURSIDE_DEPT_STORE_AVAILABLE) show_photographer(19) set(GOT_PHOTO_FOURSIDE_DEPT_STORE) eob // $C688C3 L_C688C3: unset(PHOTO_POOS_PALACE_INSIDE_AVAILABLE) show_photographer(20) set(GOT_PHOTO_POOS_PALACE_INSIDE) eob // $C688CD L_C688CD: unset(PHOTO_POOS_PALACE_OUTSIDE_AVAILABLE) show_photographer(21) set(GOT_PHOTO_POOS_PALACE_OUTSIDE) eob // $C688D7 L_C688D7: unset(PHOTO_STONEHENGE_AVAILABLE) show_photographer(22) set(GOT_PHOTO_STONEHENGE) eob // $C688E1 L_C688E1: unset(PHOTO_SUMMERS_HOTEL_AVAILABLE) show_photographer(23) set(GOT_PHOTO_SUMMERS_HOTEL) eob // $C688EB L_C688EB: unset(PHOTO_FOURSIDE_RESTAURANT_AVAILABLE) show_photographer(24) set(GOT_PHOTO_FOURSIDE_RESTAURANT) eob // $C688F5 L_C688F5: unset(PHOTO_SUMMERS_BEACH_AVAILABLE) show_photographer(25) set(GOT_PHOTO_SUMMERS_BEACH) eob // $C688FF L_C688FF: unset(PHOTO_TOTO_AVAILABLE) show_photographer(26) set(GOT_PHOTO_TOTO) eob // $C68909 L_C68909: unset(PHOTO_SCARABA_BAZAAR_AVAILABLE) show_photographer(27) set(GOT_PHOTO_SCARABA_BAZAAR) eob // $C68913 L_C68913: unset(PHOTO_PYRAMID_AVAILABLE) show_photographer(28) set(GOT_PHOTO_PYRAMID) eob // $C6891D L_C6891D: unset(PHOTO_SCARABA_OASIS_AVAILABLE) show_photographer(29) set(GOT_PHOTO_SCARABA_OASIS) eob // $C68927 L_C68927: unset(PHOTO_DEEP_DARKNESS_AVAILABLE) show_photographer(30) set(GOT_PHOTO_DEEP_DARKNESS) eob // $C68931 L_C68931: show_photographer(31) set(GOT_PHOTO_TENDA_VILLAGE) unset(PHOTO_TENDA_VILLAGE_AVAILABLE) eob // $C6893B L_C6893B: show_photographer(32) unset(PHOTO_SATURN_VALLEY_FINAL_AVAILABLE) set(GOT_PHOTO_SATURN_VALLEY_FINAL) eob // $C68945 L_C68945: music(115) pause(60) wait music_stop sound(11) window_open(1) "•Hello, {name(JEFF)}?" next "•Oh, happy day!" next "•I finally got a hold of you..." next counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C6899A) "•Oh, {stat(JEFF_NAME)}!" next goto(L_C689FB) // $C6899A L_C6899A: "•Hey..." next "•Oh, no!" next "•You're not {name(JEFF)}!" next "•I've got to contact {name(JEFF)}!" next "•I know... just put the receiver close to his ear, and he'll hear me..." next "•I know he will." next // $C689FB L_C689FB: "•Hi, it's me--Tony." next "•I'm collecting player's names for a school project." next "•You know, players just like you!" next "•That's right, you--the one holding the controller." next "•Would you register your name, please?" next "•Don't spell your name wrong!" prompt2 window_closeall music_effect(2) pause(30) music(2) register_player_name window_open(1) "•Thanks, game player!" next "•Thank you very much!" next "•Is this correct?" prompt2 window_closeall register_player_name music_effect(2) pause(30) window_open(1) "•I apologize for any trouble this may have caused you." next "•Don't put my friend {name(JEFF)} in any dangerous situations, okay?" next "•I worry about him." next "•I really do..." next "•Well, talk to you later..." next "•...{name(JEFF)}..." next counter(3) call(CHECK_PMemberIncapacitated) goto_false(L_C68B7D) "•It seems like you're not feeling well..." next "•Get better soon..." next // $C68B7D L_C68B7D: "•I hope that I can see you again when you are feeling up to it..." next "•From{pause(15)} T-{pause(10)}O-{pause(10)}N-{pause(10)}Y..." next "•You got that?" next "•Well I've been on the phone too long..." next "•Gotta go..." next "•Good luck..." next "•Take care..." next "•So long..." next "•This time, I'm really gonna hang up." next "•Goodbye." next "•*Beeeeep*" wait window_closeall sound(11) set(GIVEN_PLAYERS_NAME) music_resume reset_oss_flag eob // $C68C3F L_C68C3F: window_open(1) "•....." next "•{name(NESS)}?" next "•..." next "•{name(NESS)}" next pause(60) linebreak pause(60) linebreak "•...{name(NESS)}..." next "•I'm a friend who you have never met before..." next "•My name is {name(PAULA)}." next next pause(60) linebreak "•Can you hear me calling you?" next "•I am {name(PAULA)}..." next "•..." next pause(60) linebreak pause(60) linebreak "•....." wait window_closeall pause(1) unset(PAULA_TELEPATHY_DREAM_1) goto(L_C90F90) // $C68CC2 L_C68CC2: eob // $C68CC3 L_C68CC3: window_open(1) "•....." next "•{name(NESS)}!" next "•I...{name(PAULA)}..." next "•I am {name(PAULA)}..." next "•Can you hear me calling you?" next "•Help!" next "•Come and help me!" next "•Um, I don't know where I am..." next "•I can hear water running in the distance..." next pause(20) linebreak pause(60) linebreak "•{name(NESS)}, please help me!" wait window_closeall pause(1) unset(PAULA_TELEPATHY_DREAM_2) goto(L_C90F90) // $C68D59 L_C68D59: eob // $C68D5A L_C68D5A: window_open(1) "•You are a friend who I have never met before..." next "•{name(JEFF)}..." next "•Head south..." next "•I am {stat(PAULA_NAME)}..." next "•If you hear this message, go to the south..." wait window_closeall unset(PAULA_TELEPATHY_DREAM_JEFF) goto(L_C90F90) // $C68DB4 L_C68DB4: eob // $C68DB5 L_C68DB5: window_open(1) "•Ahhhhh." prompt2 window_closeall eob // $C68DC4 L_C68DC4: window_open(1) "•Hummmmmm." prompt2 window_closeall eob // $C68DD5 L_C68DD5: window_open(1) "•He he heh." prompt2 window_closeall eob // $C68DE4 Npc0646: "•(This dungeon has no entrance fee." next "•Come on in!)" end // $C68E0C Npc0877: "•(It looks like a doorway...)" end // $C68E1C L_C68E1C: sound(11) pause(20) call(L_C9B176) "•Hello!" next "•Is this Mr. Fork of the Scaraba Cultural Museum?..." next "•It doesn't sound like you..." next "•Well, I'll quickly tell you my story, 'cause I'm busy, busy, busy!" next "•I found something so extraordinary that mere words could not do it justice." next "•What do you mean" linebreak " “who am I”?" next "•Don't you recognize my voice?" next "•It's me, Mr. Spoon from the Fourside Museum of Natural History!" next "•Look Mr. Fork, I'm not exaggerating this find!" next "•I'm telling you..." next "•It's fantastic!....." next "•It's outrageous!..." next "•*Click* Beeeeep" wait sound(11) unset(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) eob // $C68F74 L_C68F74: get_inventory(result, 0) swap store_registers result_is(210) goto_true(L_C68FA6) load_registers result_is(184) goto_false(L_C7C6B6) "•Do you really think this looks like a pencil?" end // $C68FA6 L_C68FA6: "•It looks sort of like some primitive human statue" next "•if you look at it from the right angle..." next "•But it definitely doesn't look like an eraser... does it?" end // $C69007 L_C69007: get_inventory(result, 0) swap result_is(253) goto_false(L_C7C6B6) "•Cows and carrots?..." next "•That's a nutty combination!" end // $C69038 L_C69038: get_inventory(result, 0) swap result_is(167) goto_false(L_C7C6B6) get_dir_from_npc(734, PMEMBER, NESS) npc_direction(734, 0) "•Ah, {name(NESS)}... you've read it already." next "•...That Tony has a heart of gold..." end // $C69082 // Cancel all timed events SUB_CancelTimedEvents: unset(PIZZA_DELIVERY) unset(ESCARGO_EXPRESS_DELIVERY) unset(ESCARGO_EXPRESS_PICK_UP) unset(FOR_SALE_SIGN_CUSTOMER_1) unset(FOR_SALE_SIGN_CUSTOMER_2) unset(FOR_SALE_SIGN_CUSTOMER_3) unset(FOR_SALE_SIGN_CUSTOMER_4) unset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) unset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) call(SUB_CancelItemDeliveries) unset(PREVENT_TELEPORT) eob // $C690A6 L_C690A6: "•Only {name(NESS)} can absorb the power of this place." end // $C690C5 Npc1080: "•Hey, hey!!" next "•Stop putting your grimy fingerprints all over my car, you little punk!" end // $C690FF Npc0784: "•Welcome to the very end of the world's longest traffic jam!" end // $C69121 Npc0261: goto_ifset(GOT_MONEY_FROM_TWOSON_HOTEL_GUY_AT_TABLE, L_C692EA) goto_ifset(TALKED_TO_TWOSON_HOTEL_GUY_AT_TABLE_NINE_TIMES, L_C691E9) goto_ifset(TEMP_9, L_C691C2) goto_ifset(TEMP_8, L_C691B5) goto_ifset(TEMP_7, L_C691A7) goto_ifset(TEMP_6, L_C6919D) goto_ifset(TEMP_5, L_C69191) goto_ifset(TEMP_4, L_C69185) goto_ifset(TEMP_3, L_C6917B) goto_ifset(TEMP_2, L_C6916F) "•What?" wait set(TEMP_2) eob // $C6916F L_C6916F: "•So... what?" wait set(TEMP_3) eob // $C6917B L_C6917B: "•Huh?" wait set(TEMP_4) eob // $C69185 L_C69185: "•Pardon?" wait set(TEMP_5) eob // $C69191 L_C69191: "•Geez..." wait set(TEMP_6) eob // $C6919D L_C6919D: "•Mmm?" wait set(TEMP_7) eob // $C691A7 L_C691A7: "•You're annoying!" wait set(TEMP_8) eob // $C691B5 L_C691B5: "•Dang me!" wait set(TEMP_9) eob // $C691C2 L_C691C2: "•Yeah, yeah!" wait set(TALKED_TO_TWOSON_HOTEL_GUY_AT_TABLE_NINE_TIMES) unset(TEMP_2) unset(TEMP_3) unset(TEMP_4) unset(TEMP_5) unset(TEMP_6) unset(TEMP_7) unset(TEMP_8) unset(TEMP_9) eob // $C691E9 L_C691E9: goto_ifset(TEMP_8, L_C692A0) goto_ifset(TEMP_7, L_C6928A) goto_ifset(TEMP_6, L_C69278) goto_ifset(TEMP_5, L_C69258) goto_ifset(TEMP_4, L_C69243) goto_ifset(TEMP_3, L_C69230) goto_ifset(TEMP_2, L_C69226) "•Ah, ha ha!" wait set(TEMP_2) eob // $C69226 L_C69226: "•Hey, you!" wait set(TEMP_3) eob // $C69230 L_C69230: "•Later days, pal!" wait set(TEMP_4) eob // $C69243 L_C69243: "•Ah! Hah Hahhhh..." wait set(TEMP_5) eob // $C69258 L_C69258: "•It's so{pause(5)}o{pause(5)}o hot today." next "•It rocks!" wait set(TEMP_6) eob // $C69278 L_C69278: "•Is it cold today?" wait set(TEMP_7) eob // $C6928A L_C6928A: "•Oh ho ho!" next "•See ya!" wait set(TEMP_8) eob // $C692A0 L_C692A0: "•Here, get yourself a juice or something..." next "•*Ka-ching*" next givemoney(50) sound(116) open_wallet pause(60) get_char(1) rtoarg "•({name(NESS)} got 50 dollars.)" wait set(GOT_MONEY_FROM_TWOSON_HOTEL_GUY_AT_TABLE) eob // $C692EA L_C692EA: "•Good luck, ok?" end // $C692F7 L_C692F7: music(115) pause(60) wait music_stop sound(11) window_open(1) "•Sorry to bother you, big bro..." next "•This is Escargo Express." next "•I had a phone call from a friend of yours recently." next goto_ifset(POO_LEFT_WITH_HAWK_EYE, L_C69394) "•She asked me to hold onto the Pencil Eraser machine." next "•Do you know anything about this?" next set(ESCARGO_EXPRESS_HAS_PAULAS_PENCIL_ERASER) goto(L_C693BE) // $C69394 L_C69394: "•He asked me to hold onto the {itemname(HAWK_EYE)} for you." next "•Do you know anything about this?" next set(ESCARGO_EXPRESS_HAS_POOS_HAWK_EYE) // $C693BE L_C693BE: "•Well, since you know about the item, I'll hold onto it for you." next "•If you need it, I'll deliver it to you anytime you want." next "•Oh yeah, big bro..." next "•I'm glad that I could help out you and your friends." next "•*Click*" wait window_closeall sound(11) music_resume unset(PAULA_KIDNAPPED_WITH_PENCIL_ERASER) unset(POO_LEFT_WITH_HAWK_EYE) eob // $C6943A L_C6943A: window_open(1) "•Escargo Express!" next "•“We treat your package like it was our only child”..." next "•I'm here with your Pencil Eraser." next notfull(any) goto_false(L_C694B9) give_return_slot(result, PENCIL_ERASER) sound(118) "•Here you are." next "•Thank you very much!" wait unset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) unset(ESCARGO_EXPRESS_HAS_PAULAS_PENCIL_ERASER) window_closeall call(L_C7DDE8) call(L_C7DE72) eob // $C694B9 L_C694B9: "•You've really got too much stuff already." next "•I hope I can deliver this to you soon!" prompt2 window_closeall unset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) call(L_C7DDE8) call(L_C7DE72) eob // $C694F4 L_C694F4: window_open(1) "•Escargo Express." next "•“We treat your package like it was our only child”..." next "•I'm here to deliver" linebreak " the {itemname(HAWK_EYE)}." next notfull(any) goto_false(L_C69571) give_return_slot(result, HAWK_EYE) sound(118) "•Here you are." next "•Thank you very much!" wait window_closeall unset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) unset(ESCARGO_EXPRESS_HAS_POOS_HAWK_EYE) call(L_C7DDE8) call(L_C7DE72) eob // $C69571 L_C69571: "•You've really got too much stuff already." next "•I hope I can deliver this to you soon!" prompt2 window_closeall unset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) call(L_C7DDE8) call(L_C7DE72) eob // $C695AC L_C695AC: unset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) unset(PREVENT_TELEPORT) eob // $C695B3 L_C695B3: unset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) unset(PREVENT_TELEPORT) eob // $C695BA L_C695BA: get_char(1) rtoarg result_is(1) goto_false(L_C9992F) has_status(NESS, HOMESICKNESS, HOMESICK) goto_false(L_C9992F) call(L_C7CE73) eob // $C695D8 Npc0299: "•Yum yum... mmm... I'm eating a skip sandwich." next "•It makes you want to start skipping!" next "•I saw it on a TV ad, and I just had to try one." next "•I'll bet I can really move after eating this..." end // $C69651 Npc0043: "•It seems like every bakery has been making lucky sandwiches these days." next "•They're kind of like fortune cookies, except you can win stuff." next "•Oh yeah, and it's a sandwich." next "•Okay, so maybe it's not like a fortune cookie." next "•Anyway, the best thing that can happen is “recover PP.”" next "•I just wish I knew what “PP” was..." end // $C6971E Npc0037: "•Don't you think you get more food value out of 14 bucks worth of burgers" next "•than 8 bucks worth of french fries?" next "•You'll feel better and more energetic if you eat better foods." next "•You know--you'll recover more health if you eat more expensive food." end // $C697BA Npc0405: "•The information on the back of the “refreshing herb” reads as follows:" next "•If you catch a cold, if you're ill, or if you can't seem to heal," next "•if you're poisoned, if you're depressed, a refreshing herb is the real deal." next "•I know, it seems pretty iffy, but you should give it a try!" end // $C69861 Npc0740: font_saturn "•So Boing!" linebreak " You have" linebreak " 380 dollars," next "•we trade" linebreak " "Secret" linebreak " herb."" next "•So Boing!" next "•You have" linebreak " 1780 dollars," next "•we trade" linebreak " "{itemname(HORN_OF_LIFE)}."" wait font_normal eob // $C698CA Npc0300: "•That teddy bear they sell over there...I heard it helps in battle." next "•I don't know what they're talking about." next "•It looks like a plain ol' teddy bear to me..." end // $C69928 Npc0011: goto_ifset(GIYGAS_DEFEATED, L_C69AC6) "•Woof! Woof!" next "•(I'm Ruffini the dog." next "•I'm being possessed by the spirit of the game designer... (RUFF!)" next "•Do you see the window showing HP and PP at the bottom of the screen?" next "•When you go to a store that has equippable items," next "•this window will either flash, look normal or become black." next "•If you are allowed to equip an item, and it is stronger than your current item," next "•the window will flash." next "•If the item's power is equal to, or less than your current equipped item," next "•the window looks normal." next "•If you can't equip an item, the window is black." next "•*Ruff* I thought you'd like to know." next "•Now it's time to become a regular dog again...)" end // $C69AC6 L_C69AC6: "•Woof! Woof!" next "•I'm Ruffini the dog." next "•Here comes the spirit of the game designer again..." next "•Ruff!" next "•(You're finally almost to the end of the game." next "•If you want to tell me your coments on this game," next "•you may write to me using Nintendo's address on the box." next "•Send your comments attention EarthBound, Ruffini the dog." next "•Now, get ready for the ending!" next "•It's all that's left... enjoy it!" next "•Bow woow wow!" next "•Well, I told you some strange info again..." next "•I'll go back to being a normal dog now...)" next "•Woof!" end // $C69C03 Npc0107: "•I'm cramming for the big test tomorrow." next "•It's about games." next "•“Hotel Rule” ...if you stay at a hotel, you'll wake up with full HP and PP." next "•“Life Recovery Rule”" next "•...recovering your life will give you full HP, but zero PP." next "•...Hmmm... I bet this stuff will be on the test..." end // $C69CB5 Npc0104: "•I recently read a book titled “Our Convenient Society.”" next "•It said that our modern society demands" next "•that there always be an ATM in hotels and drugstores." next "•Just knowing that is convenient!" next "•I'm glad I read the book..." next "•I can't believe I didn't know this stuff." next "•I'll check whether or not we have an ATM in our drugstore..." end // $C69D8E Npc0102: "•I read the book called “Our Society is Convenient.”" next "•It said that these days, there are always telephones in hotels and drugstores." next "•I also learned that to use a green pay phone costs a dollar," next "•while the black phones are free." next "•If you weren't aware of this," next "•all your money could get eaten up by your phone calls." next "•I'm glad I read that book..." end // $C69E74 Npc0109: "•I can't believe I saw it with my own eyes." next "•I was staring out the window and there it was, just fluttering there..." next "•I'd only seen it in the encyclopedia before." next "•What was it?" next "•A Magic butterfly!" next "•If you get close to a Magic butterfly, all your cares fly away," next "•just like a fluttering butterfly." next "•Yep, yep!" next "•That's the effect of the legendary Magic butterfly." next "•I love talking about it!" next "•Ooops!" next "•Sorry about the outburst..." next "•I got carried away with all the talk about lovely butterflies..." end // $C69FA9 Npc0130: "•(I am not your enemy." next "•I am simply your average run-of-the-mill mole." next "•Would you like some hints on fighting enemies?)" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6A048, L_C6A012) // $C6A012 L_C6A012: "•(Ah, I see..." next "•You've already got a good grasp of how to fight effectively.)" end // $C6A048 L_C6A048: "•(Listen carefully." next "•My hint involves which way you are facing when a battle with an enemy occurs." next "•If you allow enemies to approach you from your back or side," next "•they may get a surprise opening attack." next "•When they approach you this way, your TV screen, no... no..." next "•I mean the world in front of you will show a red swirl for a second." next "•On the other hand, if you approach an enemy from the back or side," next "•you may get a surprise opening attack." next "•In that case, your TV... Oops again!" next "•...The world in front of you shows a green swirl." next "•The point is, try to fight so that you always have the advantage.)" end // $C6A1BC Npc0427: "•(I am not your enemy." next "•I am just a plain ol' mole." next "•You are certainly stronger than you were while wandering around Onett." next "•Have you ever suddenly gotten the “You Won” message" next "•when you met a weak enemy?" next "•That's sure-fire proof that you've become stronger." next "•You don't want to waste your time fighting wimpy enemies, do you?)" end // $C6A286 Npc0112: "•Hello... and you are...?" next "•Say, have you ever suffered from some type of sickness or condition" next "•that you couldn't get cured at a hospital?" next "•For example, being “Diamondized,”" next "•where your head gets as hard as a diamond..." next "•Or... “Mushroomized,” where you have a mushroom on your head..." next "•If you're ever stuck with these types of embarrassing conditions," next "•we of the magic healing shrine are here to ease your pain." next "•We're ready and waiting..." next "•in the lobby of hospitals all over the world." next "•The person next to me is the great teacher of magic healing." end // $C6A3DE Npc1099: "•I wish I could recover my PP just by drinking water..." next "•Even though I have never seen him before, I heard that the prince can do that." next "•I guess I need more training..." next "•By the way, just what is PP anyway?..." end // $C6A458 Npc0342: "•I came to buy condiments..." next "•I wonder what would be good..." next "•The right condiment makes a dish taste better," next "•while the wrong one makes it taste worse." next "•If the condiment matches the food," next "•you will get more power than if you ate the food item plain." end // $C6A4F2 Npc0097: "•I live rent-free in the mouse's house." next "•The mice are known as “Exit mice.”" next "•They are very kind, and boy are they fast!" next "•I really love these guys!" end // $C6A551 Npc0301: "•I always feel much better after hearing my mom's voice over the phone." next "•I was really homesick recently, and my mom cheered me right up." next "•You should call your mom sometime." next "•Believe me, those melancholy feelings will be gone before you know it." end // $C6A5E0 Npc0285: "•I have a lot of old, broken junk, but I hate to throw anything away." next "•If you have a friend who is knowledgeable about mechanics," next "•that person might be able to fix something for you overnight..." next "•Man, a friend like that would be so handy..." end // $C6A666 Npc0007: window_open(1) "•When you buy an item that should be equipped," next "•do you bother to actually equip it?" next "•Heh eh, I gave a hint to my own enemy..." next "•I'm such a rockin' dude!" next "•I obviously have total confidence in my own abilities." next "•So... are you ready to get it on, Spanky?" prompt2 window_closeall call(L_C683DF) goto_true(L_C683DE) delete_npc(7, 6) set(SHARK_AT_ARCADE_UPSTAIRS_DEFEATED) window_closeall eob // $C6A725 L_C6A725: create_sprite(432, 34, 1) wait_movement window_open(1) newline "•The Magic butterfly made " call(TEXT_PartyDescription) " relax." wait window_closeall set_sprite_movement(432, 33) eob // $C6A755 Npc0191: "•“Hotel Onett”" next "•35 dollars per night for a single room." end // $C6A77B Npc0367: "•“Twoson Hotel”" next "•50 dollars per night for a single room." end // $C6A7A5 Npc0583: "•“Threed Sunset Hotel”" next "•60 dollars per night for a single room." end // $C6A7D2 Npc1086: "•“L'hotel du Summer”" next "•150 dollars per night for a single room." end // $C6A800 Npc0993: goto_ifset(GIYGAS_DEFEATED, L_C6A832) "•“Monotoli Grand Hotel”" next "•75 dollars per night for a single room." end // $C6A832 L_C6A832: "•“Enrich Grand Hotel”" next "•75 dollars per night for a single room." end // $C6A861 Npc1405: "•“Hotel Dark Moon”" next "•75 dollars for one sleep period for a single room." end // $C6A895 Npc1164: "•“Great Southern International Resort Hotel”" next "•100 dollars per night for a single room." end // $C6A8D4 Npc0706: font_saturn "•I escaped." next "•Zoom!" next "•Buurp!" next "•Boing!" next "•Goody!" next "•Buuurp!" wait font_normal eob // $C6A90C Npc0743: font_saturn "•Hole “Milky Well.”" next "•What this... Ding!" next "•Ding!" wait font_normal eob // $C6A937 Npc0919: "•Grandma's gonna get better, huh." end // $C6A950 Npc0918: "•I'm just enjoying being with my grandchildren." next "•I'll be better soon." next "•Do you have grandchildren?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6A9C8, L_C6A9A9) // $C6A9A9 L_C6A9A9: "•Yes, yes... you seem a little young for that..." end // $C6A9C8 L_C6A9C8: "•Oh?" next "•At your age?" next "•Oh... the youth of today shock me..." next "•My lands..." end // $C6A9F9 Npc0591: "•Ah, {name(JEFF)},{pause(15)} I just dreamt that you and I were taking a walk." next "•...What's wrong?" end // $C6AA2F Npc0594: goto_ifset(GOT_BAD_KEY_MACHINE, L_C6AD29) goto_ifset(USED_KEY_TO_THE_LOCKER, L_C6ABD5) goto_ifset(GOT_KEY_TO_THE_LOCKER, L_C6AD29) "•Oh,{pause(15)} {name(JEFF)} and Tony.{pause(20)} You startled me." next "•Are you looking for a late night snack?" next "•I'm having some trouble with my project." next "•If only {name(JEFF)}'s father, Dr. Andonuts, were here." next "•He'd be able to provide a great deal of help." next "•I heard he's an astounding person." next "•He was the first leader of our Ultra Science Club..." next "•I heard he's greater than Einstein or Heisenberg." next "•Rumor has it he's also very strange." next "•If you're heading to the locker room, take this key along." next "•It's a little bent though." prompt2 notfull(any) goto_false(L_C6ACDA) give_return_slot(result, KEY_TO_THE_LOCKER) call(SUB_KeyItemGet) next set(GOT_KEY_TO_THE_LOCKER) "•If you leave,{pause(15)} call me, and I'll record your adventure." next "•It's like saving the game.{pause(15)}" linebreak " Ah, ha, ha, ha, ha." wait window_closeall eob // $C6ABD5 L_C6ABD5: take(any, KEY_TO_THE_LOCKER) "•Hah, ha, ha. The key didn't work, did it?" next "•I thought that might be the case.{pause(15)} So I just invented{pause(10)} the..." next "•“Machine that Opens Doors, especially when you have a slightly bad key.”" next "•Sorry for" linebreak " the inconvenience." prompt2 notfull(any) goto_false(L_C6ACDA) give_return_slot(result, BAD_KEY_MACHINE) call(SUB_KeyItemGet) next set(GOT_BAD_KEY_MACHINE) "•If you are Dr. Andonut's son," next "•you should be able to repair small tools and make them useful." next "•Just try to keep a positive attitude." wait window_closeall eob // $C6ACDA L_C6ACDA: newline "•Seems like you're trying to carry too much. You aren't able to carry the key." next "•Hah, ha, ha. What a greedy guy! Hah, ha, ha." end // $C6AD29 L_C6AD29: "•If you leave, call me, and I'll record your adventure." next "•It's like saving a game.{pause(20)}" linebreak " Ha, ha, ha." end // $C6AD68 Npc0606: call(L_C5D34D) eob // $C6AD6E Npc0607: goto_ifset(GOT_PAK_OF_BUBBLE_GUM, L_C6AF0B) "•There's a monkey at the entrance.{pause(15)} Take the monkey. He's really noisy." next "•If you buy a pack of bubble gum, you can have the monkey for free." next "•Otherwise,{pause(15)} he will cost you a buck. So, do you want him?" next open_wallet add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6AE36, L_C6AE07) // $C6AE07 L_C6AE07: "•You absolutely,{pause(15)} positively should buy him.{pause(20)} You know what I mean?" end // $C6AE36 L_C6AE36: hasmoney(1) goto_true(L_C6AE77) notfull(any) goto_false(L_C6AEE1) pause(1) takemoney(1) give_return_slot(JEFF, PAK_OF_BUBBLE_GUM) store_registers sound(118) open_wallet "•Thanks!{pause(15)} The monkey's yours." call(SUB_KeyItemGet) set(GOT_PAK_OF_BUBBLE_GUM) end // $C6AE77 L_C6AE77: "•What?{pause(20)} You don't even have a buck?" next "•Then, I'll let you have the monkey for free." next notfull(any) goto_false(L_C6AEE1) give_return_slot(result, PAK_OF_BUBBLE_GUM) "•Here's a pack of bubble gum.{pause(20)} Don't forget to take the monkey." call(SUB_KeyItemGet) set(GOT_PAK_OF_BUBBLE_GUM) end // $C6AEE1 L_C6AEE1: "•Oh, oh,{pause(15)} you can't carry anything else." next "•Why don't you return after you get rid of something." end // $C6AF0B L_C6AF0B: "•Sorry, the bubble gum is sold out." end // $C6AF23 Npc0608: goto_ifset(GOT_PAK_OF_BUBBLE_GUM, L_C6AF5D) "•The bubble gum here is incredible." next "•You should see the size of the bubbles I can blow!" end // $C6AF5D L_C6AF5D: "•Is it cold outside?" end // $C6AF6C Npc0609: hasitem(any, PAK_OF_BUBBLE_GUM) goto_true(L_C6AF8A) "•Kyee Kyee! (Yeah!)" end // $C6AF8A L_C6AF8A: "•Kyu Ukyee" linebreak " (Gimme some gum.)" next "•(The monkey got a piece of bubble gum from {name(JEFF)} and blew a bubble!)" prompt2 window_closeall set(BUBBLE_MONKEY_JOINS) set(BUBBLE_MONKEY_IN_PARTY) call(L_C880B9) call(L_C6822A) eob // $C6AFE1 Npc0612: "•I'm the cook for the Tessie-Watching club." next "•How about some stew?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6B037, L_C6B027) // $C6B027 L_C6B027: newline "•You're full, aren't you?" end // $C6B037 L_C6B037: "•No, no.{pause(20)} There's no need to pay me." prompt2 call(SUB_SpendNight) warp(46) goto_ifset(GOT_PHOTO_LAKE_TESS, L_C6B063) set(PHOTO_LAKE_TESS_AVAILABLE) // $C6B063 L_C6B063: goto_ifset(JEFF_JOINS, L_C9992F) set(LAKE_TESS_WIND_BLOWING) enable_hotspot(1, 39, L_C9AE0F) isset(BUBBLE_MONKEY_IN_PARTY) goto_false(L_C9992F) enable_hotspot(2, 48, L_C6B087) eob // $C6B087 L_C6B087: hide_char(BUBBLE_MONKEY, 6) create_sprite(46, 251, 1) wait_movement get_dir_from_char(JEFF, OBJ, 46) char_direction(JEFF, 0) show_sprite_emote(46, EXCLAMATION) pause(60) delete_sprite_emote(46) window_open(1) "•Kya kyi kya kyoo." linebreak " (Give me some gum now.)" next "•Kaki kuke ko." linebreak " (I'll take care of everything.)" wait window_closeall pause(30) goto(L_C88103) // $C6B0F9 L_C6B0F9: eob // $C6B0FA Npc0613: goto_ifset(CAPTIVES_AT_STONEHENGE, L_C6B161) goto_ifset(TESSIE_EMERGES, L_C6B144) "•If I find Tessie, do you think I'll get in the newspaper?" next "•I'm looking for my 15 minutes of fame..." end // $C6B144 L_C6B144: "•Do you think my name will make it into the newspaper?" end // $C6B161 L_C6B161: "•Do you think Sebastian's kidnapping will be in tomorrow's paper?" end // $C6B18D Npc0615: goto_ifset(JEFF_JOINS, L_C6B4BB) goto_ifset(TALKED_TO_ANDONUTS_1, L_C6B492) "•Mr. Brickroad, the dungeon maker referred you, right?" next "•And not only that... What?{pause(15)} Who?{pause(15)} My son?{pause(20)} Oh... I... can't... I can't believe it..." next "•You're {name(JEFF)}, my son.{pause(15)} It's been maybe 10 years since I last saw you." next "•I'm so glad you're such a healthy boy." next "•Uh, those glasses look good on you." next "•How about a donut?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6B2A3, L_C6B28C) // $C6B28C L_C6B28C: "•Ah... fine,{pause(15)} fine." next goto(L_C6B2CA) // $C6B2A3 L_C6B2A3: "•Well, I was only offering... I'd also like a donut right about now." next // $C6B2CA L_C6B2CA: "•Have you already checked out Stonehenge?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6B317, L_C6B300) // $C6B300 L_C6B300: "•Well, at least I asked..." next goto(L_C6B329) // $C6B317 L_C6B317: "•Well, at least I asked..." next // $C6B329 L_C6B329: "•Mmmm... mmhmm okay." next "•By the way, why are you here?" next "•Oh, I see." next "•That girl named {name(PAULA)} must have sensed I was here." next "•Ok, I'll try to help you out." next "•I'm trying to make a Phase Distorter that can connect two points in space and time." next "•It's still incomplete." next "•I'll let you use another invention I call the Sky Runner." next "•It's a little bit old but it'll certainly help." next "•When you board, always listen for the message that comes from your destination." next "•You'll get there for sure if you listen to the message." next "•The round machine over there is the Sky Runner." next "•What do you think? Isn't it neat?{pause(20)} Get in!" next // $C6B492 L_C6B492: "•Let's get together again in 10 years or so." wait set_npc_movement(623, 137) set(TALKED_TO_ANDONUTS_1) eob // $C6B4BB L_C6B4BB: get_char(1) rtoarg result_is(3) goto_true(L_C6B4FE) goto_ifset(TALKED_TO_ANDONUTS_2, L_C6B516) "•Oh! You surprised me!" next get_char(1) rtoarg "•You're {name(argument)}, aren't you?" next set(TALKED_TO_ANDONUTS_2) goto(L_C6B523) // $C6B4FE L_C6B4FE: "•Oh, {name(JEFF)}--it's you!" next set(TALKED_TO_ANDONUTS_2) goto(L_C6B56E) // $C6B516 L_C6B516: get_char(1) rtoarg "•Oh, {name(argument)}!" next // $C6B523 L_C6B523: newline "•{name(JEFF)} wets his bed sometimes.{pause(15)} But other than that, he's a good boy." next "•Take care of yourself" linebreak " and {name(JEFF)}!..." next // $C6B56E L_C6B56E: isset(VISITED_SUMMERS) goto_false(L_C6B60B) goto_ifset(POO_JOINS, L_C6B5B4) "•Appokid?" next "•No, I've never tried it before, or, I mean,{pause(15)} I've never met him..." end // $C6B5B4 L_C6B5B4: "•A boy named Apple Kid called." next "•I don't know how he got the phone number...{pause(15)} He's sounds very smart." next "•Don't worry, he's on his way here." end // $C6B60B L_C6B60B: goto_ifset(GOT_MELODY_RAINY_CIRCLE, L_C6B75B) "•The Bubble Monkey said there's a cave north of Stonehenge." next "•I've known about it for a long time." next "•The locals call the area “Rainy Circle,”{pause(15)} but I haven't been there." next "•I wonder what's inside the cave... I{pause(15)} uh, huh...{pause(20)}" linebreak " I understand..." next "•While you're checking out that place, I'll work on remodeling the Sky Runner." goto_ifset(TEMP_6, L_C6B759) next "•Oh yes, yes.{pause(15)} My co-worker,{pause(15)} Big Foot, dislikes violence." next "•He's such a nice guy, and he loves people." next "•He often shares his beef jerky with me..." wait set(TEMP_6) eob // $C6B759 L_C6B759: end // $C6B75B L_C6B75B: "•Hmm..." next "•...It looks like you found something out." next "•I finished remodeling the Sky Runner." next "•You can leave for Summers whenever you wish." next "•It shouldn't break this time...{pause(20)} Well, maybe..." wait set_npc_movement(623, 138) eob // $C6B7D0 Npc0626: counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C6B871) "•{name(JEFF)}!{pause(15)} Long time no see.{pause(20)} You've gotten taller..." next "•Oh, I don't have time to chat right now.{pause(20)} Tony's missing." next "•I thought he was with you... He suddenly disappeared." next "•He's usually very responsible and leaves a note at least..." end // $C6B871 L_C6B871: "•What?{pause(20)} You're {name(JEFF)}'s friends?" next "•Good timing." next "•Tony, {name(JEFF)}'s friend,{pause(15)} suddenly disappeared.{pause(15)} I thought he left to go see {name(JEFF)}..." next "•...There is a good probability that something is wrong." end // $C6B8EB Npc0627: goto_ifset(LEARNED_ABOUT_SHYNESS_BOOK, L_C6BA02) goto_ifset(LAKE_TESS_WIND_BLOWING, L_C6B952) goto_ifset(LEARNED_TELEPORT, L_C6B99F) "•You're right." next "•We're here at “Lake Tess”{pause(15)} waiting to see “Tessie.”" next "•We're known as the “Tessie-Watching Club”..." end // $C6B952 L_C6B952: "•This is what we've been waiting for!{pause(15)} Finally... it's coming out!" next "•...{pause(30)}*fart* ...{pause(15)}'scuse me..." next "•Tessie is emerging!" end // $C6B99F L_C6B99F: "•I finally saw Tessie!" next "•It's like seeing a UFO." next "•It emerged from the lake and flew toward Stonehenge." next "•...It kidnapped one of my friends along the way." end // $C6BA02 L_C6BA02: "•I'm so glad I finally saw it." next "•I'm so happy, it brings tears to my eyes and makes my nose run." next "•Boo hoo hoo.{pause(20)} *snort* Boo hoo..." end // $C6BA5F Npc0628: goto_ifset(LEARNED_ABOUT_SHYNESS_BOOK, L_C6BB1D) goto_ifset(LAKE_TESS_WIND_BLOWING, L_C6BAC0) goto_ifset(LEARNED_TELEPORT, L_C6BAD6) "•So, you've also been bitten by Tessie-mania." next "•You're in luck." next "•We may be able to see Tessie tomorrow. I can't wait..." end // $C6BAC0 L_C6BAC0: "•Maybe that whirlpool is..." end // $C6BAD6 L_C6BAD6: "•Where are you, my friend?" next "•They came and took you away." next "•Come back, Sebastian." next "•Hey, that's a Haiku poem!" end // $C6BB1D L_C6BB1D: "•I waited for you." next "•I'm glad to see you again." next "•You're back, Sebastian." next "•...I just love making Haiku." end // $C6BB60 Npc0629: goto_ifset(LEARNED_ABOUT_SHYNESS_BOOK, L_C6BBE3) goto_ifset(BUBBLE_MONKEY_IN_PARTY, L_C6BBAF) "•Why, hello!{pause(20)} I wonder if there are any monkeys around!" next "•Y'know, they say that Tessie is friendly with monkeys..." end // $C6BBAF L_C6BBAF: "•What a cute little monkey.{pause(15)} Would you like a piece of gum?" next "•Maybe monkeys don't like gum." end // $C6BBE3 L_C6BBE3: "•I can't believe that I was so brave..." end // $C6BBF9 Npc0630: goto_ifset(GIYGAS_DEFEATED, L_C6BC43) "•Ki-kye-kye-kye-kiii." next "•(Yep,{pause(15)} I have some" linebreak " che{pause(5)}e{pause(5)}e{pause(5)}ewing gum!)" wait window_closeall goto(L_C92A82) // $C6BC42 L_C6BC42: eob // $C6BC43 L_C6BC43: "•Kya ke ke kiya." linebreak " (In the monkey community,{pause(15)} {name(NESS)} is famous." next "•You're such a great man.)" end // $C6BC80 Npc0631: goto_ifset(TALKED_TO_BRICK_ROAD, L_C6BC9B) "•Maybe it was too easy...?" next // $C6BC9B L_C6BC9B: "•My name's Brickroad, the dungeon developer." next "•I've devoted my life to making dungeons." next "•Well, by combining my skills and Dr. Andonuts intelligence," next "•I can become “Dungeon Man,”" next "•the first combination of human and dungeon" linebreak " in history." next "•Let's meet again once I have become dungeon man." next set(TALKED_TO_BRICK_ROAD) "•...Would you like to get a good night's rest?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6BDAB, L_C6BD9D) // $C6BD9D L_C6BD9D: "•You don't want to rest?" end // $C6BDAB L_C6BDAB: call(SUB_SpendNight) warp(47) freeze_char(all) unset(JUST_RESTED) window_open(1) "•Take care. Come back again." wait window_closeall unfreeze_char(all) eob // $C6BDD2 L_C6BDD2: eob // $C6BDD3 Npc0633: "•You " call(TEXT_KidPluralize) " don't look very bright.{pause(15)} Let me explain." next "•These stones are making a pattern.{pause(20)} It's called Stonehenge." next "•UFO's often visit here." next "•You must have seen it on TV or read about it in the tabloids." next "•Yes,{pause(15)} THAT Stonehenge." end // $C6BE74 Npc0676: goto_ifset(CONQUERED_SANCTUARY_4, L_C7C588) get_char(1) result_is(1) goto_false(L_C690A6) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the fourth “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C68417) goto_true(L_C683DE) delete_npc(676, 8) pause(120) set(CONQUERED_SANCTUARY_4) eob // $C6BEF9 Npc0463: "•(There's no response.)" end // $C6BF0C Npc0658: "•I expected there to be about a seven percent chance that you would rescue me." next "•I just thought it was a good opportunity to meet Mr. Saturn." next "•I also got to meet Dr. Andonuts...{pause(20)} See you." next pause(60) linebreak pause(60) linebreak "•What?" next "•You're looking for the book “Overcoming Shyness”?" next "•I returned it to the Onett library." next "•Please use the book to help the shy Tenda tribe." next "•...Anyway,{pause(15)} because I knew you, I had an incredible experience... wow!" next "•I was kidnapped by some of Giygas' toadies!" wait unset(EXIT_MOUSE_DISAGREEABLE) eob // $C6C035 Npc0660: font_saturn "•Kidnapped. Happy." next "•Rescued." isset(GOT_SATURN_RIBBON) goto_false(L_C6C059) end // $C6C059 L_C6C059: next "•I give you ribbon." next font_normal notfull(any) goto_false(L_C6C081) give_return_slot(result, SATURN_RIBBON) call(SUB_ItemGet) wait set(GOT_SATURN_RIBBON) eob // $C6C081 L_C6C081: "•Too much." next "•...can't carry all." wait font_normal eob // $C6C099 Npc0662: counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C6C168) "•{name(JEFF)}, {name(JEFF)} buddy!" next "•Oh me, oh my..." next "•You... came to rescue me!{pause(15)} Pal!" linebreak counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C6C107) counter(4) call(CHECK_PMemberIncapacitated) goto_false(L_C6C129) counter(2) call(CHECK_PMemberIncapacitated) goto_false(L_C6C118) end // $C6C107 L_C6C107: next "•...Oh, {name(NESS)}?" goto(L_C6C13A) // $C6C118 L_C6C118: next "•...Oh, {name(PAULA)}?" goto(L_C6C13A) // $C6C129 L_C6C129: next "•...Oh, {name(POO)}?" goto(L_C6C13A) // $C6C13A L_C6C13A: next "•I'm Tony." next "•I'm {name(JEFF)}'s best friend.{pause(20)} I've known him for the longest time." end // $C6C168 L_C6C168: "•Where's {name(JEFF)}?" next get_char(1) swap "•{name(argument)}, you've altered {name(JEFF)}'s destiny." next "•Bring back {name(JEFF)}!" next "•Bring back my friendship with {name(JEFF)}!!" wait " {stat(JEFF_NAME)} {stat(JEFF_NAME)}!" next eob // $C6C1C3 Npc0664: "•I was scared, but I knew I'd be saved if I courageously" next "•just sat here and waited long enough..." next "•That's what I thought, but I began to lose hope..." next "•I'm so glad you saved me after all." end // $C6C236 Npc0665: "•I was kidnapped while milkin' a cow on m' farm." next "•I didn't think they'd git a ransom by kidnappin' little ol' me." end // $C6C287 Npc0666: "•This is the happiest moment of my life." next "•No matter what happens I will live, live, live ten thousand years." next "•Thanks for all that you've done." end // $C6C2DB Npc0635: goto_ifset(CAPTIVES_AT_STONEHENGE, L_C6C38C) goto_ifset(LEARNED_TELEPORT, L_C6C377) "•I heard that the wind is always blowing when Tessie appears." next "•Ahh Choo!" next "•I feel like I'm catching a cold." end // $C6C334 L_C6C334: "•Boo hoo hoo." linebreak " Te Te Te Tessie!" next "•I'm fogging up my binoculars!" linebreak " Boo hoo hoo!" end // $C6C377 L_C6C377: "•I wonder what Tessie thinks of me?" end // $C6C38C L_C6C38C: "•Sebastian, chum,{pause(15)} was kidnapped!" end // $C6C3A9 Npc0636: goto_ifset(CAPTIVES_AT_STONEHENGE, L_C6C40B) goto_ifset(LEARNED_TELEPORT, L_C6C3EA) "•Tessie may unexpectedly be living in the woods." next "•I personally think so." end // $C6C3EA L_C6C3EA: "•Tessie appeared again today and smiled at me." end // $C6C40B L_C6C40B: "•...It's so shocking...{pause(20)} He was such a great guy..." end // $C6C42C Npc0600: "•I heard a creature called Tessie lives in the southern lake..." next "•I don't believe it!{pause(20)} I think someone made a model and placed it in the lake." end // $C6C479 Npc0601: "•I heard a more interesting story than the rumor about Tessie." next "•It's about the Cave Boys at Stonehenge." next "•Many claim to have actually seen them." end // $C6C4D5 Npc0602: "•I wonder if the rumor is true" next "•that the center of Stonehenge has an entrance leading someplace." next "•Some day, we should check it out." end // $C6C52E Npc0603: "•I'm sleepy." next "•I'll wash my face, brush my teeth, do my business, and go to bed." end // $C6C565 Npc0604: "•If you're going outside,{pause(15)} stop by and say hi to Maxwell before you leave." next "•He always looks out for the younger students." next "•Maxwell is still working hard in the lab downstairs." next "•Anyway, these days there are many dangerous animals wandering around outside." end // $C6C606 Npc0624: goto_ifset(MONSTERS_IN_WINTERS, L_C6C63C) "•The tame animals have become wild.{pause(20)} Something evil is going on." end // $C6C63C L_C6C63C: "•Outside there are many monsters I've never seen before..." next "•I wonder what's happening." next "•You should stay here where it's safe.{pause(15)} We don't mind if you stay." end // $C6C68F Npc0625: goto_ifset(JUST_RESTED, L_C6C729) "•So, why don't you rest here for a short while...{pause(15)} Have something to drink," next "•perhaps some tea?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6C6EC, L_C6C6EB) // $C6C6EB L_C6C6EB: eob // $C6C6EC L_C6C6EC: goto_ifset(flag 287, L_C6C720) set(JUST_RESTED) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) window_open(1) "•Are you feeling much better now?{pause(20)} Good luck." wait window_closeall eob // $C6C720 L_C6C720: call(SUB_SpendNight) warp(45) eob // $C6C729 L_C6C729: "•Are you feeling much better now?{pause(20)} Good luck." end // $C6C744 L_C6C744: goto_ifset(VISITED_FOURSIDE, L_C6C77B) "•There's something..." next "•south of the lake..." next "•it looks like a research building." end // $C6C77B L_C6C77B: "•It is of course, some sort of lab where they do some high-level scientific research." next "•I get the feeling that it is a very important lab." end // $C6C7D9 Npc0616: goto_ifset(STARMAN_DX_DEFEATED, L_C6C8DD) goto_ifset(GOT_ERASER_ERASER, L_C6C8D3) "•I've been waiting for you." next "•My master, Apple Kid completed this “Eraser Eraser Machine.”" next "•While he was calling you, he was kidnapped.{pause(20)} He felt like this...!{pause(5)}!{pause(5)}!{pause(5)}!{pause(5)}!" next "•I was there, but was helpless.{pause(15)} Sorry about that." next "•Anyway, take this machine." next notfull(any) goto_false(L_C6C8A3) give_return_slot(result, ERASER_ERASER) call(SUB_KeyItemGet) wait set(GOT_ERASER_ERASER) eob // $C6C8A3 L_C6C8A3: "•I think this is an important item." next "•Get rid of something you don't need, and come back for it." end // $C6C8D3 L_C6C8D3: "•Way to go." end // $C6C8DD L_C6C8DD: "•I've been taking care of this place while waiting for you." next "•I no longer need to stay, since you have arrived..." next "•I'll leave for Saturn Valley as quiet as a mouse." wait unset(APPLE_MOUSE_AT_WINTERS_LAB) eob // $C6C942 Npc0733: "•It was in Winters that we last met?" next "•I just got here. Tee tee tee." end // $C6C970 Npc0637: goto_ifset(GIYGAS_DEFEATED, L_C6CB14) goto_ifset(BUBBLE_MONKEY_AT_LAKE_TESS, L_C6CA9A) "•Kyi kya kiko kree." next "•(I saw you once before just for a second... You know my fiancee.)" next "•Koo kya keke" linebreak " (My fiancee loves to chew gum." next "•He went to visit Dr. Andonuts' lab...{pause(15)} but he hasn't returned yet.)" next "•Kye koko kikkya kekra," linebreak " (I want to go there so I can get him home," next "•but without him, I can't cross Lake Tess.)" next "•Kri kekko kya ko" next "•(I'm really worried that the mad doctor will use him in a crash test.)" end // $C6CA9A L_C6CA9A: "•Ku kyo kika." next "•(It's me again, that chewing gum monkey's wife.)" next "•Kako kyuka kre." next "•(My husband left me here to go play with Tessie along the shores of Lake Tess.)" end // $C6CB14 L_C6CB14: "•Kyakkro ki kyokke" linebreak " (Ah, {name(NESS)}," next "•my husband has been returning home late these days.{pause(20)} He says he's busy.)" next "•Kya." next "•(I know he's out saving the earth, but a marriage is also important.)" end // $C6CB97 Npc0617: window_open(1) "•Kekye koo kikkro" linebreak " (Thanks for taking care of my husband the other day...)" next "•(Oh yes, we finally tied the knot...)" next window_closeall pause(30) npc_direction(617, 5) pause(30) window_open(1) "•Kooki kekye ki!" next "•(Honey, don't just stand there with your mouth open, say hello!)" prompt2 window_closeall eob // $C6CC31 Npc0618: npc_direction(617, 1) window_open(1) "•Krikko kyakya" linebreak " (So...)" next "•Kekroo kyaki" linebreak " (You passed by a cave north of Stonehenge." next "•Don't you ever wonder what's inside?)" next "•Kikkyo kukru ki" linebreak " (Can't seem to stop thinking about it!)" next "•Keke kike" linebreak " (Go and see what's there!)" next "•Kyoke kyakroo koo" linebreak " (We're going to get out of here." next "•We're still newlyweds, you know...{pause(20)} Bye-bye!)" wait window_closeall unset(MONKEYS_AT_WINTERS_LAB) eob // $C6CD2A Npc0605: goto_ifset(PRESENT_TONY_COOKIE_1, L_C6CDAF) goto_ifset(PRESENT_TONY_COOKIE_2, L_C6CDAF) goto_ifset(PRESENT_TONY_COOKIE_3, L_C6CDAF) goto_ifset(PRESENT_TONY_COOKIE_4, L_C6CDAF) goto_ifset(PRESENT_TONY_COOKIE_5, L_C6CDAF) goto_ifset(PRESENT_TONY_COOKIE_6, L_C6CDAF) goto_ifset(PRESENT_TONY_COOKIE_7, L_C6CDAF) "•I'm so sleepy.{pause(20)} Tony's birthday party is tomorrow." next "•I hand decorated each cookie to pass out at the party tomorrow." end // $C6CDAF L_C6CDAF: "•{name(JEFF)},{pause(15)} I can't believe you could do something so nasty..." end // $C6CDCD Npc0622: "•Instant Revitalizing Device" next "•(In only a few seconds, this machine fully revitalizes you," next "•just like a good night's sleep.)" prompt2 call(SUB_FullHealAll) music(12) pause(200) music_resume eob // $C6CE34 Npc0668: "•Since our imprisonment is now over," next "•I want to start on the Phase Distorter as soon as possible." next "•...Oh, I almost forgot to thank you." next "•Thank you." next "•Don't worry about us.{pause(15)} You've got important things to do..." wait unset(EXIT_MOUSE_DISAGREEABLE) eob // $C6CEBC Npc0638: "•{name(JEFF)} just called.{pause(20)} He's with Dr. Andonuts." next "•The two of them may be able to develop a new scientific theory." next "•You've helped make a beautiful life for everyone..." end // $C6CF2D Npc0639: "•...{name(JEFF)} doesn't call me." next "•Maybe he thinks I'm too annoying..." next "•But I don't think so." next "•{name(NESS)}, did you tell him not to call me?" next "•...No, I know you wouldn't do that." next "•If you see {name(JEFF)},{pause(15)} please,{pause(15)} please ask him to call Tony. Thanks!" end // $C6CFC5 L_C6CFC5: window_open(1) "•You're much stronger *whirrr* than our intelligence indicated..." next "•We were not *beep* prepared for that eventuality..." next "•The Prophecy from the *click* Apple of Enlightenment may be true..." next "•but you must not *whirrr* underestimate us." prompt2 window_closeall eob // $C6D067 L_C6D067: "•(Drug Store “Best Friend”`)" end // $C6D082 Npc0670: "•*Bloop* *Glub*" linebreak " Can't...{pause(15)} last...{pause(15)} much...{pause(15)} longer..." end // $C6D0B1 Npc0657: "•Next *Bloop*{pause(20)}" linebreak " Next *Bloop*{pause(15)} Room..." end // $C6D0DB Npc0669: "•*Glub* ...can't breathe..." end // $C6D0F0 Npc0659: font_saturn "•Kay-o.{pause(15)} Can breathe..." next "•*Bloop*{pause(15)} *Bloop*{pause(15)} *Bloop*{pause(30)}" linebreak " Oh, no!" font_normal end // $C6D133 Npc0661: "•Oh, no... *Bloop* *Glub*{pause(20)}" linebreak " Can't see anything..." next "•*Bloop* *Glub*" linebreak " {name(JEFF)}!...{pause(15)} *Bloop*..." next "•Where...{pause(15)} is...{pause(15)} {name(JEFF)}... *Bloop*" end // $C6D19C Npc0839: goto_ifset(VISITED_SUMMERS, L_C6D325) goto_ifset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER, L_C6D2E8) "•So, you're a Runaway Five fan, huh?" next "•What?" next "•Excuse me?" next "•No, no!" next "•This band owes me a million bucks." next "•If they break their contract,{pause(15)} they'll be in deep doodoo with the police." next "•The police would probably say,{pause(15)} “Hey, you guys!” or something like that..." next "•Unless you're able to pay a million dollars on their behalf?" next "•You'd have to find buried gold," next "•or you would never be able to pay such a huge sum of money." next "•Ho ho ho..." next "•Ho ho ho ho ho ho ho!" wait set(flag 607) goto_ifset(GAVE_FOOD_TO_MONTAGUE, L_C6D2E4) eob // $C6D2E4 L_C6D2E4: set(DESERT_MINE_EXPANDED) eob // $C6D2E8 L_C6D2E8: "•(Thump, thump!..." linebreak " thump, thump!" next "•I made so much money, I can hear my heartbeat!)" end // $C6D325 L_C6D325: "•Ok?{pause(20)} Don't forget." next "•Life is money." next "•I've lived that life." next "•You can buy everything but “love,” “friendship” and “exp points.”" end // $C6D37E L_C6D37E: get_inventory(result, 0) swap result_is(182) goto_true(L_C6D391) goto(L_C7C6B6) // $C6D391 L_C6D391: get_char(1) get_dir_from_char(argument, NPC, 839) swap store_registers result_is(1) goto_true(L_C6D4D6) load_registers result_is(2) goto_true(L_C6D4D6) load_registers result_is(8) goto_true(L_C6D4D6) take(any, DIAMOND) set_oss_flag sound(118) get_dir_from_npc(839, PMEMBER, NESS) npc_direction(839, 0) "•Yaaaieeee!!" next "•That that that {itemname(DIAMOND)}... you're going to pay with that {itemname(DIAMOND)}?!" next "•O... o... okay, th... that's fine.{pause(20)} I'll rip up this contract." next "•*rrrrrip!*" next "•Don't tell anyone about the {itemname(DIAMOND)}..." next "•Now the Runaway Five are free!" next "•...You should thank me." next "•That {itemname(DIAMOND)} is worth maybe... MAYBE... $50." next "•So I gave you a bargain." next "•(Thump, thump..." linebreak " Thump, thump!" next "•I made lots of money...)" wait set(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER) set(BLOND_GUY_IN_FOURSIDE) goto(L_C88B6D) // $C6D4D5 L_C6D4D5: eob // $C6D4D6 L_C6D4D6: "•What, what, what?" next "•I can't tell what it is from this distance." next "•Bring it closer!" end // $C6D50A Npc0840: goto_ifset(TEMP_9, L_C6D642) goto_ifset(TEMP_10, L_C6D61E) goto_ifset(flag 147, L_C6D5AE) get_char(1) rtoarg result_is(1) goto_true(L_C6D561) "•Hey, kid..." next "•This is a restricted area." next "•Back stage is right behind this door." end // $C6D561 L_C6D561: "•When {name(NESS)} arrives,{pause(15)} the Runaway Five told me to let him in." next "•So please come in." prompt2 window_closeall set_npc_movement(840, 242) wait_movement delete_npc(840, 6) create_npc(841, 8, 1) set(TOPOLLA_THEATER_BACKSTAGE_UNBLOCKED) set(TEMP_10) eob // $C6D5AE L_C6D5AE: "•Ah, you're a friend of the Runaway Five..." next "•Did you come to see Miss Venus?{pause(20)} Come inside quickly." next "•Don't let the other fans see you enter." prompt2 window_closeall set_npc_movement(840, 242) wait_movement delete_npc(840, 6) create_npc(841, 8, 1) set(TOPOLLA_THEATER_BACKSTAGE_UNBLOCKED) set(TEMP_9) eob // $C6D61E L_C6D61E: "•If {name(NESS)} arrives,{pause(15)} the Runaway Five told me to let him in." prompt2 eob // $C6D642 L_C6D642: "•Ah, you're a friend of the Runaway Five?" next "•Did you come to see Miss Venus?{pause(20)} Come inside quickly." next "•Don't let the other fans see you enter." prompt2 eob // $C6D695 Npc0841: goto_ifset(flag 147, L_C6D642) goto(L_C6D61E) // $C6D6A1 Npc0842: goto_ifset(TEMP_10, L_C6D822) goto_ifset(GOT_SIGNED_BANANA, L_C6D7B3) goto_ifset(QUEST_TO_VENUS_AUTOGRAPH, L_C6D707) "•Oh, you're just a little kid." next "•I'm too busy right now to give you my autograph." next "•Maybe next time, little " get_char(1) result_is(2) goto_true(L_C6D702) "man." end // $C6D702 L_C6D702: "girl." end // $C6D707 L_C6D707: "•Oh, you want an autograph?" next "•Okay,{pause(15)} I'll give you my autograph on this banana peel..." next "•{pause(20)}Here you go." next notfull(any) goto_false(L_C6D786) give_return_slot(result, SIGNED_BANANA) call(SUB_KeyItemGet) next "•Oh, and this is a bonus..." next "•Smack!" wait window_closeall set(GOT_SIGNED_BANANA) set(TEMP_10) eob // $C6D786 L_C6D786: "•Oh, uh huh..." next "•I can't give you the banana 'cause you have too much stuff." end // $C6D7B3 L_C6D7B3: goto_ifset(flag 680, L_C6D852) "•Oh, you again..." next "•Look, I'm busy right now." next "•I'll give you an autograph next time." next "•Are you here to see my show?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6D84B, L_C6D817) // $C6D817 L_C6D817: "•...Oh, I see." next // $C6D822 L_C6D822: "•Looks like you aren't too busy.{pause(20)} Make yourself at home for a while." end // $C6D84B L_C6D84B: "•Okay." next // $C6D852 L_C6D852: "•...Then, you should give me a big hand." wait set(flag 680) eob // $C6D86D Npc0843: "•Again, we've been cheated by the theater owner." next "•We're stuck here with a phony contract. Oh yeah!" end // $C6D8AF L_C6D8AF: "•Once again, I've made trouble for you." next "•This is it... we'll stop being so naive..." next "•But right now,{pause(15)} our fans are waiting for us." next "•We'll sing one more song before we go." next "•Ready?" next "•Okay, let's go!{pause(15)} Thanks, boogie boy!" prompt2 eob // $C6D93F Npc0844: "•We know how to sing but we don't know how to handle money or women." next "•Do-wap, do do wop." end // $C6D97A Npc0845: "•We owe you guys so much." next "•Sorry." end // $C6D993 Npc0846: "•We're so helpless." next "•Really helpless, and hopeless..." linebreak " Hyuk hyuk hyuk." end // $C6D9CA Npc0847: "•To meet Geldegarde Monotoli, you'll need our help." next "•I don't exactly know why... it's just a hunch." end // $C6DA0B Npc0848: "•Do you wanna buy a ticket?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6DA3F, L_C6DA37) // $C6DA37 L_C6DA37: "•Please come again." end // $C6DA3F L_C6DA3F: "•30 bucks, please." linebreak open_wallet add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6DA6D, L_C6DA37) goto(L_C6DA37) // $C6DA6D L_C6DA6D: notfull(any) goto_false(L_C6DAA0) store_registers hasmoney(30) goto_true(L_C6DAC0) sound(118) pause(1) takemoney(30) open_wallet "•Thanks a lot." wait sound(116) load_registers give_return_slot(result, SHOW_TICKET) eob // $C6DAA0 L_C6DAA0: "•Excuse me " get_char(1) call(TEXT_PMemberPolite) ", but your hands are full..." end // $C6DAC0 L_C6DAC0: "•I'm sorry sir..." next npc_direction(921, 7) "•We don't just give away the tickets... you must pay 30 dollars." end // $C6DAF5 Npc0849: goto_ifset(TEMP_2, L_C6DBBF) goto_ifset(flag 147, L_C6DB0A) goto_ifset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER, L_C6DB2E) // $C6DB0A L_C6DB0A: get_dir_from_char(leader, NPC, 849) call(L_C7DC9B) goto_false(L_C6DBAE) "•Please have your tickets ready..." end // $C6DB2E L_C6DB2E: goto_ifset(flag 147, L_C6DBD5) "•Boys and girls, ladies and gents... this is a very special show," next "•the final Runaway Five show here at the Topolla!" next "•Please, please, please don't miss this once in a lifetime chance to see their show." end // $C6DBAE L_C6DBAE: "•Oh, hi." wait window_closeall call(L_C88988) set(TEMP_2) eob // $C6DBBF L_C6DBBF: "•Are you enjoying yourself?" end // $C6DBCE L_C6DBCE: goto_ifset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER, L_C6DB2E) // $C6DBD5 L_C6DBD5: goto_ifset(TEMP_2, L_C6DBBF) store_registers load_registers get_inventory(result, 0) swap store_registers result_is(178) goto_true(L_C6DC0C) get_dir_from_char(leader, NPC, 849) call(L_C7DC9B) goto_false(L_C6DBAE) "•No kidding..." end // $C6DC0C L_C6DC0C: get_dir_from_char(leader, NPC, 849) call(L_C7DC9B) goto_false(L_C6DBAE) goto_ifset(TEMP_2, L_C6DBBF) sound(118) pause(1) take(any, SHOW_TICKET) "•Thanks a lot." next "•Please hurry.{pause(20)} The show will be starting at any moment." wait window_closeall call(L_C8897F) set(TEMP_2) eob // $C6DC62 Npc0850: "•Thanks a lot." next "•Please hurry.{pause(20)} The show will be starting at any moment." end // $C6DC8D Npc0853: call(L_C5D3DD) eob // $C6DC93 Npc0854: "•Bread in this town has a very plain, nondescript flavor to it." next "•To tell you the truth,{pause(20)} I'm the owner of this bakery." end // $C6DCE7 Npc0855: "•I was thinking “There's a tight wad born every minute...”" end // $C6DD0A L_C6DD0A: get_inventory(result, 0) swap result_is(187) goto_true(L_C6DD1D) goto(L_C7C6B6) // $C6DD1D L_C6DD1D: "•What?" next "•You came to deliver my grandma's momento, the {itemname(CONTACT_LENS)}?!" next "•Thank you." next "•Thank you so{pause(5)}o{pause(5)}o{pause(1)}o{pause(1)}o much!" next "•It's our family tradition to keep things forever." next "•...Okay, I'll give you something as a reward." next "•Here's my socks that I use only for special occasions." next "•I've worn these socks for just five years." next "•There are no holes, and they've only been worn once since the last washing." next "•They stink a little... but they're still good." next "•Hey, don't refuse me here... I'm being generous!" next sound(116) take(any, CONTACT_LENS) notfull(any) give_return_slot(result, PAIR_OF_DIRTY_SOCKS) call(SUB_ItemGet) next "•Please take good care of my socks... *sniff!*" wait set(GOT_PAIR_OF_DIRTY_SOCKS) eob // $C6DE7B Npc0856: goto_ifset(TEMP_10, L_C6DF35) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6DF43) "•This elevator is only for Master Pokey's use." next "•It goes directly to the 47th floor." next "•Quit staring at my hips... why don't you stand somewhere else instead of behind me?" prompt2 // $C6DEFA L_C6DEFA: window_closeall npc_direction(856, 1) music(137) create_sprite(439, 355, 1) pause(1) camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 582, 1) wait_movement music(139) pause(90) unfocus_camera freeze_char(all) delete_sprite(439, 6) set(USED_ELEVATOR) set(TEMP_10) eob // $C6DF35 L_C6DF35: "•47th floor..." end // $C6DF43 L_C6DF43: "•This elevator goes directly to the 47th floor.{pause(20)} All aboard!" next "•Just kidding." prompt2 goto(L_C6DEFA) // $C6DF83 Npc0857: "•Last night there was a solitaire tournament." next "•...I lost my shirt...." next "•I'll invite you next time." next "•Hey, wait... Do you even know what solitaire is?" end // $C6DFE7 Npc0858: goto_ifset(GIYGAS_DEFEATED, L_C6E05A) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6E018) "•I'm an elite businessman who works in Mr. Monotoli's office." end // $C6E018 L_C6E018: "•I hope my salary stays the same." next "•You don't understand." next "•This is a huge concern of elite businessmen like me." end // $C6E05A L_C6E05A: "•It sounds like your lifestyle" next "•...isn't something I'd be that proud of!" end // $C6E088 Npc0859: goto_ifset(GIYGAS_DEFEATED, L_C6E0B4) "•Hello, baby face." next "•What brings you to the Monotoli Building?" end // $C6E0B4 L_C6E0B4: "•Hello, baby face." next "•What brings you to the Enrich Flavor Building?" end // $C6E0E3 Npc0862: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6E159) "•Are you a friend of Master Pokey?" next "•It's okay to visit him here,{pause(15)} but don't wander around the building." next "•Someone might be suspicious of you and take a pot shot at you with a machine gun..." end // $C6E159 L_C6E159: "•A lot has happened to me." next "•I have to try and sort it all out... thinking is tough for me." end // $C6E192 Npc0863: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6E1B9) "•Whoops..." next "•I was almost gonna beat you up." end // $C6E1B9 L_C6E1B9: "•When I'm off duty from my body guard job, I still have a lot of pent-up energy." next "•But don't worry, I won't come after you." next "•Unless you're kinda itchin' for a fight..." end // $C6E220 Npc0864: goto_ifset(TEMP_10, L_C6E298) "•This elevator is going down." next "•Look, don't stand behind me and stare at my hips!" wait window_closeall npc_direction(856, 1) music(138) create_sprite(439, 355, 1) pause(1) camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 583, 1) wait_movement music(139) pause(90) unfocus_camera freeze_char(all) delete_sprite(439, 6) set(USED_ELEVATOR) set(TEMP_10) eob // $C6E298 L_C6E298: "•Ground floor." end // $C6E2A4 Npc0865: goto_ifset(MANI_MANI_DEFEATED, L_C6E45A) // $C6E2AB L_C6E2AB: "•Oooo la la." next "•This... this is my poor old friend..." next "•Ah... what's your name..." next counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C6E33A) "•Ah, Pig's Butt..." next "•No, You're {name(NESS)}'s friend." next "•Pig's Butt, you came here to beg me for some money, right?" next goto(L_C6E36D) // $C6E33A L_C6E33A: "•Pig's Butt... no no, {name(NESS)}!" next "•Didn't you come here to beg me for some money?" next // $C6E36D L_C6E36D: "•Oooo la la." next "•Don't you recognize me?" next "•I'm Master Pokey!" next "•Pokey!" next "•Get it?" next "•I'm now Geldegarde Monotoli's partner," next "•and I give him political and economic advice." next "•I heard there were some ratty-looking kids asking for Mr. Monotoli..." next counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C6E426) "•Was that you {name(NESS)}?" next // $C6E426 L_C6E426: "•This isn't a place for the likes of you!" next "•Get outta here!{pause(20)} Now, loser!" prompt2 window_closeall goto(L_C894AC) // $C6E45A L_C6E45A: goto_ifset(flag 625, L_C6E2AB) "•Oooo la la." next "•You shouldn't be satisfied with eating just some more {stat(FAVORITE_FOOD)}." next "•You're so out of it." next "•I've ordered “Trout-flavored Yogurt.”" next "•It's very popular among gourmets." next "•Aren't you jealous that I get to eat such a tongue-tickling treat?" next "•Ha ha ha!" next "•“Trout-flavored Yogurt”...{pause(20)} Oooo, I can't wait!" next "•I'm starting to drool all over myself just thinking about it." end // $C6E557 Npc0868: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C6E57D) "•You haven't changed much, {name(NESS)}." next goto(L_C6E5A1) // $C6E57D L_C6E57D: "•Have I met you before?" next "•You're just annoying kids to me..." next // $C6E5A1 L_C6E5A1: "•I'm Aloysius Minch, Pokey's dad." next "•Due to my son's success,{pause(15)} I now live the life of a rich man." next "•“Every dog has its day...”" next "•That's the perfect proverb to describe me! HA! Haha! hahaha! hohohoho!" next "•GWA HA Ha Ha hahahaha!" next "•Hee ha haha hehe haha!" next "•Ha hahaha... *cough, cough," linebreak " COOOOUGH!*" next "•Oooo... my jaw is tired!" end // $C6E69C Npc0869: goto_ifset(TEMP_10, L_C6E759) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6E79A) "•Shhh! Quiet!" linebreak get_char(1) rtoarg " Aren't you {name(argument)}?" next "•Mr. Monotoli's maid, Electra, told me about you." next "•I'll take you to Mr. Monotoli's office on the 48th floor." next "•Only you may go." prompt2 get_char(1) rtoarg // $C6E71E L_C6E71E: window_closeall npc_direction(869, 1) music(137) create_sprite(439, 355, 1) pause(1) camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 582, 1) wait_movement music(139) pause(90) unfocus_camera freeze_char(all) delete_sprite(439, 6) set(USED_ELEVATOR) set(TEMP_10) eob // $C6E759 L_C6E759: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6E7E9) "•48th floor." next "•A robot bodyguard is patrolling the floor." next "•Be careful!" end // $C6E79A L_C6E79A: "•This elevator goes to the top of this building, the 48th floor." next "•Enjoy your ride, even though it's only one floor." prompt2 goto(L_C6E71E) // $C6E7E9 L_C6E7E9: "•48th floor." end // $C6E7F6 Npc0866: "•Get away from me, kid!" end // $C6E806 Npc0867: "•You won't get away from me, kid!" end // $C6E81A Npc0870: goto_ifset(TEMP_10, L_C6E8BF) goto_ifset(VISITED_SUMMERS, L_C6E961) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6E8CC) "•You might run into the maid, Electra." next "•I wonder what your relationship is...(smile)." next "•This elevator takes you to the 47th floor." prompt2 // $C6E884 L_C6E884: window_closeall npc_direction(870, 1) music(138) create_sprite(439, 355, 1) pause(1) camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 583, 1) wait_movement music(139) pause(90) unfocus_camera freeze_char(all) delete_sprite(439, 6) set(USED_ELEVATOR) set(TEMP_10) eob // $C6E8BF L_C6E8BF: "•47th floor." end // $C6E8CC L_C6E8CC: "•Are you a friend of the Runaway Five?" next "•Would an autograph be asking for too much?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6E90F, L_C6E90F) // $C6E90F L_C6E90F: "•I don't mean your autograph, silly." wait window_closeall npc_direction(870, 1) music(138) create_sprite(439, 355, 1) pause(1) camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 583, 1) wait_movement music(139) pause(90) unfocus_camera freeze_char(all) delete_sprite(439, 6) set(USED_ELEVATOR) set(TEMP_10) eob // $C6E961 L_C6E961: "•This elevator takes you to the 47th floor." wait goto(L_C6E884) // $C6E982 Npc0871: goto_ifset(GIYGAS_DEFEATED, L_C6EA0F) goto_ifset(TEMP_2, L_C6E9D6) goto_ifset(GOT_TROUT_YOGURT, L_C6EA0F) notfull(any) goto_false(L_C6E9D6) give_return_slot(result, TROUT_YOGURT) "•Your Trout-flavored yogurt, " store_registers get_char(1) call(TEXT_PMemberPolite) "." prompt2 load_registers set(GOT_TROUT_YOGURT) set(TEMP_2) call(SUB_ItemGet) next // $C6E9D6 L_C6E9D6: "•Master Pokey's cool!" next "•He gave me something the other day, and said “this is fit for a maid...”" end // $C6EA0F L_C6EA0F: "•Thanks for dropping by, even though there's nothing to do, honey." end // $C6EA34 Npc0872: goto_ifset(POKEY_FLIES_AWAY_BY_HELICOPTER, L_C6EE6F) goto_ifset(MONSTERS_IN_WINTERS, L_C6EE2E) "•Look at my skinny arms,{pause(20)} thin body,{pause(20)} and gray hair..." next "•I've become so weak since I lost the Mani Mani Statue." next "•I'm sorry I kidnapped {name(PAULA)}." next "•I haven't done anything to her." next "•...{name(PAULA)} is a nice girl." prompt2 window_closeall pause(60) npc_direction(872, 3) pause(10) window_open(1) "•{name(PAULA)}." next "•Return to {name(NESS)}." next "•I'm sorry I've created so much trouble for you." prompt2 window_closeall pause(60) call(L_C68253) set(MONSTERS_IN_WINTERS) unset(PAULA_AT_MONOTOLI_BUILDING) get_dir_from_npc(872, PMEMBER, leader) npc_direction(872, 0) music_resume pause(120) window_open(1) // $C6EB2C L_C6EB2C: "•....." next "•I'll tell you everything." next "•The Mani Mani Statue creates an illusion." next "•It attracts evil spirits and weakens your heart." next "•The power scared me so much, I hid the statue in the warehouse at Jackie's Cafe." next "•I often went there to pray." next "•....." next "•Cryptic words appeared to me while I was in the illusion." next "•{name(NESS)}, your name appeared in the cryptic messages." next "•“Stop {name(NESS)}, and do so by your own hand.”" next "•Or..." next "•“Don't let them go to Summers.”" next "•Or..." next "•“Make sure they know nothing of the Pyramid”..." next "•I don't fully understand the messages," next "•but someone obviously doesn't want you to go to Summers." next pause(60) linebreak "•...Evil... Giygas... or something... I could hear the name..." next "•Anyway, the evil side would be in trouble if you visit Summers..." next "•Oh! On the contrary, you should definitely go to Summers," next "•especially because they don't want you to make it there." next "•....." next "•...Would you like to hear the whole story again?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C6EB2C, L_C6ED74) // $C6ED74 L_C6ED74: "•Summers is located across the ocean.{pause(20)} Take my helicopter." next "•I'll open the door to my heliport." prompt2 window_closeall pause(1) set_npc_movement(872, 701) wait_movement set_npc_movement(876, 702) wait_movement set_npc_movement(876, 44) freeze_npc(872) music_effect(3) pause(180) music(85) set_npc_movement(877, 703) wait_movement set_npc_movement(877, 8) music_effect(2) pause(30) sound(28) pause(60) music_resume unfreeze_npc(872) wait_movement set_npc_movement(872, 8) window_open(1) "•You must go on!" next "•{name(NESS)}!" next "•This is your destiny." next set(TREMBLING_MONOTOLI_AT_48TH_FLOOR_ABSENT) set(MONOTOLI_AT_48TH_FLOOR) // $C6EE2E L_C6EE2E: "•{stat(PAULA_NAME)}, it's time we said goodbye." next "•Take care." wait window_closeall set(SENTRY_ROBOT_1_DEFEATED) set(SENTRY_ROBOT_2_DEFEATED) set(SENTRY_ROBOT_3_DEFEATED) set(SENTRY_ROBOT_4_DEFEATED) set(SENTRY_ROBOT_5_DEFEATED) set(SENTRY_ROBOT_6_DEFEATED) set(ENEMY_SUPPRESS) set(PREVENT_TELEPORT) set(flag 779) unset(VENUS_AND_RUNAWAY_FANS_AT_TOPOLLA) eob // $C6EE6F L_C6EE6F: "•Pokey took the helicopter..." next "•I hope he's okay..." end // $C6EE94 Npc0876: "•(This bear won't attack you.{pause(20)}" linebreak " He's stuffed!)" end // $C6EEB4 Npc0873: get_char(1) rtoarg "•...{name(NESS)}!" next "•You finally made it here!" next "•...I'm fine." next "•I believed you'd come and save me." next pause(60) linebreak "•Mr. Monotoli isn't really a bad person." next "•Take some time to listen to him." wait set(TEMP_10) eob // $C6EF24 Npc0879: goto_ifset(SENTRY_ROBOT_1_DEFEATED, L_C7C588) call(L_C6F054) call(L_C68562) goto_true(L_C683DE) pause(1) set_npc_movement(879, 635) set(SENTRY_ROBOT_1_DEFEATED) eob // $C6EF47 Npc0880: goto_ifset(SENTRY_ROBOT_2_DEFEATED, L_C7C588) call(L_C6F054) call(L_C68562) goto_true(L_C683DE) pause(1) set_npc_movement(880, 635) set(SENTRY_ROBOT_2_DEFEATED) eob // $C6EF6A Npc0881: goto_ifset(SENTRY_ROBOT_3_DEFEATED, L_C7C588) call(L_C6F054) call(L_C68562) goto_true(L_C683DE) pause(1) set_npc_movement(881, 635) set(SENTRY_ROBOT_3_DEFEATED) eob // $C6EF8D Npc0882: goto_ifset(SENTRY_ROBOT_4_DEFEATED, L_C7C588) call(L_C6F054) call(L_C68562) goto_true(L_C683DE) pause(1) set_npc_movement(882, 635) set(SENTRY_ROBOT_4_DEFEATED) eob // $C6EFB0 Npc0889: goto_ifset(SENTRY_ROBOT_5_DEFEATED, L_C7C588) call(L_C6F054) call(L_C68562) goto_true(L_C683DE) pause(1) set_npc_movement(889, 635) set(SENTRY_ROBOT_5_DEFEATED) eob // $C6EFD3 Npc0883: goto_ifset(SENTRY_ROBOT_6_DEFEATED, L_C7C588) call(L_C6EFF9) call(L_C68569) goto_true(L_C683DE) pause(1) set_npc_movement(883, 635) set(SENTRY_ROBOT_6_DEFEATED) set(RUNAWAY_FIVE_AT_CLUMSY_ROBOT_ROOM) eob // $C6EFF9 L_C6EFF9: window_open(1) "•Ping!{pause(20)} Clankety clankety..." next "•Rattle, rattle dwourrrrr!..." next "•Squeeeek, tweet tweet...{pause(20)} CLANK!!" wait window_closeall eob // $C6F054 L_C6F054: window_open(1) "•Secret code, please." next "•Say your code in 10 seconds." next "•10{pause(50)}, 9{pause(45)}, 8{pause(40)}, 7{pause(35)}, 6{pause(30)}, 5{pause(25)}, 4{pause(20)}, 3{pause(15)}, 2{pause(10)}, 1{pause(10)}." window_closeall eob // $C6F0B5 Npc0891: get_char(1) rtoarg "•{name(argument)}, " swap call(TEXT_PMemberPolite) "..." next "•Are you staying here tonight?" next "•Thanks for being so generous with your tips..." next "•...You never gave me a tip?... never mind..." end // $C6F112 Npc0894: "•Hey, you!..." next "•If you meet a beautiful, seductive woman who's looking for me,{pause(15)} tell her “hi.”" next "•...Anyway, I don't think a woman like that would be looking for me..." end // $C6F175 Npc0896: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6F1D6) "•What?" next "•Does Mr. Geldegarde Monotoli come here often?" next "•Hello!{pause(20)} Time to get up!!" next "•It could never happen!... Well, actually that's not true." end // $C6F1D6 L_C6F1D6: "•Sorry about the other day." next "•This sidewalk cafe isn't as profitable as it used to be." next "•This is just a hangout for the regulars." end // $C6F225 Npc0897: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6F354) "•Kids shouldn't be drinking espresso!" next "•You shouldn't be hanging around here." next "•What?" next "•Mr. Monotoli's here?" next "•You got that wrong, kid!" end // $C6F27C Npc0898: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6F354) goto_ifset(TALKED_TO_DYING_EVERDRED, L_C6F2E7) "•There's a loud noise outside." next "•Must be the seventh inning stretch," next "•and the fans are singing “Take me out to the ballgame” at the stadium." wait set(EVERDRED_OUTSIDE_CAFE) eob // $C6F2E7 L_C6F2E7: "•Kids shouldn't drink espresso. It'll stunt your growth, stubby!" next "•And quit hanging out around here." next "•What?" next "•Mr. Monotoli's here?" next "•You must be thinking of someone else!" end // $C6F354 L_C6F354: "•Good evening, hero!{pause(20)} How about an espresso?" end // $C6F374 Npc0899: goto_ifset(GIYGAS_DEFEATED, L_C6F584) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6F4B1) "•I'm surprised you talked to an ordinary guy like me." next "•I have no information or items to help you out." next "•Don't you think it's natural for a guy like me to be here?!" next "•I enjoy the atmosphere here." next "•By the way,{pause(15)} let me quiz you." next "•There are 5 apples." next "•If you eat one, how many are left?" next "•5 minus 1 is 4...{pause(15)} so 4's left." next "•...Ah, it's not funny?{pause(20)} Okay, here's another one..." next "•Master Pokey's maid Electra is “maid” to order..." next "•...Oh, puns aren't funny either..." end // $C6F4B1 L_C6F4B1: "•I've been trying to think of some funny jokes..." next "•I scream, you scream, we all scream for ice cream!" next "•Waaa ha ha ha ha ha. That's so funny!" next "•That should really make you laugh." next "•C'mon, laugh!" next "•If you hear any funny jokes, be sure you let loose and laugh..." next "•Please... I'm counting on you to laugh!" next "•*boo hoo hoo*..." end // $C6F584 L_C6F584: "•Hey, long time no see!" next "•I've thought of a new joke since before..." next "•Knock, knock!... (who's there?)" next "•Sawyer... (Sawyer who?)" next "•Sawyer doin' well, I'm fine, too!" next "•Baaa ha ha ha!..." next "•...You don't think it's funny?" next "•I really thought this would be funny to you." next "•Now my self confidence is TOTALLY shot! Back to therapy..." end // $C6F659 Npc0900: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6F717) "•I was in the middle of a caffeine buzz," next "•and I had to get to the bathroom fast!" next "•When I got there," next "•I accidentally knocked on the wall instead of the restroom door..." next "•The next thing I knew, someone asked “Who is it?” and really surprised me!" next "•Maybe I just imagined it?..." end // $C6F717 L_C6F717: "•The hint that I gave you was critical to helping you win..." next "•Happy happy!" next "•We rock! Ha ha ha." end // $C6F757 Npc0901: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C6F819) "•I used to be Monotoli's employer." next "•Then I realized his schemes made my company go bankrupt." next "•My house and land were taken away..." next "•Now I'm homeless..." next "•Monotoli didn't used to be so powerful." next "•I want to find out his secrets, so I'm spending my time here," next "•watching to see if he ever drops in." end // $C6F819 L_C6F819: get_char(1) rtoarg "•I wanna say thanks." next "•Monotoli destroyed my life... but I've decided not to blame anyone." next "•I'm having a wonderful time each and every day now." next "•Thank you, thank you!" end // $C6F881 Npc0875: "•You've brought the town of Fourside back to life." next "•I appreciate it from the bottom of my heart." next "•Thank you." end // $C6F8BF Npc0903: "•Seems like it's just for decoration." end // $C6F8D9 Npc0595: "•This one is locked." end // $C6F8E6 L_C6F8E6: call(L_C6F9FD) goto_true(L_C6FA68) call(L_C6FA05) goto_false(L_C6FB5D) call(L_C6FA0C) hasitem(any, POP_GUN) goto_true(L_C6FA93) counter(36) call(L_C6FA2E) eob // $C6F913 L_C6F913: call(L_C6F9FD) goto_true(L_C6FA68) call(L_C6FA05) goto_false(L_C6FB5D) call(L_C6FA0C) hasitem(any, HOLMES_HAT) goto_true(L_C6FA93) counter(75) call(L_C6FA2E) eob // $C6F940 L_C6F940: call(L_C6F9FD) goto_true(L_C6FA68) call(L_C6FA05) goto_false(L_C6FB5D) call(L_C6FA0C) hasitem(any, BROKEN_AIR_GUN) goto_true(L_C6FA93) counter(6) call(L_C6FA2E) eob // $C6F96D L_C6F96D: call(L_C6F9FD) goto_true(L_C6FA68) call(L_C6FA05) goto_false(L_C6FB5D) call(L_C6FA0C) hasitem(any, BROKEN_SPRAY_CAN) goto_true(L_C6FA93) counter(7) call(L_C6FA2E) eob // $C6F99A L_C6F99A: call(L_C6F9FD) goto_true(L_C6FA68) call(L_C6FA05) goto_false(L_C6FB5D) call(L_C6FA0C) call(L_C6FA93) eob // $C6F9BB L_C6F9BB: call(L_C6F9FD) goto_true(L_C6FA68) call(L_C6FA05) goto_false(L_C6FB5D) call(L_C6FA0C) call(L_C6FA93) eob // $C6F9DC L_C6F9DC: call(L_C6F9FD) goto_true(L_C6FA68) call(L_C6FA05) goto_false(L_C6FB5D) call(L_C6FA0C) call(L_C6FA93) eob // $C6F9FD L_C6F9FD: call(SUB_GetUsedItem) result_is(205) eob // $C6FA05 L_C6FA05: load_registers swap result_is(172) eob // $C6FA0C L_C6FA0C: load_registers swap "•{name(argument)} opened the locker using the {itemname(BAD_KEY_MACHINE)}." sound(119) prompt2 newline eob // $C6FA2E L_C6FA2E: ctoarg "•There was a {itemname(REG_ARGUMENT)} in the locker." next notfull(any) goto_false(L_C6FAB4) store_registers give_return_slot(result, REG_ARGUMENT) load_registers swap "•{name(argument)}" swap " got it." wait sound(116) pause(1) eob // $C6FA68 L_C6FA68: load_registers newline "•(The key is bent and doesn't fit into the key hole!)" wait set(USED_KEY_TO_THE_LOCKER) eob // $C6FA93 L_C6FA93: "•(Unfortunately, there is nothing in this locker.)" end // $C6FAB4 L_C6FAB4: "•However, you already have too many things to carry." next get_char(1) swap "•{name(argument)}" swap " left it in the locker." end // $C6FAE5 Npc0479: goto_ifset(OPENED_THREED_CEMETERY_UNDREGROUND_DOOR, L_C9992F) call(L_C6FB20) goto_ifset(JEFF_JOINS, L_C9992F) window_closeall pause(1) call(L_C79E55) eob // $C6FB02 L_C6FB02: store_registers get_inventory(result, 0) swap result_is(172) goto_false(L_C6FB5D) call(L_C6FB33) delete_npc(479, 6) set(OPENED_THREED_CEMETERY_UNDREGROUND_DOOR) eob // $C6FB20 L_C6FB20: window_open(1) "•The door is locked." wait window_closeall eob // $C6FB33 L_C6FB33: load_registers get_inventory(result, 0) swap "•{name(argument)}" swap " used" linebreak " the {itemname(REG_ARGUMENT)}." next "•The door opened." wait sound(119) eob // $C6FB5D L_C6FB5D: "•It wasn't the right key." end // $C6FB6D L_C6FB6D: newline "•The Suporma sang the song “Ode to Orange Kid.”" next "•As soon as it finished, the machine broke down." end // $C6FBB5 L_C6FBB5: newline "•By using the Insignificant Present, you had a very fruitful experience" next "•that cannot be understood by someone who does not use something insignificant." end // $C6FC1A L_C6FC1A: newline " {user} used the Monkey Love." next " All of a sudden, a monkey came along," next " and pinned the enemy down with its tiny monkey body." prompt2 eob // $C6FC6D L_C6FC6D: newline "•It smelled so unbelievably bad that you could not eat it." end // $C6FC94 L_C6FC94: newline "•(Dear {stat(NESS_NAME)}," linebreak " How are you?" next "•Since you left home on your journey, things have changed around here." next "•For example, I don't have as much laundry." next "•Also, we don't seem to eat {stat(FAVORITE_FOOD)} as much as we used to." next "•I heard that you defeated some universal evil character--what was it," next "•Googi, or something like that?" next "•Well, that sounds really great!" linebreak " I want to hear all the details, so hurry home, okay?" next "•Tracy, {stat(PET_NAME)} and I are waiting for you." next "• Love," linebreak " Mama)" end // $C6FDBE L_C6FDBE: newline "•(Dear {stat(JEFF_NAME)}," linebreak " Everything's really going great here." next "•I wish I could have gone with you on your adventure, even just part of the way," next "•but instead I'm sitting here, waiting for you in Winters." next "•I want to see you again as soon as possible. I can't wait to see your cheerful face." next "•I bet your glasses are dirty... If you come back, I'll clean them for you!" next "•Like I said, I'm waiting for you." next "• Yours truly," linebreak " Tony " next linebreak "•P.S. Don't show this letter to anyone!)" end // $C6FED6 L_C6FED6: newline "•(Dear {stat(PAULA_NAME)}," linebreak " How are you doing?" linebreak " I'm fine." next "•I fine too!" next "•So are me!" next "•Me also!" next "•Me okay." next "•Please come and play with us again at the Polestar Preschool." next "•Oh yeah, one more thing, bring us some presents ...if you have any." next "• Sincerely," linebreak " Your friends at the" linebreak " Polestar Preschool)" end // $C6FF9B L_C6FF9B: newline "•You would probably regret it if you ate this now..." prompt2 eob // $C6FFBB L_C6FFBB: newline "•This phone only receives calls. You cannot make outgoing calls from it." prompt2 eob // $C70000 L_C70000: switch(L_C70511, L_C7058D, L_C705E4, L_C7062A, L_C70688, L_C70711, L_C70789, L_C70868, L_C708DD, L_C70943, L_C709E8, L_C70A4C, L_C70AB5, L_C70B17, L_C70B59, L_C70BC4, L_C70BFF, L_C70C4D, L_C70C8D, L_C70D2F, L_C70D5F, L_C70DB0, L_C70DB6, L_C70E26, L_C70E61, L_C70E95, L_C70F16, L_C7105D, L_C710BB, L_C71140, L_C7117E, L_C71208, L_C71295, L_C712E3, L_C712EC, L_C713CB, L_C71435, L_C7152C, L_C715B7, L_C7162B, L_C71677, L_C716B7, L_C7175B, L_C717BC, L_C71808, L_C71837, L_C7188E, L_C718E0, L_C7192C, L_C71973, L_C719D7, L_C71A14, L_C71A67, L_C71AF0, L_C71B3F, L_C71BAA, L_C71BE2, L_C71CAD, L_C71D08, L_C71D65, L_C71DD2, L_C71EA1, L_C71EFB, L_C71F21, L_C71F78, L_C71FB8, L_C72026, L_C72139, L_C721D9, L_C72205, L_C72258, L_C72296, L_C722C1, L_C72348, L_C72398, L_C7246A, L_C724AB, L_C724D7, L_C7252B, L_C7259F) end // $C70144 Npc0039: set(SHOW_ONETT_HINT_TOWN_MAP) counter(35) call(L_C70198) eob // $C7014F Npc0278: set(SHOW_TWOSON_HINT_TOWN_MAP) counter(50) call(L_C70198) eob // $C7015A Npc0510: set(SHOW_THREED_HINT_TOWN_MAP) counter(60) call(L_C70198) eob // $C70165 Npc0970: set(SHOW_FOURSIDE_HINT_TOWN_MAP) set(ALT_BUY_SOUND_EFFECT) counter(75) call(L_C70198) unset(ALT_BUY_SOUND_EFFECT) eob // $C70176 Npc1071: set(SHOW_SUMMERS_HINT_TOWN_MAP) set(ALT_BUY_SOUND_EFFECT) counter(150) call(L_C70198) unset(ALT_BUY_SOUND_EFFECT) eob // $C70187 Npc1153: set(SHOW_SCARABA_HINT_TOWN_MAP) set(ALT_BUY_SOUND_EFFECT) counter(100) call(L_C70198) unset(ALT_BUY_SOUND_EFFECT) eob // $C70198 L_C70198: goto_ifset(GIYGAS_DEFEATED, L_C72398) goto_ifset(GOT_METEORITE_PIECE, L_C72348) ctoarg goto_ifset(TEMP_8, L_C726DA) call(L_C726B2) "•I could give you a great hint for just ${number(argument)}." next "•You'd like a hint, wouldn't you?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C7030F, L_C701F6) // $C701F6 L_C701F6: "•So you're telling me that you don't want a hint?" next "•You're either awfully confident or ${number(argument)} is too much to pay." next "•Anyway, a young man like you is very unusual these days." next "•If you happen to need a hint, c'mon back!" next "•I'm here all the time..." end // $C70288 L_C70288: "•So you're telling me that you don't want a hint?" next "•You're either awfully confident or ${number(argument)} is too much to pay." next "•Anyway, a young man like you is very unusual these days." next "•You say that you don't want a hint?" next "•Well, so long." end // $C7030F L_C7030F: hasmoney(0) goto_true(L_C72664) set(TEMP_8) takemoney(0) open_wallet sound(118) pause(10) // $C70329 L_C70329: call(L_C72440) goto_ifset(QUEST_TO_ZEXONYTE, L_C722C1) goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C72296) goto_ifset(GOT_MELODY_FIRE_SPRING, L_C72258) goto_ifset(GOT_MELODY_LUMINE_HALL, L_C72205) goto_ifset(TENDA_VILLAGE_UNDERGROUND_OPEN, L_C721D9) goto_ifset(TENDAS_NOT_SHY, L_C72139) goto_ifset(GOT_SHYNESS_BOOK, L_C72026) goto_ifset(LEARNED_ABOUT_SHYNESS_BOOK, L_C71FB8) goto_ifset(flag 619, L_C71F78) goto_ifset(GOT_ERASER_ERASER, L_C71F21) goto_ifset(ANDONUTS_AT_LAB_ABSENT, L_C71EFB) goto_ifset(USED_HAWK_EYE, L_C71EA1) goto_ifset(VISITED_DEEP_DARKNESS, L_C71DD2) goto_ifset(DUNGEON_MAN_AT_PALM_TREES, L_C71D65) goto_ifset(GOT_HAWK_EYE, L_C71D08) goto_ifset(PYRAMID_OPEN, L_C71CAD) goto_ifset(VISITED_SCARABA, L_C71BE2) goto_ifset(READ_HIEROGLYPHS, L_C71BAA) goto_ifset(POO_JOINS, L_C71AF0) goto_ifset(MAGIC_CAKE_LADY_AT_BEACH, L_C71A67) goto_ifset(CALLED_STOIC_CLUB, L_C71A14) goto_ifset(GOT_STOIC_CLUB_PHONE, L_C719D7) goto_ifset(VISITED_SUMMERS, L_C71973) goto_ifset(GOT_MELODY_RAINY_CIRCLE, L_C7192C) goto_ifset(BUBBLE_MONKEY_AT_LAKE_TESS, L_C718E0) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C7188E) goto_ifset(CAN_ACCESS_48TH_MONOTILI_FLOOR, L_C71837) goto_ifset(GOT_YOGURT_DISPENSER, L_C71808) goto_ifset(QUEST_TO_YOGURT_MACHINE, L_C717BC) goto_ifset(MANI_MANI_DEFEATED, L_C7179A) goto_ifset(TALKED_TO_DYING_EVERDRED, L_C7175B) goto_ifset(EVERDRED_OUTSIDE_CAFE, L_C716B7) goto_ifset(DEPT_STORE_SPOOK_DEFEATED, L_C71677) goto_ifset(FOURSIDE_DEPT_BLACKOUT, L_C7162B) goto_ifset(flag 147, L_C715B7) goto_ifset(GOT_DIAMOND, L_C7152C) goto_ifset(DIAMOND_TO_BE_DELIVERED, L_C71435) goto_ifset(flag 282, L_C713CB) goto_ifset(DESERT_MINE_EXPANDED, L_C712E3) goto_ifset(flag 607, L_C71295) goto_ifset(VISITED_FOURSIDE, L_C71208) goto_ifset(GAVE_FOOD_TO_MONTAGUE, L_C7117E) goto_ifset(MASTER_BELCH_DEFEATED, L_C71140) goto_ifset(CAN_ENTER_BELCHS_FACTORY, L_C7105D) goto_ifset(WATERFALL_WAIT_ENABLED, L_C70F16) goto_ifset(VISITED_SATURN_VALLEY, L_C70E95) goto_ifset(MINI_BARF_DEFEATED, L_C70E61) goto_ifset(ZOMBIE_GUARDS_AWAY, L_C70E26) goto_ifset(GOT_ZOMBIE_PAPER, L_C70DB6) goto_ifset(BOOGEY_TENT_IN_THREED, L_C70D5F) goto_ifset(ZOMBIE_CHICK_HOTEL_MUSIC, L_C70D2F) goto_ifset(VISITED_THREED, L_C70C8D) goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C70C4D) goto_ifset(GOT_WAD_OF_BILLS, L_C70BFF) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C70BC4) goto_ifset(PAULA_JOINS, L_C70B59) goto_ifset(CARPAINTER_DEFEATED, L_C70B17) goto_ifset(GOT_FRANKLIN_BADGE, L_C70AB5) goto_ifset(TALKED_TO_CARPAINTER, L_C70A4C) goto_ifset(VISITED_HAPPY_HAPPY_VILLAGE, L_C709E8) goto_ifset(GOT_PENCIL_ERASER, L_C70943) goto_ifset(APPLE_KID_IN_BURGLIN_PARK, L_C708DD) goto_ifset(GOT_RECEIVER_PHONE, L_C70868) goto_ifset(VISITED_TWOSON, L_C70789) goto_ifset(PATH_TO_TWOSON_OPEN, L_C70711) goto_ifset(GOT_MELODY_GIANT_STEP, L_C70688) goto_ifset(ENTERTAINERS_SHACK_UNLOCKED, L_C7062A) goto_ifset(GOT_KEY_TO_SHACK, L_C705E4) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C7058D) // $C70511 L_C70511: "•It seems that the citizens of Onett have been harassed" next "•by those dang street punks called the Sharks." next "•I wonder if going and talking to Frank," next "•the leader of the Sharks, would do any good?" call(L_C726CB) eob // $C7058D L_C7058D: "•So, have you met B. H. Pirkle, the mayor of Onett?" next "•Mayor Pirkle's office is on the second floor of Onett City Hall." call(L_C726CB) eob // $C705E4 L_C705E4: "•Go northwest." next "•A traveling entertainer is having some trouble getting into a locked shack..." call(L_C726CB) eob // $C7062A L_C7062A: "•You're on your way to Giant Step, aren't you?" next "•Just be careful, the police are pretty touchy about people," next "•not to mention kids, going up there..." call(L_C726CB) eob // $C70688 L_C70688: "•The police were here looking for you. Did you do something illegal?" next "•Head south on the street in front of my shop. You'll find the Onett Police Station." next "•I think it's best if you turn yourself in... no matter what you may have done." call(L_C726CB) eob // $C70711 L_C70711: "•Have you heard of a girl named {name(PAULA)}?" next "•She lives in Twoson, the town next to Onett..." next "•They say she has some pretty spectacular supernatural powers." next "•You can get to Twoson by heading south." call(L_C726CB) eob // $C70789 L_C70789: "•Have you been to Apple Kid and Orange Kid's houses?" next "•Their places are south of the Polestar Preschool." next "•They are great inventors ...to be." next "•They need some financial help." next "•If you help them ...later," next "•for sure," next "•without fail," next "•certainly," next "•something wonderful will happen." next "•Believe me, this hint is worth a lot more than you paid." call(L_C726CB) eob // $C70868 L_C70868: "•If you go east from the bus stop," next "•you will enter the Peaceful Rest Valley." next "•If you keep going east, you will come to Happy Happy Village." next "•You should maybe go there, unless you have something better to do?" call(L_C726CB) eob // $C708DD L_C708DD: "•You got a call from Apple Kid on your Receiver phone?" next "•What are you doing here, so far away from his home?" next "•I can't give you any hints, but I'll keep your ${number(argument)}." call(L_C726CB) eob // $C70943 L_C70943: "•Have you spoken to Everdred in Burglin Park?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C709AC, L_C70974) // $C70974 L_C70974: "•Well, well, well... That's not good." next "•You really should take the time out to meet Everdred." call(L_C726CB) eob // $C709AC L_C709AC: "•What? You DID talk to him? So, why are you here?" next "•Go back to the Peaceful Rest Valley." call(L_C726CB) eob // $C709E8 L_C709E8: "•Have you been to the Happy Happyism headquarters" next "•at the center of Happy Happy village?" next "•Do you want to go there?" next "•Or not?" next "•What?" next "•Why can't you make up your mind!" call(L_C726CB) eob // $C70A4C L_C70A4C: "•Do you remember seeing a litte mountain cabin on the way" next "•through the Peaceful Rest Valley?" next "•There must be a cave in the Happy Happy village that leads to that cabin." call(L_C726CB) eob // $C70AB5 L_C70AB5: "•This is my business, so I'm happy to have customers." next "•But, don't you know this is a crisis?{pause(20)} You shouldn't be wasting time here.•Anyway, I'll keep your ${number(argument)}." call(L_C726CB) eob // $C70B17 L_C70B17: "•You know that {name(PAULA)} is in the mountain cabin, right?" next "•By rescuing her, you actually rescue yourself." call(L_C726CB) eob // $C70B59 L_C70B59: "•{name(PAULA)}'s father at the Polestar Preschool must be really worried." next "•You should be considerate of a father's feelings toward his daughter." next "•He's only human, y'know!" call(L_C726CB) eob // $C70BC4 L_C70BC4: "•Go and see Everdred, the boss of Burglin Park." next "•Just trust me... you go see him." call(L_C726CB) eob // $C70BFF L_C70BFF: "•The Runaway Five, the band at the Chaos theater, is up to their eyes in debt." next "•Could anyone pay off their debt for them?" call(L_C726CB) eob // $C70C4D L_C70C4D: "•I don't think there is anything else you need to do in this town." next "•It's okay of you stay, but it's really okay if you leave..." call(L_C726CB) eob // $C70C8D L_C70C8D: "•There's a tunnel northwest of this town." next "•There are two guard zombies that hang out at the entrance." next "•They are actually pretty nice guys..." next "•It might be a good idea to meet those guys..." next "•But it's quite all right if you don't..." next "•Though I think that you really ought to go there." call(L_C726CB) eob // $C70D2F L_C70D2F: "•So, how are you doin', kid?" next "•If you're tired, you should go to the hotel and rest." call(L_C726CB) eob // $C70D5F L_C70D5F: "•Do you know about that mysterious tent that appeared" next "•at the south end of town?" next "•I don't know, but..." linebreak " it looks kinda..." linebreak " strange..." call(L_C726CB) eob // $C70DB0 L_C70DB0: call(L_C72620) eob // $C70DB6 L_C70DB6: "•“Zombie Paper only works well in a tent.”" next "•“After you set the paper in a tent, go to the hotel and put your dogs up.”" next "•What, didn't you read the Zombie paper instructions?" call(L_C726CB) eob // $C70E26 L_C70E26: "•There's an underground path northwest of this town." next "•Those guard zombies should be gone now." call(L_C726CB) eob // $C70E61 L_C70E61: "•♪Saturn Valley is very nice!" linebreak " You should go" linebreak " at least once or twice♪" call(L_C726CB) eob // $C70E95 L_C70E95: "•It seems like you don't know what to do in Saturn Valley." next "•The Mr. Saturn on the second floor of the cave should be able to tell you" next "•a password to get you into the secret base." next "•Now that sounds like some handy info!" call(L_C726CB) eob // $C70F16 L_C70F16: "•Mr. Saturn must have told you to wait for three minutes in front of the waterfall." next "•What? You don't know where the waterfall is?" next "•The waterfall is actually named Grapefruit Falls." next "•After you exit the tunnel that begins in the Threed graveyard," next "•go to the north." next "•You certainly know about the cave to Saturn Valley that is then on your right." next "•But..." linebreak " You should not go in that cave." next "•Keep going straight north." next "•You'll eventually come to the Grapefruit Falls." next "•Then, wait patiently for three minutes." call(L_C726CB) eob // $C7105D L_C7105D: goto_ifset(GOT_FLY_HONEY, L_C710BB) "•Oh, you've forgotten to get something really important." next "•Be sure to check the garbage can that is left behind by the Boogey Tent." call(L_C726CB) eob // $C710BB L_C710BB: "•How about this for some extra special help--I'll teach you" next "•some great tactics for dealing with Belch." next "•Belch really loves Fly Honey, from what I've heard." next "•Therefore, you should use the Fly Honey during battle." call(L_C726CB) eob // $C71140 L_C71140: "•In the middle of Dusty Dunes Desert, there is someone who's starving." next "•...I just sense it." call(L_C726CB) eob // $C7117E L_C7117E: "•At the Topolla Theater in Fourside," next "•the Runaway Five have booked a series of gigs." next "•This is just a rumor, but I hear that they've been snowed again" next "•and are in some kind of trouble." next "•So... If I were you, I'd go and talk with them." call(L_C726CB) eob // $C71208 L_C71208: isset(GAVE_FOOD_TO_MONTAGUE) goto_false(L_C71140) "•At the Topolla Theater, the Runaway Five have booked a series of gigs." next "•This is just a rumor, but I hear that they've been snowed again" next "•and are in some kind of trouble." next "•So... If I were you, I'd go and talk with them." call(L_C726CB) eob // $C71295 L_C71295: isset(GAVE_FOOD_TO_MONTAGUE) goto_false(L_C71140) "•If you happen to get weak, you should just go to sleep. This is basic." next "•That way, you can recover your strength." call(L_C726CB) eob // $C712E3 L_C712E3: isset(GAVE_FOOD_TO_MONTAGUE) goto_false(L_C71140) // $C712EC L_C712EC: "•The Runaway Five, who are now appearing at the Topolla Theater," next "•got stuck again because of financial problems." next "•To help them, a tremendous amount of money will be needed." next "•Hey, talking about a tremendous amount of money," next "•do you know about the Dusty Dunes Desert?" next "•You should head to the desert to look for buried treasure." next "•It would be fabulous if you found it!" call(L_C726CB) eob // $C713CB L_C713CB: "•Have you told the treasure hunter in the desert that you beat five bosses?" next "•I used to be a businessman, and I can tell you from experience." next "•Reporting is crucial." call(L_C726CB) eob // $C71435 L_C71435: "•So, have you been out taking any walks lately?" next "•Walking is great." next "•You know, it's not good for you" next "•to always be riding the bus 'cause it's way too easy." next "•Walk down the road between Dusty Dunes Desert and Fourside." next "•Especially be sure to walk across the bridge." next "•There's nothing quite as exciting as walking across a bridge" next "•when you don't know the train schedule..." call(L_C726CB) eob // $C7152C L_C7152C: "•It's such a pity..." next "•The Runaway Five have managed to get stuck at the Topolla Theater" next "•because of their debt problems." next "•Why don't you go and talk to Miss Fake, the manager of the theater?" next "•That diamond you're carrying should come in handy." call(L_C726CB) eob // $C715B7 L_C715B7: "•The department store in Fourside has reopened after being renovated." next "•People say that they have a good variety of things," next "•but the prices are a little bit high." next "•Have you been there yet?" call(L_C726CB) eob // $C7162B L_C7162B: "•Well..." linebreak " I'm not exactly sure, but it seems to me that..." next "•the top floor of the department store is kind of suspicious..." call(L_C726CB) eob // $C71677 L_C71677: "•Have you been to Jackie's Cafe?" next "•It's not difficult to find... the sign says “Cafe.”" call(L_C726CB) eob // $C716B7 L_C716B7: "•These days, young people seem to be so indifferent" next "•to what's happening in the real world." next "•It's disappointing that you seem to be indifferent about the real world, too." next "•For example, if you see someone lying in the street," next "•don't you think that you should really stop and try to help him?" call(L_C726CB) eob // $C7175B L_C7175B: "•Did you go back to Jackie's Cafe?" next "•There seems to be something mighty suspicious behind the counter..." call(L_C726CB) eob // $C7179A L_C7179A: "•The monkey... got charred." next "•Is he all right?" call(L_C726CB) eob // $C717BC L_C717BC: "•You should be able to find something out at the Monkey Cave" next "•in the Dusty Dunes Desert." next "•That's what I say... on to the desert!" call(L_C726CB) eob // $C71808 L_C71808: "•The maid out front of the Monotoli Building" next "•is waiting for the {itemname(YOGURT_DISPENSER)}." call(L_C726CB) eob // $C71837 L_C71837: "•I heard that you were asked to dinner" next "•by the cute maid at the Monotoli Building." next "•Lucky you! I envy kids like you... but just a bit." call(L_C726CB) eob // $C7188E L_C7188E: "•It was a while ago, but I heard that a silver flying contraption of some sort " next "•crash landed in the graveyard in Threed." call(L_C726CB) eob // $C718E0 L_C718E0: "•In Winters, you've been to the cave north of Stonehenge, right?" next "•I would bet it's one of “Your Sanctuary.”" call(L_C726CB) eob // $C7192C L_C7192C: "•Do you remember that Dr. Andonuts had the sky runner?" next "•What do you say to your going and giving it a whirl?" call(L_C726CB) eob // $C71973 L_C71973: "•You need to make a reservation by phone to go to the Stoic Club." next "•Someone in Toto, the port town next to Summers," next "•should know the phone number." call(L_C726CB) eob // $C719D7 L_C719D7: "•Try placing a call to" linebreak " the Strip... ooops! sorry," linebreak " I mean the Stoic Club." call(L_C726CB) eob // $C71A14 L_C71A14: "•After you get into the Stoic Club," next "•be sure to talk to the man with the mustache at the back table." next "•This is a pretty important hint." call(L_C726CB) eob // $C71A67 L_C71A67: "•People say that there is a Magic cake vendor" next "•on the pavement by the beach in the resort of Summers." next "•Oh yeah, “Pavement” means “sidewalk.”" next "•Well, I was just testing you..." next "•Are you angry?" linebreak " I didn't mean it... sorry!" call(L_C726CB) eob // $C71AF0 L_C71AF0: "•Scaraba Cultural Museum..." next "•Scaraba Cultural Museum..." next "•Scaraba Cultural Museum..." call(L_C726CB) eob // $C71B3F L_C71B3F: "•Did you go to the second floor of the Scaraba Cultural Museum in Summers?" next "•If you are lucky... you'll get to see the hieroglyph." next "•...Yeah, you sure would be lucky." call(L_C726CB) eob // $C71BAA L_C71BAA: goto_false(L_C7244E) "•If you want to sail across the ocean, who better than to ask but a sailor?" call(L_C726CB) eob // $C71BE2 L_C71BE2: goto_false(L_C7244E) isset(READ_HIEROGLYPHS) goto_false(L_C71B3F) "•After you've made all the necessary preparations, go to the pyramid." next "•In front of the pyramid, as the writing on the hieroglyph told," next "•step on the round stone plates in front of the sphinx, and draw a star." next "•That was really too much info to give out as a hint, wasn't it?" call(L_C726CB) eob // $C71CAD L_C71CAD: goto_false(L_C7244E) "•Deep in the pyramid, there is an item called the {itemname(HAWK_EYE)}, or so I've heard." next "•You shouldn't exit the pyramid unless you have" linebreak " the {itemname(HAWK_EYE)}." call(L_C726CB) eob // $C71D08 L_C71D08: goto_false(L_C7244E) "•I don't know if he's an enemy of yours or not, but" next "•the guy called “Dungeon Man” seems to be waiting for you." next "•Have you already met him before this?" call(L_C726CB) eob // $C71D65 L_C71D65: goto_false(L_C7244E) "•There is a broken submarine in the Dungeon Man's tummy." next "•Once the submarine gets fixed, you can go to the Deep Darkness." next "•Uhhh... maybe..." call(L_C726CB) eob // $C71DD2 L_C71DD2: goto_false(L_C7244E) "•If you need to brighten up a dark street you use..." next "•Yep, that's right! A flashlight!" next "•Oh... you don't have one? Actually, I knew that you didn't." next "•Well, what comes in handy is something that you, y'know," next "•picked up in, y'know, the pyramid..." next "•I forgot the name... It's that whatchyamacallit... ohhh... crud!" call(L_C726CB) eob // $C71EA1 L_C71EA1: goto_false(L_C7244E) "•It's tough, but you have to keep pressing on through the Deep Darkness." next "•That way, you'll find the village of the Tenda." next "•Don't give up yet." call(L_C726CB) eob // $C71EFB L_C71EFB: goto_false(L_C7244E) "•Apple..." next "•Winters..." next "•Andonuts..." call(L_C726CB) eob // $C71F21 L_C71F21: goto_false(L_C7244E) "•The Pencil Eraser makes pencil-shaped stuff disappear." next "•What do you think the Eraser Eraser machine does?" call(L_C726CB) eob // $C71F78 L_C71F78: goto_false(L_C7244E) "•It looks like Apple Kid is trapped deep, deep, deep in the Stonehenge enemy base." call(L_C726CB) eob // $C71FB8 L_C71FB8: goto_false(L_C7244E) "•Well, usually you find books at the library." next "•One who goes to the the fishmonger and expects" next "•to find books is likely to get very embarrassed indeed." call(L_C726CB) eob // $C72026 L_C72026: goto_false(L_C7244E) "•To correct shyness, you should let that person read a self-help book." next "•“Overcoming Shyness” is probably the best... It was a best-seller, y'know." next "•If a whole group is shy, the leader of the group should read the book on shyness" next "•to all the group members, and the whole group may get over shyness." next "•Though at least a part will certainly stop being shy." next "•So, how many times did I use the word “shy”?..." call(L_C726CB) eob // $C72139 L_C72139: goto_false(L_C7244E) "•Oh, heeey!" next "•Have you have you spoken with like, the Tenda" next "•deep in the cute, little Tenda village?" next "•Oh... my... gosh..." linebreak " Really???" next "•Are you like, really serious???" next "•I sound like a y'know, teenage girl?" next "•Do you like the way I talk now?" call(L_C726CB) eob // $C721D9 L_C721D9: goto_false(L_C7244E) "•There is a very important place under the Tenda Village." call(L_C726CB) eob // $C72205 L_C72205: goto_false(L_C7244E) "•Do you know about the talking rock in the Lost Underworld?" next "•You should listen to what the rock has to say and then put it into practice." call(L_C726CB) eob // $C72258 L_C72258: goto_false(L_C7244E) "•Do you know that talking rock in the Lost Underworld?" next "•You should listen to what the rock has to say." call(L_C726CB) eob // $C72296 L_C72296: "•Maybe ..." linebreak " where you should visit is" next "•Saturn Valley..." call(L_C726CB) eob // $C722C1 L_C722C1: "•A very special substance is necessary to complete the Phase Distorter." next "•You know, I wonder if the site in Onett" next "•where the meteorite landed has something to do with this?" next "•I say, go there and check out the site." call(L_C726CB) eob // $C72348 L_C72348: "•I have no more hints for you." next "•You've done such a good job to this point." next "•From here on out..." next "•Trust your judgement, and also your luck." end // $C72398 L_C72398: "•Well, I want to thank you for all the times" next "•that you used the hint shop. It's been a while since I first saw you..." next "•This is my final day in business." next "•{pause(10)}..{pause(10)}..{pause(10)}..{pause(10)}..{pause(30)}.." next "•Well, so long kid," linebreak " No, no... Master {name(NESS)}." next "•See you again," linebreak " if fate allows it." end // $C72440 L_C72440: isset(USED_CARROT_KEY) goto_false(L_C7244A) eob // $C7244A L_C7244A: rand_range(1) eob // $C7244E L_C7244E: goto_ifset(GOT_MELODY_MAGNET_HILL, L_C7259F) goto_ifset(FOURSIDE_SEWERS_OPEN, L_C7252B) goto_ifset(GOT_SIGNED_BANANA, L_C724D7) goto_ifset(QUEST_TO_VENUS_AUTOGRAPH, L_C724AB) // $C7246A L_C7246A: "•At the Dinosaur Museum in Fourside..." next "•A man called called Mr. Spoon has a heavy mustache..." call(L_C726CB) eob // $C724AB L_C724AB: "•If you want to meet Venus, you should go backstage at the Topolla Theater." call(L_C726CB) eob // $C724D7 L_C724D7: "•An autograph with a banana!" linebreak " I mean," linebreak " A banana with an autograph!" next "•You'd better get this to Mr. Spoon right away!" call(L_C726CB) eob // $C7252B L_C7252B: "•Heck, since the door to the sewer is open," next "•why not go all the way inside and look around?" next "•I know the stink and the vermin could overpower you," next "•but it might make you tougher, too." call(L_C726CB) eob // $C7259F L_C7259F: "•If you have the Carrot Key, " next "•you should go to Dalaam and give it to the bunny at Pink Cloud." next "•If you don't have the Carrot Key, you should go to Magnet Hill." next "•You should be able to find the Carrot Key there." call(L_C726CB) eob // $C72620 L_C72620: call(L_C726B2) "•I'd love to give you a hint, but I can't think of even one." next "•I'm sorry." linebreak " I'll return your money." givemoney(0) sound(116) open_wallet wait unset(TEMP_8) eob // $C72664 L_C72664: "•Oh, you don't have any money." linebreak " Don't you understand?" next "•This is how I make my living... I can't just give you a hint for free," get_char(1) result_is(2) goto_true(L_C726AA) " kid." end // $C726AA L_C726AA: " my dear." end // $C726B2 L_C726B2: "•Now wait a minute, youngster!" next eob // $C726CB L_C726CB: prompt2 newline "•That's it for today." end // $C726DA L_C726DA: "•Do you want to hear the hint once more?" next "•This is a special service just for you..." next goto(L_C70329) // $C72709 Npc0078: "•There are lots of snakes and stray dogs around Onett." next "•Is the mayor going to let them just run around, doing whatever they want?" next "•I'm here to protest!" end // $C72765 Npc0079: "•I work for City Hall,{pause(15)} but somehow Mayor Pirkle bugs me." next "•Let's keep this between you and me." end // $C727A8 Npc0080: "•We don't have any openings for part-time employees at this time." end // $C727CF Npc0081: "•Did I tell you that I saw a Giant Ant one time at Giant Step?" next "•..." next "•Oh,{pause(10)} sorry.{pause(30)} I did ant mean to spoil it for you." end // $C72822 Npc0082: "•Some suspicious-looking kids are hanging out in the woods north of the library." next "•I wonder if they are members of the Sharks." next "•To stop the spread of the gang,{pause(15)} someone should shut down their gathering places," next "•don't you think?" next "•I've started a movement" next "•that will stop all of the bad influences on the children of Onett." next "•I call it the “Fresh Breeze Movement.”{pause(15)} Hum de dum dum..." end // $C72910 Npc0083: "•I'm really in a foul mood." next "•Why?{pause(20)} Because the Mayor doesn't like me." next "•I think I'll just kick back for a while." next "•It just may take me a couple of hours to sign this paper. *snicker* *snort*" end // $C7298C Npc0084: get_char(1) rtoarg "•Oh,{pause(15)} aren't you {name(argument)}?" next "•Is it a school holiday today?{pause(15)} Have you done your homework?" next "•Remember to brush your teeth before going to bed." next "•Have you been wetting your bed?" end // $C729FF Npc0085: goto_ifset(TEMP_2, L_C72A63) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C72A76) "•The Mayor's office is on the second floor." next "•You need an appointment before you visit." next "•I'm going to have to stop you if you try to see the Mayor." end // $C72A63 L_C72A63: "•Look.{pause(20)} I told you so..." end // $C72A76 L_C72A76: goto_ifset(GOT_KEY_TO_SHACK, L_C72AB6) "•Since you beat up the Sharks,{pause(15)} you're the talk of the town." next "•Mayor Pirkle is waiting for you." end // $C72AB6 L_C72AB6: "•You look like someone who's going to do something big." goto_ifset(GIYGAS_DEFEATED, L_C72AD6) end // $C72AD6 L_C72AD6: next "•What was I thinking--{pause(15)} you did something really big!" end // $C72AF8 Npc0086: goto_ifset(GIYGAS_DEFEATED, L_C72E08) goto_ifset(GOT_KEY_TO_SHACK, L_C72DD0) "•Hey{pause(10)} hey{pause(10)} hey!{pause(15)} I'm Mayor B.H. Pirkle.{pause(15)} It's so nice to meet you." next "•You beat up the town bullies," next "•punched them out big time,{pause(10)} kicked their butts,{pause(10)} bit their heads off," next "•spit in their eyes,{pause(30)} and made them wet their pants." next "•Then you forced them to promise not to make any more trouble.{pause(15)} Thank you!" next "•What?{pause(15)}" linebreak " You want a key to the touring entertainers' shack?" next "•For someone as great as you,{pause(15)} giving you the key could help keep the town peaceful." next "•However,{pause(15)} if you encounter a dangerous situation," next "•please don't ask me to take any responsibility." next "•I'll be able to avoid any responsibility, right?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C72D2F, L_C72CAC) // $C72CAC L_C72CAC: "•I'm a very important man in these parts." next "•Do you think I'm important?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C72D2F, L_C72CEE) // $C72CEE L_C72CEE: "•Look,{pause(10)} I'm the big cheese around here," next "•and a brat like you should realize when someone is trying to be nice." end // $C72D2F L_C72D2F: "•You're such a smart kid...{pause(20)} Here's the key to the shack." next notfull(any) goto_false(L_C72D6E) give_return_slot(result, KEY_TO_THE_SHACK) store_registers_global call(SUB_KeyItemGet) set(GOT_KEY_TO_SHACK) end // $C72D6E L_C72D6E: sound(5) newline "•Although it's small,{pause(15)} the key is very important." next "•You seem to have too much to carry." next "•Get rid of some stuff you don't need,{pause(15)} and come back for the key later on." end // $C72DD0 L_C72DD0: "•Hey,{pause(30)} what's-your-name!" next "•I'm so busy with my election that I don't have time to meet with you." end // $C72E08 L_C72E08: "•Oh,{pause(15)} {stat(NESS_NAME)}" next "•I saw a picture in the international newspaper of someone who looks like you," next "•but there's no way it was you." next "•Maybe you'd like to study my city management techniques" next "•so that you could become Mayor someday? Wa ha ha!" next "•Since I returned peace to the town of Onett I was re-elected Mayor." next "•Are you here to celebrate?" linebreak " " add_option("YES") " " add_option("NO") build_menu_horizontal(2) menu clearline switch(L_C72F18, L_C72EF1) // $C72EF1 L_C72EF1: "•Don't be so shy!{pause(20)} A child shouldn't be so self conscious." end // $C72F18 L_C72F18: "•Thanks a lot." next "•From this day forward...{pause(20)} until the day I die... *sniff*" next "•I will dedicate my life *sniff* to peace in Onett... *boo hoo*" end // $C72F7B Npc0087: goto_ifset(GIYGAS_DEFEATED, L_C72FBE) "•In the next election, please give a speech supporting Mayor Pirkle." next "•Hee hee hee." end // $C72FBE L_C72FBE: "•Since way,{pause(10)} way back,{pause(15)} you and I have been very tight." next "•Pals basically. Ya ha ha ha ha." end // $C72FF8 Npc0089: "•City Hall is to the east.{pause(20)} You know,{pause(10)} where the sun rises!" end // $C73024 Npc0090: goto_ifset(PAULA_AT_HER_ROOM, L_C73039) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C730CF) goto_ifset(PAULA_JOINS, L_C730CF) // $C73039 L_C73039: "•I moved here from the way,{pause(15)} way,{pause(15)} way away next town." next "•In the next town, there is the... what is the name?{pause(20)}..." next "•uh... Polar Star preschool." next "•The preschool is at {stat(PAULA_NAME)}'s house." next "•{stat(PAULA_NAME)} uses... what is it called?{pause(15)}... uh... magic." end // $C730CF L_C730CF: goto_ifset(PAULA_AT_MONOTOLI_BUILDING, L_C73039) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C73039) "•I wanted to see you, {stat(PAULA_NAME)}!" next eob // $C730F6 Npc0091: "•When you're in trouble,{pause(15)} do you think you'd ever like to have a hint?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C73159, L_C73138) // $C73138 L_C73138: "•All righty then,{pause(15)} you're on your own.{pause(15)} Good luck!" end // $C73159 L_C73159: "•Why don't you get a hint from the next house?" end // $C7316F Npc0092: goto_ifset(VISITED_TWOSON, L_C731BC) "•Mr. Lier X. Agerate,{pause(15)} the treasure hunter,{pause(15)} finally found something interesting." next "•I heard he will only show it to you." end // $C731BC L_C731BC: "•The hotel is located to the west." next "•I'm sad 'cause I only got this short message." end // $C731F0 Npc0093: goto_ifset(GIYGAS_DEFEATED, L_C73217) "•I wonder if “EarthBound” has been released yet." end // $C73217 L_C73217: "•Listen to this!{pause(20)} I finished EarthBound!" end // $C73236 Npc0098: "•Hi!" next goto_ifset(RETURNED_SHYNESS_BOOK, L_C733EE) goto_ifset(GOT_TOWN_MAP, L_C733EE) goto_ifset(GOT_SHYNESS_BOOK, L_C73420) "•Kids can borrow only maps at this library." next "•Do you want to borrow one?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C732E1, L_C73296) // $C73296 L_C73296: "•A man without a map isn't popular with the girls." next "•Do you want one now?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C732E1, L_C73296) goto(L_C73296) // $C732E1 L_C732E1: notfull(any) goto_false(L_C733A7) "•Here's a map." next "•Onett isn't the only thing on the map." next "•All the info is there, except for the info that isn't there." next "•Pressing the X Button allows you to view the map at any time.{pause(15)} How convenient!" next "•You know, the X Button... located near the top.{pause(15)}" linebreak " Ha ha ha." next give_return_slot(result, TOWN_MAP) call(SUB_ItemGet) set(GOT_TOWN_MAP) end // $C733A7 L_C733A7: "•I suggest you bring a map along, even if you have to give up something else." next "•You seem to be carrying many worthless items." end // $C733EE L_C733EE: "•It's not necessary to return the map now." next "•Come back in the year 2001 to return it." end // $C73420 L_C73420: "•Please return our book “Overcoming Shyness” later!" end // $C7343F L_C7343F: get_inventory(result, 0) swap result_is(164) goto_false(L_C7C6B6) goto_ifset(GIYGAS_DEFEATED, L_C73470) "•That book's great!{pause(20)} Study it hard." end // $C73470 L_C73470: "•...Finally,{pause(15)} you've come to return the book.{pause(20)} Seems like you finished it." next "•You're such a good boy.{pause(20)} As a reward,{pause(15)} I'll give you a kiss.{pause(30)} Smack!" sound(116) wait take(any, SHYNESS_BOOK) set(RETURNED_SHYNESS_BOOK) eob // $C734DE Npc0099: "•At “Giant Step” there's a monster guarding that spot from the outside world." next "•No one knows when the monster made Giant Step its territory." next "•I wonder if he's stronger than my wife..." end // $C73550 Npc0100: goto_ifset(LEARNED_ABOUT_SHYNESS_BOOK, L_C73590) "•....." linebreak " ....." linebreak " ....." next "•(A man of few words.{pause(15)} It's useless talking to him now.)" end // $C73590 L_C73590: goto_ifset(GOT_SHYNESS_BOOK, L_C7363A) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C73628) "•Oh,{pause(10)} hi {stat(NESS_NAME)}." next // $C735B3 L_C735B3: "•It's another nice day. What?{pause(15)} You'd like the book “Overcoming Shyness”?" next "•I've read it.{pause(10)} It's a great book.{pause(10)} So you want to overcome shyness also?" next "•You should be able to find it on the bookcase." wait set(TALKED_TO_SHYGUY_ABOUT_SHYNESS_BOOK) eob // $C73628 L_C73628: "•Are you a friend of {stat(NESS_NAME)}?" linebreak linebreak goto(L_C735B3) // $C7363A L_C7363A: "•Hi!{pause(20)} Nice to meetchya!" next "•I'd really love to sit down and chat with you someday." next "•I'll talk about my adventure," next "•and you can tell me about all of your mistakes." end // $C73698 Npc0105: goto_ifset(TEMP_2, L_C736A6) "•....." wait set(TEMP_2) eob // $C736A6 L_C736A6: "•Shhh!{pause(30)} You're bothering people!" wait unset(TEMP_2) eob // $C736C0 L_C736C0: get_inventory(result, 0) swap result_is(164) goto_false(L_C7C6B6) "•The truth is,{pause(15)} I like to talk!" next "•Since I'm in a library,{pause(15)} I'm trying to be quiet. Oh man!" end // $C7370E Npc0103: goto_ifset(GIYGAS_DEFEATED, L_C73750) "•Recently,{pause(15)} I sensed the presence of UFO's flying around..." next "•or am I just dreaming?" end // $C73750 L_C73750: "•These days have been peaceful." next "•I miss the UFO's and monsters,{pause(15)} 'cause they haven't been around recently." end // $C73796 Npc0106: goto_ifset(TEMP_3, L_C737A4) "•....." wait set(TEMP_3) eob // $C737A4 L_C737A4: "•Quiet!" wait unset(TEMP_3) eob // $C737B0 L_C737B0: get_inventory(result, 0) swap result_is(164) goto_false(L_C7C6B6) "•Shh!{pause(15)} Shh!" next "•You're too loud!{pause(20)} Try to move around quietly,{pause(15)} Mr. Noisy pants." end // $C737FC Npc0108: goto_ifset(GIYGAS_DEFEATED, L_C73849) "•I'm researching “Giant Step.”" next "•It's located north and west of Onett." next "•I heard it possesses a special power!" end // $C73849 L_C73849: "•Clap,{pause(10)} clap,{pause(10)} clap." next "•When I see you,{pause(15)} I get the urge to give you a hand." end // $C73882 Npc0110: call(L_C9008D) eob // $C73888 Npc0113: call(L_C90000) eob // $C7388E Npc0114: "•I heard that around here,{pause(15)} our doctor is No. 1. Hee hee hee..." end // $C738B6 Npc0118: "•When I came to visit my friend at this hospital," next "•I somehow slipped and fell in the hallway." next "•So now I'm staying in the hospital too." next "•This could be the basis for a great, tragic tearjerker.{pause(20)} Well, maybe not...!" end // $C73940 Npc0119: goto_ifset(GIYGAS_DEFEATED, L_C73AB9) goto_ifset(VISITED_TWOSON, L_C73A03) "•I'm doing this because I trust you." next "•First,{pause(15)} let's go to the basement." prompt2 window_closeall pause(60) window_open(1) "•Ah!{pause(15)} I can tell by the look on your face you don't want to hang out,{pause(10)} do you?" next "•That's all right.{pause(20)} After all,{pause(15)} we are not even related." next "•I know you think I'm a big liar but maybe I'll surprise you!" wait window_closeall call(L_C5F639) unset(LIER_INSIDE_HOUSE) set(LIER_INSIDE_CAVE_1) eob // $C73A03 L_C73A03: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C73BCC) "•I'm doing this because I trust you." next "•First,{pause(15)} let's go to the basement." next "•Ah!{pause(15)} I can tell by the look on your face you don't want to hang out,{pause(10)} do you?" next "•That's all right.{pause(20)} After all,{pause(15)} we are not even related." next "•Someone like you should just hang around that dreamer Gerardo Montague." end // $C73AB9 L_C73AB9: "•You're being vain, {stat(NESS_NAME)}." next "•Life is...{pause(20)} Not that easy." next "•You just saved the Earth from a crisis...{pause(15)} Don't act so stuck up." next "•...When I was younger I too saved the Earth many times." next "•I live a modest life.{pause(20)} That's the way it should be." next "•Don't you think a real hero is someone like me?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C73B9D, L_C73B87) // $C73B87 L_C73B87: "•{stat(NESS_NAME)}," linebreak "•Don't be such a snob!" end // $C73B9D L_C73B9D: "•When you grow up,{pause(15)} why don't you become my partner and we'll make lots of money." end // $C73BCC L_C73BCC: "•You might think me a fool but when I do a job,{pause(15)} I do it well." next "•I'm a{pause(15)} man{pause(10)}'s man. I'll be a big hero." next "•Ignore me for now if you want..." end // $C73C28 Npc0120: goto_ifset(GIYGAS_DEFEATED, L_C73CFA) goto_ifset(TEMP_2, L_C73CA6) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C73CB3) "•You've grown since I last saw you.{pause(20)} You're beginning to look like a man." next "•You're so cool!" next "•I...{pause(15)} I think I really like you." next "•Well,{pause(15)} you know what I mean." wait set(TEMP_2) eob // $C73CA6 L_C73CA6: "•You know what I mean." end // $C73CB3 L_C73CB3: "•Aren't you {stat(NESS_NAME)}'s new friend?" next "•How could I tell?{pause(20)} It's just a feeling!" next "•You might have the feeling that {stat(NESS_NAME)} is around." end // $C73CFA L_C73CFA: "•Hi, {stat(NESS_NAME)}!{pause(20)} It's starting to get crowded in this hide out." next "•I was considering moving to Beak's Point." next "•What do you think?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C73D85, L_C73D5E) // $C73D5E L_C73D5E: "•You're right.{pause(30)} This space might be just the right size for us." end // $C73D85 L_C73D85: "•Do you really agree?{pause(20)} Let's build a strong,{pause(15)} sturdy shack." end // $C73DB0 Npc0121: goto_ifset(GIYGAS_DEFEATED, L_C73E7D) goto_ifset(PAULA_JOINS, L_C73E2A) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C73E2A) "•I had a dream about you,{pause(20)} and you were traveling with a cute girl." next "•If the dream comes true,{pause(15)} say hi to her for me." next "•After all,{pause(15)} I'm single..." end // $C73E2A L_C73E2A: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C73EE9) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C73E4B) "•Love!" end // $C73E4B L_C73E4B: "•I maybe wrong,{pause(15)} but I feel like you're being accompanied by a cute girl." end // $C73E7D L_C73E7D: "•You...{pause(20)} seem to be gaining self confidence or something..." next "•During your trip,{pause(15)} were you popular everywhere you went?" next "•...I'm jealous.{pause(15)} I wish I was popular like you..." end // $C73EE9 L_C73EE9: "•How did you find this hide out?" next "•{stat(NESS_NAME)} must have told you about it." end // $C73F0F Npc0122: goto_ifset(GIYGAS_DEFEATED, L_C740AD) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C73FE9) goto_ifset(GOT_MR_BASEBALL_CAP, L_C73FBC) "•I'll give you my {itemname(MR_BASEBALL_CAP)}," next "•I know you've wanted it for a long time." next "•It's the best cap for someone really brave like you." next // $C73F6C L_C73F6C: notfull(any) goto_false(L_C73F83) give_return_slot(result, MR_BASEBALL_CAP) call(SUB_ItemGet) set(GOT_MR_BASEBALL_CAP) end // $C73F83 L_C73F83: newline sound(5) "•Ah!{pause(20)} You can't carry anything else." next "•You should either sell or throw away some junk and come back." end // $C73FBC L_C73FBC: "•I'd like to go on an adventure with you once I become a little stronger." end // $C73FE9 L_C73FE9: goto_ifset(GOT_MR_BASEBALL_CAP, L_C74046) "•I'll give you my {itemname(MR_BASEBALL_CAP)}," next "•I know {stat(NESS_NAME)} wanted it for a long time." next "•Putting this cap on will make you stronger.{pause(15)} Yep,{pause(5)} yep,{pause(5)} yep!" next goto(L_C73F6C) // $C74046 L_C74046: "•Are you {stat(NESS_NAME)}'s friend?" next "•Did he ever talk about me?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C74096, L_C7407E) // $C7407E L_C7407E: "•Maybe he didn't talk much about his friends." end // $C74096 L_C74096: "•Oh!{pause(20)} That's the {stat(NESS_NAME)} I know...!" end // $C740AD L_C740AD: "•{stat(NESS_NAME)},{pause(15)} I've been thinking about our gang's name." next "•It's “We'll laugh about it tomorrow.”" next "•Do you like it?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C74141, L_C7410C) // $C7410C L_C7410C: "•...Okay.{pause(30)} Laugh doesn't really mean “laugh.”" next "•It means “chuckle.”" end // $C74141 L_C74141: "•My philosophy is “peace to all men”!" next "•Really? You like it?{pause(20)} I knew you would understand." end // $C74180 Npc0125: isset(POLICE_AT_METEORITE) goto_false(L_C74207) goto_ifset(PICKY_IN_PARTY, L_C7436C) "•Hey,{pause(10)} {stat(NESS_NAME)}!" next "•I was too busy to investigate,{pause(15)} but I heard a child's voice on the hilltop." next "•I'm a busy man,{pause(15)} but when I do a job,{pause(15)} I do it well.{pause(20)} I'm a{pause(10)} man{pause(5)}'s man." end // $C74207 L_C74207: goto_ifset(TEMP_10, L_C7434D) "•Hey {stat(NESS_NAME)},{pause(15)} hiya buddy!" next "•A meteorite fell down and went boom!{pause(20)} It was a real mess for a while." next "•I was fine because I always eat garlic and work out to help make my body stronger." next "•However,{pause(15)} the weaker citizens probably fainted." next "•I also want to tell you...{pause(15)} whoops!" next "•I almost told you about my..." next "•Uh,{pause(15)} by the way {stat(NESS_NAME)},{pause(15)} did you check my billboard?" next "•I wrote the message myself." next "•That's my real job,{pause(15)} you know... I'm a billboard guy." next "•Why don't you check out my work?" wait set(TEMP_10) eob // $C7434D L_C7434D: "•Sigh.{pause(20)} I wonder when the cops will leave..." end // $C7436C L_C7436C: "•{stat(NESS_NAME)}, buddy... I have something to tell you,{pause(15)} and only you." next "•Can you come visit me later,{pause(15)} alone?" sound(114) end // $C743B0 Npc0126: unset(COP_AT_ENTERTAINERS_SHACK) set(COP_AT_STATION_ENTRANCE) window_open(1) "•Hey you,{pause(15)} the board says{pause(15)} “Do Not Enter.”{pause(20)} Couldn't you read it?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C74431, L_C74403) // $C74403 L_C74403: "•What a rebellious kid!{pause(15)} Come to the Onett Police Station later!" wait window_closeall eob // $C74431 L_C74431: "•So you just didn't want to read the sign, huh kid..." next "•Get yer butt to the Onett Police Station later!" wait window_closeall eob // $C74475 Npc0127: goto_ifset(GIYGAS_DEFEATED, L_C74578) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C74509) get_char(1) rtoarg "•{name(argument)},{pause(15)} I'm doing watch-out duty for the hideout." next "•Can you take over?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C744E6, L_C744D7) // $C744D7 L_C744D7: "•You're busy.{pause(15)} I understand." end // $C744E6 L_C744E6: "•Just kidding.{pause(15)} Being watch-out is my job." end // $C74509 L_C74509: "•Ah!" next "•So you've realized that this is our hideout?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C74565, L_C74545) // $C74545 L_C74545: "•(Oh!...{pause(20)} Hmmm)" next "•This is not a hideout!" end // $C74565 L_C74565: "•I must totally stand out..." end // $C74578 L_C74578: "•{stat(NESS_NAME)}, that rocks!" next "•Yesterday,{pause(15)} I finally became a hideout member.{pause(20)} Please come back and visit." end // $C745B9 Npc0162: goto_ifset(ENTERTAINERS_SHACK_UNLOCKED, L_C7460B) "•I heard there's a big foot print on the hilltop behind this shack." next "•I haven't seen it myself...{pause(15)} It's just a rumor." end // $C7460B L_C7460B: "•Uh, huh.{pause(15)} The big foot print is called Giant Step.{pause(20)} What a way cool name!" end // $C74646 L_C74646: get_inventory(result, 0) swap result_is(170) goto_false(L_C7C6B6) get_dir_from_npc(128, PMEMBER, NESS) npc_direction(128, 0) get_dir_from_npc(162, PMEMBER, NESS) npc_direction(162, 0) "•Yep,{pause(15)} that's the key!{pause(20)} Hurry and open the door." end // $C74690 Npc0128: goto_ifset(ENTERTAINERS_SHACK_UNLOCKED, L_C7472F) "•This shack was locked by someone from City Hall,{pause(15)} so we can't use it." next "•The reason it was closed was 'cause a punk named Frank may have trashed the place." next "•What a drag." next "•We can't even change our clothes,{pause(15)} and hotels are too expensive..." end // $C7472F L_C7472F: goto_ifset(GOT_ENTERTAINERS_TRAVEL_CHARM, L_C747DC) "•Wow.{pause(15)} You opened the door!{pause(15)} All right!" next "•Here's a trinket for good luck.{pause(15)} It's the {itemname(TRAVEL_CHARM)}!" next notfull(any) goto_false(L_C74787) give_return_slot(result, TRAVEL_CHARM) call(SUB_ItemGet) set(GOT_ENTERTAINERS_TRAVEL_CHARM) end // $C74787 L_C74787: newline sound(5) "•I decided that..." next "•you have too many items to carry, and are unable to carry more." next "•After you've organized your items why don't you come back." end // $C747DC L_C747DC: "•Do you like traveling too?" end // $C747ED Npc0129: goto_ifset(GIYGAS_DEFEATED, L_C7488D) goto_ifset(TEMP_9, L_C74874) goto_ifset(GOT_TOWN_MAP, L_C7484F) // $C74802 L_C74802: "•A library is a nice place to learn stuff." next "•I got a lot of info about EarthBound." next "•You can borrow maps for nothing!" end // $C7484F L_C7484F: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C74802) "•What a cute, yellow backpack." wait set(TEMP_9) eob // $C74874 L_C74874: "•It's a good idea to talk to lots of people." end // $C7488D L_C7488D: goto_ifset(RETURNED_SHYNESS_BOOK, L_C748BE) "•If she's in a good mood,{pause(15)} a lady in the library will kiss you." end // $C748BE L_C748BE: "•Hey!{pause(15)} You have lipstick on your cheek." end // $C748D8 Npc0343: goto_ifset(GIYGAS_DEFEATED, L_C74999) "•(I'm not an enemy.{pause(20)} I'm just a friendly mole." next "•I'll tell you how to distinguish between your friends and enemies." next "•It's easy to tell an enemy just by looking at them." next "•Enemies look like humans with weird-colored faces.{pause(15)} Beware of them." next "•However... you can't get more powerful if you avoid your enemies.)" end // $C74999 L_C74999: "•(You listened to my advise and fought courageously.{pause(15)} You rock!)" end // $C749C7 Npc0131: goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C749EF) "•The arcade is full of Sharks.{pause(20)} I can't play there." end // $C749EF L_C749EF: "•Hurray!{pause(15)} The Sharks are gone from the arcade!{pause(15)} Now I can go in..." next "•Except I don't have any money to play the games..." end // $C74A3D Npc0132: goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C74AD6) goto_ifset(PAULA_JOINS, L_C74AD6) // $C74A4B L_C74A4B: "•A girl named {stat(PAULA_NAME)} lives in Twoson." next "•Her mother runs a preschool out of their home." next "•I can't remember the name of the school,{pause(15)} but I heard" linebreak " {stat(PAULA_NAME)}'s really special." next "•Why is she special?" next "•I forgot to ask.{pause(15)} Oh, well..." end // $C74AD6 L_C74AD6: goto_ifset(PAULA_AT_HER_ROOM, L_C74A4B) goto_ifset(PAULA_AT_MONOTOLI_BUILDING, L_C74A4B) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C74A4B) "•Ah, it's you...{pause(20)} I've seen you in the newspaper." next "•Aren't you the extraordinary girl from Twoson?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C74B6C, L_C74B4A) // $C74B4A L_C74B4A: "•I see...{pause(20)} Maybe you're not especially special." end // $C74B6C L_C74B6C: "•“Can I have your autograph?”{pause(20)} is an airheaded question.{pause(15)} I won't ask you for it." end // $C74BA9 Npc0163: "•What?{pause(20)} You want to meet our boss,{pause(10)} Frank?" next "•He's in the backyard of the game arcade,{pause(15)} thinking about peace and love." next "•You might want to visit him." end // $C74C07 Npc0001: goto_ifset(SHARK_GUARDING_FRANK_DEFEATED, L_C7C588) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C74C85) "•Hey kid!{pause(20)} Do you wanna become a member?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C74C6C, L_C74C49) // $C74C49 L_C74C49: "•Don't be such a snob!" prompt2 call(L_C683F4) goto_true(L_C683DE) delete_npc(1, 6) set(SHARK_GUARDING_FRANK_DEFEATED) eob // $C74C6C L_C74C6C: "•Come back after you finish EarthBound!" end // $C74C85 L_C74C85: "•Hello!" end // $C74C8A Npc0002: goto_ifset(SHARK_AT_ARCADE_ABSENT, L_C7C588) window_open(1) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C74CE8) "•It was you!{pause(20)} YOU beat up my buddy,{pause(15)} didn't you?" next "•You'd better just beat it!" prompt2 window_closeall call(L_C683ED) goto_true(L_C683DE) pause(1) set_npc_movement(2, 635) set(SHARK_AT_ARCADE_ABSENT) eob // $C74CE8 L_C74CE8: "•Yeah?" wait window_closeall set_npc_movement(2, 12) eob // $C74CF7 Npc0003: goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C74D41) "•Uh huh... Uh huh..." next "•You sound like a real whiner to me." next "•Don't get lippy,{pause(10)} or I'll kick your butt!" end // $C74D41 L_C74D41: "•You sure are strong!{pause(20)} You got me,{pause(15)} at least..." end // $C74D5E Npc0004: "•Spit spit spit{pause(15)}" linebreak " Saliva spit spit{pause(15)}" linebreak " Do you want some gum?" next "•Get yer own,{pause(15)} twit." end // $C74D9F Npc0005: "•To tell you the truth," next "•I like drinking tea and eating fresh vegetables," next "•but that doesn't fit my super cool image." next "•I guess I just have to accept this about myself." end // $C74E14 Npc0006: goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C74E61) "•Frank has an incredibly powerful weapon." next "•If you get your hands on it,{pause(15)} I bet you can stand against any enemy." end // $C74E61 L_C74E61: "•So you're a real Rambo-type guy?" next "•I don't think so." end // $C74E83 Npc0009: call(L_C5D24B) eob // $C74E89 Npc0008: call(L_C5D257) eob // $C74E8F Npc0010: get_char(1) result_is(1) goto_false(L_C74EF1) "•Hey,{pause(15)} I know your hard-earned cash is important to you," next "•but you should call your mom." next "•She's probably got an ulcer from worrying about you." end // $C74EF1 L_C74EF1: "•The younger manager of this shop has a strange way of talking..." next "•Anyway,{pause(15)} be sure to pick up some items that would be helpful in the future," next "•not just stuff you need right now." end // $C74F56 Npc0014: goto_ifset(DAD_CALLING_HOME, L_C74FDE) goto_ifset(MOM_ADVICE_TO_TAKE_CRACKED_BAT, L_C750E3) goto_ifset(POKEY_WAITING_MOM_GOODBYE, L_C74FEC) goto_ifset(ANSWERED_DADS_CALL, L_C74FB6) goto_ifset(NESS_HOUSE_POKEY_MUSIC, L_C74FB6) "•My land!{pause(20)} Who could be knocking at the door at this time of night?" next "•Would you answer it?" end // $C74FB6 L_C74FB6: "•Pokey's waiting for you.{pause(20)} You should listen to what he has to say." end // $C74FDE L_C74FDE: "•Could you get that?" end // $C74FEC L_C74FEC: window_open(1) "•I know that the dog is unreliable,{pause(15)} but you should take {stat(PET_NAME)} along." next "•The Cracked Bat in Tracy's room could help out at a time like this..." next "•No matter what anyone says,{pause(15)} you're a courageous,{pause(15)} strong boy." next "•You're my very own natural born fighter...You'll go far..." next "•Remember to{pause(15)} “Go for it!”" set(MOM_ADVICE_TO_TAKE_CRACKED_BAT) goto_ifset(NESS_WEARING_PAJAMAS, L_C750B3) wait window_closeall pause(1) eob // $C750B3 L_C750B3: next "•But,{pause(15)} I think you should change out of your jammies before you leave." wait window_closeall pause(1) unset(NESS_WEARING_PAJAMAS) warp(196) eob // $C750E3 L_C750E3: goto_ifset(GIYGAS_DEFEATED, L_C7547D) goto_ifset(MONSTERS_IN_ONETT, L_C7533C) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C75124) goto_ifset(VISITED_ONETT, L_C75124) "•Yeah,{pause(15)} sure,{pause(15)} you're cool!{pause(20)} Whatever..." end // $C75124 L_C75124: get_char(1) rtoarg result_is(1) goto_true(L_C75176) get_char(1) rtoarg "•Any friend of {name(NESS)} is welcome in our home..." next "•I think it's great the way you kids have been working together." end // $C75176 L_C75176: goto_ifset(JUST_RESTED_AT_HOME, L_C75262) isset(POKEY_PUNISHED) goto_false(L_C751F1) "•You're back!{pause(20)} Don't bother yourself with talking now,{pause(15)} you look too tired." next "•Mothers understand these things.{pause(20)} Eat some {stat(FAVORITE_FOOD)} and scoot up to bed." prompt2 window_closeall call(L_C695BA) call(SUB_SpendNight) warp(196) set(JUST_RESTED_AT_HOME) eob // $C751F1 L_C751F1: "•You're hungry already?" next "•Why don't you have some" linebreak " {stat(FAVORITE_FOOD)}?" next "•Pokey,{pause(15)} you don't like" linebreak " {stat(FAVORITE_FOOD)},{pause(10)} do you?" next text_blips(3) "•" text_blips(1) "T" text_blips(3) "#{pause(15)}" text_blips(1) "O" text_blips(3) "#{pause(15)}" text_blips(1) "O" text_blips(3) "#{pause(15)}" text_blips(1) "BAD!" wait call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) eob // $C75262 L_C75262: check_party_size(2) goto_false(L_C752CE) goto_ifset(TEMP_2, L_C752A3) "•Good morning,{pause(15)} sleepy bones!{pause(20)} Are you ready to start your adventure?" next // $C752A3 L_C752A3: "•I'm so proud of you!{pause(20)} My little man is growing up too fast..." wait set(TEMP_2) eob // $C752CE L_C752CE: goto_ifset(TEMP_2, L_C7531D) "•Good morning everyone!{pause(20)} Are you ready for your adventure?" next "•I think all of you are the bee's knees.{pause(20)} Yes,{pause(10)} I do!" next // $C7531D L_C7531D: "•You are all so... cool!{pause(20)} Yes,{pause(10)} you're hip!" end // $C7533C L_C7533C: goto_ifset(TEMP_10, L_C7546F) "•Oh,{pause(10)} {name(NESS)}!{pause(20)} You finally showed up..." next "•There are plenty of creepy monsters running around Onett now." next "•The townspeople are barricaded in their homes,{pause(15)} afraid to go out." next "•I'm fine...{pause(20)} But I am a bit scared." next "•Everything will be okay if we just sit here quietly in the dark." next "•Are you hungry?" next "•Do you want to eat some" linebreak " {stat(FAVORITE_FOOD)}?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7544A, L_C7542C) // $C7542C L_C7542C: "•I agree.{pause(20)} It's not good for you to eat too much..." wait set(TEMP_10) eob // $C7544A L_C7544A: window_closeall music_stop call(L_C685DA) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) window_open(1) "•Are you more relaxed?" next // $C7546F L_C7546F: "•Okay..." wait window_closeall call(L_C695BA) eob // $C7547D L_C7547D: goto_ifset(NESS_HOUSE_PHONE_RINGING, L_C755AD) goto_ifset(READY_TO_LOOK_AT_PHOTO_ALBUM, L_C755C4) "•Wow,{pause(10)} you've become such a strong,{pause(10)} young man." next "•I'd like to hear all of your stories," next "•but I don't want to annoy you as soon as you walk through the door." next goto_ifset(PAULA_AT_HER_ROOM, L_C7552D) "•I want to have a chance to get to know your little girlfriend." next "•It's good to meet you,{pause(15)} {name(PAULA)}." next goto(L_C7552D) // $C7552D L_C7552D: "•After all your chats with people you met on your adventure are finally over," next "•please come back here." next "•The photo-man brought an album by." next "•I'd like to look at it with you..." wait window_closeall set(READY_TO_LOOK_AT_PHOTO_ALBUM) isset(DEEP_DARKNESS_BUSINESSMAN_PAID_DOCTORS_FEE) goto_false(L_C9992F) pause(60) set_npc_movement(21, 41) set(NESS_HOUSE_PHONE_RINGING) eob // $C755AD L_C755AD: "•{name(NESS)},{pause(15)} could you get the phone?" end // $C755C4 L_C755C4: "•Did you finish doing everything that you wanted to?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7562F, L_C755FB) // $C755FB L_C755FB: "•You'd better do everything,{pause(15)} because once you start looking at the album," next " •you can't stop!" end // $C7562F L_C7562F: "•Okay!{pause(20)} Now you can finally share your incredible experiences with me..." next "•You did so well!" prompt2 window_closeall call(SUB_CancelTimedEvents) call(MUSIC_SlowFadeOut) music(94) party_direction(5) goto_ifset(PAULA_AT_HER_ROOM, L_C75695) hide_char(PAULA, 6) create_sprite(2, 781, 1) pause(1) set_sprite_movement(2, 10) // $C75695 L_C75695: hide_char(NESS, 6) create_sprite(1, 780, 1) pause(1) set_sprite_movement(1, 10) npc_direction(14, 5) set_npc_movement(14, 10) npc_direction(18, 5) set_npc_movement(18, 10) pause(120) pause(120) pause(120) pause(120) pause(120) pause(60) create_sprite(146, 774, 1) pause(60) pause(100) create_sprite(106, 634, 1) wait_movement show_cast call(MUSIC_SlowFadeOut) hide_char(all, 6) warp(225) music(95) create_sprite(143, 760, 1) wait_movement create_sprite(344, 761, 1) wait_movement create_sprite(449, 762, 1) wait_movement show_credits pause(60) call(L_C9C7FA) eob // $C75717 Npc0016: goto_ifset(GIYGAS_DEFEATED, L_C75899) goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C75865) isset(POLICE_AT_METEORITE) goto_false(L_C7576B) goto_ifset(KING_WONT_JOIN, L_C75827) goto_ifset(MOM_ADVICE_TO_TAKE_CRACKED_BAT, L_C7579E) "•(I've got fleas sucking me dry,{pause(15)} so I'm just going to lie still for now.)" end // $C7576B L_C7576B: "•(Besides humans,{pause(15)} dogs also sleep at night.{pause(20)} Why aren't you asleep?)" end // $C7579E L_C7579E: "•(Do you want me to go with you?)" linebreak " " add_option("Yes") " " add_option("No") " " build_menu_horizontal(2) menu clearline switch(L_C757FB, L_C757CD) // $C757CD L_C757CD: "•(Oh,{pause(10)} I get it.{pause(20)} You just wanted to talk to me because I'm so lovable.)" end // $C757FB L_C757FB: "•(I guess I have no choice.{pause(20)} Let's go.)" prompt2 sound(16) call(L_C680F2) unset(KING_AWAKE_AT_HOME) set(KING_JOINS) eob // $C75827 L_C75827: isset(KING_JOINS) goto_false(L_C758CC) "•(I don't wanna go out anymore." next "•I don't care if everyone thinks I'm a stubborn mutt.)" end // $C75865 L_C75865: "•(At this point,{pause(15)} you guys just might be the strongest force in the world," next "•don't you think?)" end // $C75899 L_C75899: "•(Other dogs haven't figured it out yet," next "•but I know that you guys saved the world!)" end // $C758CC L_C758CC: "•(I like being at home,{pause(10)} relaxing quietly..." next "•Can't ya see--{pause(15)}I don't wanna go outside!)" end // $C75909 Npc0021: goto_ifset(GIYGAS_DEFEATED, L_C75B0F) // $C75910 L_C75910: unset(GOT_MOM_PHONE) unset(GOT_ESCARGO_EXPRESS_PHONE) goto_ifset(ANSWERED_DADS_CALL, Npc0060) goto_ifset(DAD_CALLING_HOME, L_C75936) sound(11) pause(20) // $C75929 L_C75929: "•Beeeep..." wait sound(11) eob // $C75936 L_C75936: "•{stat(NESS_NAME)} answered the phone." next sound(11) pause(20) call(L_C5E812) "•Hello,{pause(10)} it's your dad." next "•“Work to exhaustion when you're young...”" next "•Have you ever heard of a weird saying like this?" next "•Just remember,{pause(15)} I'm always behind you 100%. Don't be afraid." next "•I know that you're brave.{pause(20)} You can do it!" next "•Don't forget to call me periodically during your adventure." next "•I can make a record of your progress when you call me." next "•Oh yeah,{pause(15)} I deposited $30 into your bank account." next "•Do you have your ATM card?" next "•Withdraw your money from any cash machine and buy whatever you need." next "•Good Luck,{pause(15)} m'boy!{pause(20)} I feel like such a hero!" next "•What?{pause(10)} Well,{pause(10)} the father of a hero,{pause(10)} at least. Wa ha ha!" next "•Slam!{pause(20)} Beeeeeeeep!" wait sound(11) set(ANSWERED_DADS_CALL) unset(DAD_CALLING_HOME) unset(NESS_HOUSE_PHONE_RINGING) unset(flag 467) set(GOT_DAD_PHONE) deposit(30) save_game set_respawn_point(1) eob // $C75B0F L_C75B0F: isset(NESS_HOUSE_PHONE_RINGING) goto_false(L_C75910) isset(DEEP_DARKNESS_BUSINESSMAN_PAID_DOCTORS_FEE) goto_false(L_C75910) sound(11) pause(20) call(L_C5E812) window_open(1) "•Hello?{pause(20)} Is this {name(NESS)}'s residence?{pause(20)} Is {name(NESS)} around?" next "•Ah!{pause(20)} You're {name(NESS)},{pause(15)} right?" next "•It's me,{pause(15)} the tough business man!" next "•You remember--{pause(15)}from the Deep Darkness." next "•I never got the money back that you borrowed," next "•but,{pause(15)} lucky you,{pause(15)} I bumped into your dad and he paid the debt for you." next "•I just wanted to let you know." next "•Gotta go now--{pause(15)}busy,{pause(10)} busy,{pause(10)} busy!" next "•Slam.{pause(20)} Beeeeep!" wait sound(11) window_closeall unset(DEEP_DARKNESS_BUSINESSMAN_PAID_DOCTORS_FEE) unset(NESS_HOUSE_PHONE_RINGING) eob // $C75C33 Npc0017: goto_ifset(POKEY_WAITING_MOM_GOODBYE, L_C75F3B) window_closeall pause(30) music(177) pause(120) pause(120) music_resume window_open(1) "•Hey!{pause(15)} L-{pause(15)}L-{pause(15)}Listen to what I've got to say!" next "•When I took Picky to the place where the meteorite landed..." next get_dir_from_npc(17, NPC, 14) npc_direction(17, 0) "•Oh!{pause(20)} Good evening ma'am.{pause(20)} You're looking lovely as usual. *snicker*" next get_dir_from_npc(17, PMEMBER, NESS) npc_direction(17, 0) "•Anyway,{pause(15)} as I was saying," next "•the police that were guarding the meteorite landing left suddenly" next "•to deal with the Sharks.{pause(15)} You know the Sharks,{pause(10)} they're the local ruffians," next "•and they were really going wild.{pause(20)} Suddenly,{pause(20)} I noticed that Picky was gone." next "•I blame the cops... it certainly wasn't my fault at all." next "•When my dad gets back,{pause(15)} I know I'm gonna get it..." next "•You're my bestest friend.{pause(20)} Won't YOU help me find Picky?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C75EBC, L_C75E1C) // $C75E1C L_C75E1C: "•If you refuse me,{pause(15)} I'll say something that'll cut you like a knife." next "•Will you come with me?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C75EBC, L_C75E6D) // $C75E6D L_C75E6D: "•Okay, okay... I won't say anything to hurt you." next "•Will you please come with me?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C75EBC, L_C75E1C) goto(L_C75E1C) // $C75EBC L_C75EBC: set(POKEY_WAITING_MOM_GOODBYE) "•Ok,{pause(15)} good buddy!{pause(20)} Let's blow this popsicle stand..." next "•Before we go,{pause(15)} why don't you say “goodbye” to your mom.{pause(15)}" linebreak get_dir_from_npc(17, NPC, 14) npc_direction(17, 0) " Don't you agree,{pause(15)} ma'am?" prompt2 window_closeall pause(1) set_npc_movement(14, 43) eob // $C75F3B L_C75F3B: goto_ifset(MOM_ADVICE_TO_TAKE_CRACKED_BAT, L_C75F73) "•Before we go,{pause(15)} why don't you say “goodbye” to your mom." wait window_closeall pause(1) set_npc_movement(19, 43) eob // $C75F73 L_C75F73: hasequipment(NESS, CRACKED_BAT) goto_true(L_C760B7) goto_ifset(PRESENT_CRACKED_BAT, L_C75FB6) "•You're not taking anything on our big adventure?" next "•Why don't you look around for your {itemname(CRACKED_BAT)} or something?" end // $C75FB6 L_C75FB6: "•Sorry about giving you this game-type advice,{pause(15)}" get_dir_from_char(NESS, OBJ, 44) char_direction(NESS, 0) " but you should equip your weapon!" next "•Do you know what “equip” means?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C76080, L_C7601A) // $C7601A L_C7601A: "•It means “use” or “wear.”" next "•You must equip items in order to use or wear them." next "•“Equip” is used a lot in games like this," next "•but you already knew that..." prompt2 goto(L_C760B7) // $C76080 L_C76080: "•Okay,{pause(15)} that's good.{pause(20)} Be sure to pay attention to details like that." next goto(L_C760B7) // $C760B7 L_C760B7: newline "•All right!{pause(20)} You go out in front,{pause(15)} and I'll follow at a safe distance." next "•Let's get going!" prompt2 window_closeall set(POKEY_JOINS) set(POKEY_IN_PARTY) set(PICKY_SLEEPING_AT_METEORITE) call(L_C68174) unset(POKEY_WAITING_AT_COUCH) unset(POKEY_WAITING_AT_DOOR) unset(TRACY_NOT_AT_HER_ROOM) unset(TRACY_DOWNSTAIRS) eob // $C76112 Npc0020: goto_ifset(GIYGAS_DEFEATED, L_C7625E) goto_ifset(TRACY_HAS_SOUND_STONE, L_C761EB) goto_ifset(GOT_TRACY_COOKIE, L_C64672) "•I'll do everything I can to help you!{pause(20)} Good luck on your adventure." next "•You might get hungry along the way,{pause(15)} so here is a {itemname(COOKIE)}." next notfull(any) goto_false(L_C761DD) give_return_slot(result, COOKIE) set(GOT_TRACY_COOKIE) call(SUB_ItemGet) next "•You can also leave anything you don't need with me." next "•Do you want me to hang on to something?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C761D7, L_C761CC) // $C761CC L_C761CC: "•Be careful!" end // $C761D7 L_C761D7: call(L_C6474F) eob // $C761DD L_C761DD: newline sound(5) "•You have too much stuff." end // $C761EB L_C761EB: "•What?{pause(20)} The Sound Stone?" next "•I wonder when I got this from you?{pause(20)} Let me give it back to you..." next notfull(any) goto_false(L_C7623E) give_return_slot(result, SOUND_STONE) set(GOT_TRACY_COOKIE) call(SUB_KeyItemGet) wait unset(TRACY_HAS_SOUND_STONE) eob // $C7623E L_C7623E: "•Ooops!{pause(20)} You seem to be carrying too much stuff already!" end // $C7625E L_C7625E: goto_ifset(flag 769, L_C76357) "•Goody!{pause(20)} My brother is back!" next "•You've got a lot of catching up to do with your schoolwork, *Hyork*!" next "•If you have any problems with your assignments,{pause(15)} I'll help you." next "•Don't get freaked out." next "•Did Escargo Express,{pause(15)} my old company,{pause(15)} help you?" next "•I've saved some money,{pause(15)} so we'll do the lunch thing sometime." next "•You also got a new girlfriend?" prompt2 "•Your adventure must have been pretty good!" next // $C76357 L_C76357: "•Do you need help with anything other than your schoolwork?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C646AE, L_C76391) // $C76391 L_C76391: "•Okay,{pause(15)} you relax now." end // $C763A3 Npc0033: goto_ifset(TEMP_3, L_C763B0) call(L_C5D263) eob // $C763B0 L_C763B0: "•If you buy something from me," next "•I'll give you a big discount,{pause(15)} tee hee hee." end // $C763DC L_C763DC: goto_ifset(TEMP_2, L_C763B0) call(L_C5D26F) eob // $C763E9 Npc0034: "•It seems like I'm always here...{pause(20)} I hope you don't mind!" end // $C7640B Npc0035: "•I'm so much more relaxed here..." next "•They never ask me{pause(30)} “Would you like fries with that shake?”" end // $C76443 Npc0040: call(L_C5D27B) eob // $C76449 Npc0041: goto_ifset(GIYGAS_DEFEATED, L_C765CF) goto_ifset(TALKED_TO_ONETT_BAKERY_LADY_TWICE, L_C7659C) goto_ifset(TEMP_2, L_C7654C) "•I want to tell you the story of the creature from the vegetable soup," next "•but I won't because I don't want to bother you with a story" next "•that has nothing to do with your adventure." next "•If I keep talking about unrelated stuff," next "•you might start ignoring important messages." next "•It's important for you to talk to people." next "•Also,{pause(15)} a person might give you a different message," next "•depending on when you speak to them." wait set(TEMP_2) eob // $C7654C L_C7654C: "•Thank you for taking the time to talk to me again." next "•Ah!{pause(30)} So you see what I mean!{pause(15)} It's important to take time out to talk with many people." wait set(TALKED_TO_ONETT_BAKERY_LADY_TWICE) eob // $C7659C L_C7659C: "•Yes!{pause(15)} Keep the lines of communication open.{pause(15)} Just like you are doing now." end // $C765CF L_C765CF: "•Isn't it nice to talk to so many people?" goto_ifset(TALKED_TO_ONETT_BAKERY_LADY_TWICE, L_C765EF) end // $C765EF L_C765EF: next "•I gave you some advice when I spoke to you the first time,{pause(15)} right?" end // $C7661B Npc0042: "•I like cottage cheese on bread!" next "•You haven't tried it?{pause(20)} It's the latest craze in culinary circles!" end // $C76663 Npc0045: goto_ifset(GIYGAS_DEFEATED, L_C766C5) goto_ifset(POKEY_IN_PARTY, L_C76689) "•My husband is very soft-hearted." end // $C76689 L_C76689: "•Where in sam hill have you boys been?" next "•I'll have to think of a suitable punishment!" end // $C766C5 L_C766C5: "•As usual,{pause(15)} you're wearing your grubbies!{pause(20)} So,{pause(10)} what do you want?" next "•My son isn't at home now.{pause(20)} He's walking around somewhere." next "•My husband is also gone.{pause(30)} Oh yes,{pause(15)} this is Mr. Prettyman." next "•He always has great advice.{pause(15)} He's a real gentleman,{pause(10)} he is." next "•You'll be happy that you met him." end // $C7678A Npc0048: "•Salutations!{pause(20)} You're the boy living next door." next "•I heard that your family is in debt.{pause(20)} Ms. Minch told me about it." next "•Well, live and learn.{pause(20)} You just have to keep plugging away." end // $C76804 Npc0052: "•My dad really got after me." next "•He said I get no dessert for the rest of the decade..." end // $C7683A Npc0053: goto_ifset(GIYGAS_DEFEATED, L_C7685A) "•I don't wanna look at the meteorite anymore." end // $C7685A L_C7685A: "•I haven't seen you in a while.{pause(20)} You look cool." next "•I'm nowhere near as cool as you.{pause(20)} I'm just average cool." end // $C7689D L_C7689D: eob // $C7689E Npc0059: "•Our nightly rate is not cheap," next "•but we have clean sheets, and the rooms are secure." next "•I'm sure you understand that this keeps us very busy." end // $C768F4 Npc0062: "•You look like you'd be a real target for the Sharks." next "•You'd better be careful." end // $C76924 Npc0063: "•Can you believe it?" next "•A group of ruffians spit their gum on me as I was passing by..." end // $C7695F Npc0065: "•Do you actually think you can just come up and talk to me anytime you want?" end // $C76980 Npc0066: "•I've seen you around a lot lately. He he he." end // $C7699E Npc0067: goto_ifset(GIYGAS_DEFEATED, L_C76B36) goto_ifset(PATH_TO_TWOSON_OPEN, L_C76B0B) goto_ifset(GOT_MELODY_GIANT_STEP, L_C76A1F) "•The townspeople are in a state of confusion." next "•At times like this,{pause(15)} riots break out,{pause(15)} or people start acting wild," next "•so we police are being ultra cautious." end // $C76A1F L_C76A1F: "•Why is the road to Twoson closed?{pause(20)} An emergency,{pause(10)} of course." next "•At times like this,{pause(15)} kids like you should be playing Nintendo games." next "•Anyway,{pause(15)} are you sure you want to go to Twoson?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C76AD6, L_C76AA7) // $C76AA7 L_C76AA7: "•Well then,{pause(15)} perhaps you should just crawl back to your shack,{pause(15)} little mister." end // $C76AD6 L_C76AD6: "•Okay, *chortle*{pause(15)} Follow me." prompt2 set(FIVE_COPS_AT_POLICE_STATION) unset(ONETT_COP_1_DEFEATED) unset(ONETT_COP_2_DEFEATED) unset(ONETT_COP_3_DEFEATED) unset(ONETT_COP_4_DEFEATED) unset(ONETT_COP_5_DEFEATED) window_closeall goto(L_C5F859) // $C76B0A L_C76B0A: eob // $C76B0B L_C76B0B: "•I've been playing “EarthBound” lately...{pause(20)} I'm having a tough time." end // $C76B36 L_C76B36: "•So you've traveled all over the world." next "•I bet you didn't meet anyone stronger than I,{pause(10)} did you?" next "•I know that you didn't... Wa ha ha ha!" end // $C76B87 Npc0068: goto_ifset(PATH_TO_TWOSON_OPEN, L_C76BD2) "•I would rather be working as a parking meter cop..." next "•It's just been too busy lately.{pause(15)} I'm sick of it." end // $C76BD2 L_C76BD2: "•Well,{pause(15)} the riot's over.{pause(15)} Now I can move on to parking enforcement!" next "•Hooray!{pause(15)} Life is good.{pause(20)} Dum dee dee dee..." end // $C76C29 Npc0069: goto_ifset(PATH_TO_TWOSON_OPEN, L_C76C55) "•Man,{pause(15)} am I steamed...{pause(20)} Don't even try talking to me." end // $C76C55 L_C76C55: "•Why are you asking about a driver's license?" next "•You're way too young to even think about getting behind the wheel,{pause(15)} you little pest." end // $C76CA1 Npc0070: goto_ifset(TEMP_2, L_C76D3D) "•So here you are." next "•You're the little delinquent that came back from Giant Step!" next "•Now you listen here..." next "•“Don't Enter” means just that--{pause(30)} DO NOT ENTER!{pause(10)} You got that?" next "•And furthermore..." next "•Blah{pause(10)} blah" next "•Blah{pause(10)} blah" next // $C76D3D L_C76D3D: "•It's usually those tax evaders who..." next "•Blah blah" next "•Blah blah" next "•We don't enjoy blocking off the roads,{pause(15)} you know..." next "•Blah blah" next "•Blah blah" next "•It's usually the local whiners that make a big deal about emergencies and meteorites!" next "•Blah blah" next "•Blah blah" next "•Blah blah" wait set(TEMP_2) eob // $C76E0C L_C76E0C: "•Didn't you see the “Don't Enter” sign?" next "•That means I'm there to stop you when you're on your way out!" next "•So pay attention next time..." next "•And furthermore..." next "•Blah,{pause(10)} blah" next "•Blah,{pause(10)} blah " wait set(ONETT_COP_DIALOGUE) eob // $C76E92 Npc0072: "•Psst!{pause(20)} I'm not really one of the gang." next "•I'm a cop,{pause(15)} even if I don't look like it." end // $C76EC5 Npc0077: "•Let's go,{pause(15)} go{pause(10)} og!{pause(15)} Oops!{pause(15)} My mistake,{pause(10)} go!" wait call(L_C6845D) goto_true(L_C683DE) window_open(1) newline "•'scuse me!{pause(20)} Uuuuuh... yeah." wait set(ONETT_COP_5_DEFEATED) eob // $C76F20 Npc1312: call(L_C5D581) eob // $C76F26 Npc1313: call(L_C7716D) goto_true(L_C77148) call(L_C76FB2) call(L_C6829F) set(FLYING_MAN_MUSIC) set(FLYING_MAN_1_JOINS) eob // $C76F42 Npc1314: call(L_C7716D) goto_true(L_C77148) call(L_C76FB2) call(L_C682DD) set(FLYING_MAN_MUSIC) set(FLYING_MAN_2_JOINS) eob // $C76F5E Npc1315: call(L_C7716D) goto_true(L_C77148) call(L_C76FB2) call(L_C6831B) set(FLYING_MAN_MUSIC) set(FLYING_MAN_3_JOINS) eob // $C76F7A Npc1316: call(L_C7716D) goto_true(L_C77148) call(L_C76FB2) call(L_C68359) set(FLYING_MAN_MUSIC) set(FLYING_MAN_4_JOINS) eob // $C76F96 Npc1317: call(L_C7716D) goto_true(L_C77148) call(L_C76FB2) call(L_C68397) set(FLYING_MAN_MUSIC) set(FLYING_MAN_5_JOINS) eob // $C76FB2 L_C76FB2: goto_ifset(FLYING_MAN_4_DEAD, L_C770B0) goto_ifset(FLYING_MAN_3_DEAD, L_C7706A) goto_ifset(FLYING_MAN_2_DEAD, L_C7703F) goto_ifset(FLYING_MAN_1_DEAD, L_C77007) "•I am your courage." next "•I follow you here in Magicant." next "•...My name?" next "•Let's say Flying Man." prompt2 eob // $C77007 L_C77007: "•I'll be your courage." next "•I'll remain unless you lose your courage." next "•Call me Flying Man 2." prompt2 eob // $C7703F L_C7703F: "•I'm Flying Man 3." next "•Your courage hasn't died yet." next "•Let's go!" prompt2 eob // $C7706A L_C7706A: "•I'm also your courage." next "•Call me Return of the Flying Man!" next "•...How's that?" next "•However... don't treat us like trash." prompt2 eob // $C770B0 L_C770B0: "•Of course, we're your courage." next "•But we warned you not to treat us like trash!" next "•Didn't you get it?!" next "•This isn't courage, it's desperation." next "•If you don't understand “courage,”{pause(15)} look it up in the dictionary." next "•Okay?" next "•My name's The Final Flying Man." prompt2 eob // $C77148 L_C77148: "•Did you want to talk to me?" next "•I'm sorry,{pause(15)} there's really not much to say..." end // $C7716D L_C7716D: get_char(2) store_registers result_is(11) goto_true(L_C7719C) load_registers result_is(12) goto_true(L_C7719C) load_registers result_is(13) goto_true(L_C7719C) load_registers result_is(14) goto_true(L_C7719C) load_registers result_is(15) // $C7719C L_C7719C: eob // $C7719D L_C7719D: eob // $C7719E Npc1318: goto_ifset(JUST_RESTED, L_C77236) "•Please rest." next "•The dream you'll have here is a dream within a dream." next "•Your heart knows things you aren't aware of." next "•Do you want to sleep?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7722D, L_C77208) // $C77208 L_C77208: "•Okay.{pause(20)} If you walk outside,{pause(15)} beware of the monsters." end // $C7722D L_C7722D: call(SUB_SpendNight) warp(53) eob // $C77236 L_C77236: "•If you walk outside,{pause(15)} beware of the monsters." end // $C77251 Npc1342: "•Oh {name(NESS)},{pause(15)} are you tired from traveling on your adventure?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C772C8, L_C7728E) // $C7728E L_C7728E: "•Yeah, that's right." next "•You can't even think about being tired at a time like this." next "•Be strong!" prompt2 set_map_pal(31, 7, 60) eob // $C772C8 L_C772C8: "•If you wish, you can stay here forever." next "•I'll make some {stat(FAVORITE_FOOD)} for you." prompt2 call(SUB_FullHealAll) call(SUB_SpendNight) unset(JUST_RESTED) warp(52) set_map_pal(31, 7, 60) eob // $C772FF Npc1343: "•Brother {name(NESS)}!" next "•The “Sea of Eden” is at the end of Magicant." next "•Other people can't get close to it.{pause(20)} It's a strange place." next set_map_pal(5, 0, 60) "•Is there anything I can do for you?" linebreak goto(L_C64687) // $C7735D Npc1344: "•Whimper... whine." next "•(I lived in your house before you were born..." next "•{name(NESS)} used to be small and weak.)" end // $C7739F Npc1319: "•Pi pi pi pi pi" next "•(I'm just a faint memory.{pause(20)} You don't usually remember me." next "•But you've heard my song in the back of your mind.)" end // $C773F4 Npc1322: "•This is the realm of Magicant, which your mind created." next "•Why don't you explore your mind.{pause(20)} Take your time, {name(NESS)}." wait set_map_pal(31, 5, 60) eob // $C7743D Npc1323: "•It's me...{pause(20)} I'm you when you were younger." next "•Hey, let's play ball." next "•Do you prefer reading comics or playing games?" next "•What?{pause(20)} You're busy?..." wait set_map_pal(31, 3, 60) eob // $C7749D Npc1324: "•You kicked my butt badly..." next "•I won't forget!" wait set_map_pal(31, 2, 60) eob // $C774C3 L_C774C3: " " // $C774C6 Npc1325: "•You destroyed my pride..." next "•AAaaaargh!" wait set_map_pal(31, 6, 60) eob // $C774EC Npc1326: "•{name(NESS)}" next "•I still feel pain where you wounded me." wait set_map_pal(31, 6, 60) eob // $C77511 Npc1327: "•Waaaa, {name(NESS)},{pause(15)} let's play." end // $C77529 Npc1328: "•Gyaaa." next "•Long time no see {name(NESS)}!" end // $C77544 Npc1329: "•La lalala." next "•My name's Nico...{pause(20)} Let's run and sing and dance!" end // $C77572 Npc1330: "•{name(NESS)}!" next "•Pokey took my snack!" end // $C7758A Npc1331: "•Fresh!" end // $C77592 Npc1332: "•Kya Kya." end // $C7759C Npc1333: "•Peace!" next "•We haven't played together lately." end // $C775BF Npc1334: "•I'd like you to take your time," next "•'cause this country will disappear when you wake up." wait set_map_pal(5, 0, 60) eob // $C775FD Npc1335: goto_ifset(GOT_MAGICANT_BASEBALL_CAP, L_C77683) "•Hey me!{pause(20)} I found my cap that you lost." next notfull(any) goto_false(L_C77639) give_return_slot(result, BASEBALL_CAP) call(SUB_ItemGet) wait set(GOT_MAGICANT_BASEBALL_CAP) set_map_pal(31, 3, 60) eob // $C77639 L_C77639: newline "•I'm so stupid!" next "•There's lots of junk in my backpack at a time like this." next "•Why don't I get rid of something I don't use." wait set_map_pal(5, 0, 60) eob // $C77683 L_C77683: "•Hey me!" wait set_map_pal(5, 0, 60) eob // $C7768F Npc1336: "•Chi chi chi chi chi" next "•(Onett was a quiet, small town, wasn't it?)" wait set_map_pal(5, 0, 60) eob // $C776C8 Npc1337: "•Look at the sun.{pause(20)}" linebreak " Face the sun and smile..." wait set_map_pal(5, 0, 60) eob // $C776EE Npc1347: "•{name(NESS)}'s courage is resting here." next "•He fought well and died." end // $C77713 Npc1348: "•Another one of {name(NESS)}'s courage is resting here." next "•He damaged evil terribly, and finally died." end // $C7774B Npc1349: "•Here he rests..." next "•I didn't have time to have his name chiseled into the tombstone." end // $C7777E Npc1350: "•Someone's tombstone." end // $C77790 Npc1351: "•Tombstone." wait set(CHECKED_LAST_FLYING_MAN_TOMBSTONE) eob // $C7779E Npc1352: "•This is Buzz Buzz's tombstone." next "•He appeared earlier in the game and gave up the ghost" next "•before he achieved his goal." end // $C777F2 Npc1340: "•The Sea of Eden is filled with ultimate intelligence." next "•You can't go there unless you're truly ready." next "•It's a place where you can touch the truth of the universe." next "•Going there may bring sorrow." wait set_map_pal(31, 5, 60) eob // $C7786E Npc1341: "•{name(NESS)}, you've stood on the eight power spots of the earth." next "•From these,{pause(15)} you created Magicant, the realm of your mind." next "•In Magicant,{pause(15)} there's beauty,{pause(15)} kindness,{pause(15)} sorrow,{pause(20)} and hatred." next "•Of course, there's an evil and violent side of you." next "•The Sea of Eden sits at the center of those feelings." next "•It takes you to the truth about yourself." wait set_map_pal(31, 6, 60) eob // $C7794C Npc1358: goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7C588) "•(I'm the evil part of your brain." next "•You can't beat me." next "•Because you are the one who forced me into being...)" prompt2 call(L_C6857C) goto_true(L_C683DE) set(NESS_NIGHTMARE_DEFEATED) pause(1) set_npc_movement(1358, 635) pause(40) create_sprite(106, 768, 1) wait_movement freeze_sprite(106) window_open(1) "•({name(NESS)} heard a familiar voice at the center of the Sea of Eden.)" next call(L_C77C50) "•Giygas' goal is" linebreak " to destroy you." next call(L_C77C50) "•Listen carefully!" next call(L_C77C50) "•Everything in the unverse could be destroyed at the hands of Giygas." next call(L_C77C50) "•But he and his followers are also in trouble." next call(L_C77C50) "•The Apple of Enlightenment has foretold" next call(L_C77C50) "•that Giygas' attempt will fail." next call(L_C77C50) "•It is because of the existence of a boy named {name(NESS)}." next call(L_C77C50) "•...That's me!" next call(L_C77C50) "•Listen." next call(L_C77C50) "•Free your mind and KNOW what you must do!" next call(L_C77C50) "•Your destiny has already been decided." next call(L_C77C50) "•You...{pause(20)} I...{pause(20)} where should we go?" next call(L_C77C50) "•You know deep within the reaches of your mind." next call(L_C77C50) "•...S{pause(15)} ...Sat...{pause(20)}" linebreak " ...Saturn" next "•....." next call(L_C77C50) "•Saturn Valley...{pause(20)} yes..." next call(L_C77C50) "•Go to the valley where the Mr. Saturn live." next call(L_C77C50) "•...You'll get something new there." next call(L_C77C50) "•Soon, Magicant will be no more.{pause(20)} We must be quick!" prompt2 call(L_C77C50) window_closetop pause(120) window_open(1) "•({name(NESS)} really heard his own voice." next "•Go to Saturn Valley!" next "•Go to Saturn Valley now!)" wait window_closetop music_effect(3) call(L_C77C50) pause(60) goto(L_C7DFBE) // $C77C4F L_C77C4F: eob // $C77C50 L_C77C50: unfreeze_sprite(106) wait_movement freeze_sprite(106) eob // $C77C5B L_C77C5B: "•{name(NESS)}!" next "•Did you learn how to tell what time I'm indicating?" end // $C77C84 L_C77C84: "•We had fun one snowy day." next "•I melted, but I am still real in your memory." end // $C77CB8 L_C77CB8: "•I know the name of the girl you used to like." end // $C77CD0 L_C77CD0: "•Thank you for remembering me." end // $C77CDF Npc1345: "•{name(NESS)}, you're so lucky..." next "•I envy you." next "•....." next "•I have no luck." next pause(60) linebreak "•But, {name(NESS)}...{pause(15)} well, okay..." next pause(60) linebreak "•Let's be friends forever,{pause(15)} all right?" end // $C77D3A Npc1346: "•{name(NESS)}!" next "•Maybe you don't wanna hear this," next "•but you remind me of myself when I was young." next "•I can't do anything more for you." next "•Good luck, {name(NESS)}!" wait window_closeall pause(1) set_map_pal(31, 4, 60) delete_npc(1346, 9) set(TALKED_TO_MAGICANT_EVERDRED) eob // $C77D9F Npc1353: window_closeall warp(214) eob // $C77DA5 Npc1357: window_closeall warp(40) eob // $C77DAB L_C77DAB: window_open(1) "•The {itemname(SOUND_STONE)} that {name(NESS)} used to have is now gone." wait window_closeall take(any, SOUND_STONE) eob // $C77DCE L_C77DCE: newline "•{user}" get_action_argument swap " used" linebreak " the {itemname(REG_ARGUMENT)}." next "•But nothing happened." prompt2 eob // $C77DF0 L_C77DF0: "•{user}" get_action_argument swap " used" linebreak " the {itemname(REG_ARGUMENT)}." next "•But nothing happened." prompt2 eob // $C77E11 L_C77E11: newline get_action_argument swap newline "•{user} equipped" linebreak " the {itemname(REG_ARGUMENT)} instead." sound(115) prompt2 eob // $C77E33 L_C77E33: newline get_action_argument swap "•{user} could not" linebreak " equip the {itemname(REG_ARGUMENT)}." next "•Since there was no alternative," linebreak " " call(TEXT_AttackerPronoun) " fought with " call(TEXT_AttackerPossessive) " revious weapon." prompt2 eob // $C77E85 L_C77E85: newline get_action_argument swap "•{user} tried" linebreak " to equip the {itemname(REG_ARGUMENT)}." next "• but {itemname(REG_ARGUMENT)} wasn't meant for " linebreak " {user}." prompt2 eob // $C77EB6 L_C77EB6: newline get_action_argument swap "•{user} tried" linebreak " to use the {itemname(REG_ARGUMENT)}." next "•but {user} could not use" linebreak " the {itemname(REG_ARGUMENT)} very well." prompt2 eob // $C77EE8 L_C77EE8: "•{user} could not use" linebreak " the {itemname(REG_ARGUMENT)} very well." prompt2 eob // $C77EFF L_C77EFF: eob // $C78000 L_C78000: set(ENEMY_SUPPRESS) set_oss_flag create_sprite(441, 777, 1) create_sprite(106, 73, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement set_sprite_movement(205, 66) hide_char(all, 6) set(CITY_BUS_MUSIC) music_resume camera_focus_sprite(205) eob // $C78033 L_C78033: create_sprite(82, 453, 1) " " window_open(1) goto_ifset(MASTER_BELCH_DEFEATED, L_C78166) number_per_person(2) swap "•Yep, this is the bus to Threed," next "•but, ...I'm not sure if we can get there or not.{pause(15)} The fare is ${number(argument)}." next "•...do you want to go?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) open_wallet menu clearline switch(L_C780F7, L_C780B2) // $C780B2 L_C780B2: "•...Yep, I personally think it's better if you don't go." next "•...I'm also not real confident about getting there." wait window_closeall delete_sprite(82, 6) eob // $C780F7 L_C780F7: hasmoney(0) goto_true(L_C7814B) sound(118) pause(1) takemoney(0) open_wallet "•Okay.{pause(20)} Let's give it a shot." next "•...I have a feeling this could get ugly, though." prompt2 window_closeall delete_sprite(82, 6) goto(L_C78000) // $C7814B L_C7814B: "•...I can't let you on if you don't pay." wait window_closeall delete_sprite(82, 6) eob // $C78166 L_C78166: number_per_person(2) swap "•...This bus goes to Fourside via Threed." next "•If you don't pay ${number(argument)} for the fare, I can't take you there." next "•...Do you want to go?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) open_wallet menu clearline switch(L_C78208, L_C781CE) // $C781CE L_C781CE: "•...If you don't have any money,{pause(15)} you should stroll around." next "•Besides, walking is good for you..." wait window_closeall delete_sprite(82, 6) eob // $C78208 L_C78208: hasmoney(0) goto_true(L_C78240) sound(118) takemoney(0) open_wallet "•...Well,{pause(15)} hop aboard then!" wait window_closeall delete_sprite(82, 6) goto(L_C78000) // $C7823F L_C7823F: eob // $C78240 L_C78240: "•...If you don't have any money,{pause(15)} you should stroll around." next "•Besides,{pause(15)} walking is good for you..." wait window_closeall delete_sprite(82, 6) eob // $C7827C L_C7827C: set(flag 313) unfocus_camera create_sprite(205, 67, 255) warp(60) camera_focus_sprite(205) eob // $C78290 L_C78290: unfocus_camera music_effect(5) pause(30) create_sprite(205, 68, 255) warp(61) camera_focus_sprite(205) unset(flag 313) eob // $C782A9 L_C782A9: unfocus_camera create_sprite(205, 70, 255) warp(63) camera_focus_sprite(205) unset(flag 313) eob // $C782BD L_C782BD: create_sprite(82, 454, 1) " " window_open(1) "•...This bus continues on to Fourside." next "•Do you want to get off here?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C78323, L_C78306) // $C78306 L_C78306: window_closeall delete_sprite(82, 6) " " freeze_sprite(205) unset(MASTER_BELCH_DEFEATED) set_sprite_movement(205, 207) pause(1) camera_focus_sprite(205) eob // $C78323 L_C78323: window_closeall delete_sprite(82, 6) " " create_sprite(106, 72, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement unset(CITY_BUS_MUSIC) music_resume unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C78360 L_C78360: create_sprite(106, 72, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement unset(CITY_BUS_MUSIC) music_resume unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C78394 L_C78394: window_open(1) "•(For some reason,{pause(15)} the bus returned to Twoson.)" prompt2 window_closeall pause(30) newline create_sprite(82, 453, 1) " " window_open(1) "•...Yep!{pause(20)} Just like I thought..." next "•...Okay,{pause(15)} I'm starting to get the creeps..." next "•We're going back to the bus station." next "•Do you want to get off here?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C78442, L_C78433) // $C78433 L_C78433: window_closeall delete_sprite(82, 6) " " set_sprite_movement(205, 69) eob // $C78442 L_C78442: window_closeall delete_sprite(82, 6) " " create_sprite(106, 72, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement unset(CITY_BUS_MUSIC) music_resume unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C7847E L_C7847E: create_sprite(82, 453, 1) " " window_open(1) goto_ifset(VISITED_SUMMERS, L_C784AC) "•Finally,{pause(15)} the bus can make its full run." next // $C784AC L_C784AC: number_per_person(2) swap "•To Twoson,{pause(15)} it's going to cost ${number(argument)}" call(L_C78569) "." next "•Do you want to go?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C784EE, L_C78926) goto(L_C78926) // $C784EE L_C784EE: hasmoney(0) goto_true(L_C7854A) takemoney(0) open_wallet sound(118) set(ENEMY_SUPPRESS) set_oss_flag create_sprite(441, 777, 1) "•Ok, we're off!" prompt2 window_closeall delete_sprite(82, 6) create_sprite(106, 73, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement // $C78536 L_C78536: set_sprite_movement(205, 203) hide_char(all, 6) set(CITY_BUS_MUSIC) music_resume camera_focus_sprite(205) eob // $C7854A L_C7854A: "•I can't do much for you if you don't have any money..." wait window_closeall delete_sprite(82, 6) eob // $C78569 L_C78569: store_registers get_char(2) has_status(result, PERSISTENT, KO) goto_true(L_C78592) get_char(2) has_status(result, PERSISTENT, DIAMOND) goto_true(L_C78592) " for the lot of you" load_registers eob // $C78592 L_C78592: load_registers eob // $C78595 L_C78595: set(flag 316) unfocus_camera create_sprite(205, 204, 255) warp(62) camera_focus_sprite(205) eob // $C785A9 L_C785A9: unfocus_camera create_sprite(205, 205, 255) warp(61) camera_focus_sprite(205) unset(flag 316) eob // $C785BD L_C785BD: create_sprite(106, 72, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement unset(CITY_BUS_MUSIC) music_resume unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C785F1 L_C785F1: "•(Due to traffic jams,{pause(15)} bus service has been temporarily suspended.)" end // $C78628 Npc0790: isset(TRAFFIC_JAM_CLEARED) goto_false(L_C785F1) call(L_C5FF21) goto_true(L_C5FF4E) get_char(1) rtoarg "•({name(argument)} checked the bus schedule." next goto_ifset(TEMP_10, L_C5FDCA) "•It looks like the next bus will come pretty soon.)" prompt2 window_closeall create_sprite(205, 217, 1) wait_movement " " set(TEMP_10) eob // $C78689 L_C78689: create_sprite(82, 453, 1) " " window_open(1) number_per_person(2) swap "•To Threed, it's going to cost ${number(argument)}" call(L_C78569) "." next "•Do you want to go?" linebreak add_option("Yes") " " add_option("No") number_per_person(2) swap call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C786E7, L_C78926) goto(L_C78926) // $C786E7 L_C786E7: hasmoney(0) goto_true(L_C7854A) takemoney(0) sound(118) open_wallet set(ENEMY_SUPPRESS) set_oss_flag create_sprite(441, 777, 1) "•Okay,{pause(15)} we're off!" prompt2 window_closeall delete_sprite(82, 6) " " create_sprite(106, 73, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement // $C78734 L_C78734: set_sprite_movement(205, 218) hide_char(all, 6) set(CITY_BUS_MUSIC) music_resume camera_focus_sprite(205) eob // $C78748 Npc0791: isset(TRAFFIC_JAM_CLEARED) goto_false(L_C785F1) call(L_C5FF30) goto_true(L_C5FF4E) get_char(1) rtoarg "•({name(argument)} checked the bus schedule." next goto_ifset(TEMP_10, L_C5FDCA) "•It looks like the next bus will come pretty soon.)" prompt2 window_closeall create_sprite(205, 219, 1) wait_movement " " set(TEMP_10) eob // $C787A9 L_C787A9: create_sprite(82, 454, 1) " " window_open(1) number_per_person(2) swap "•This bus goes to Fourside." next "•I can't let you on if you don't pay ${number(argument)} for the fare." next "•Do you want to go?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C78806, L_C781CE) goto(L_C781CE) // $C78806 L_C78806: hasmoney(0) goto_true(L_C78240) takemoney(0) open_wallet sound(118) set(ENEMY_SUPPRESS) set_oss_flag create_sprite(441, 777, 1) "•Ok,{pause(15)} we're off!" prompt2 window_closeall delete_sprite(82, 6) " " create_sprite(106, 73, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement // $C78852 L_C78852: set_sprite_movement(205, 220) hide_char(all, 6) set(CITY_BUS_MUSIC) music_resume camera_focus_sprite(205) eob // $C78866 L_C78866: create_sprite(82, 454, 1) " " window_open(1) number_per_person(2) swap "•This bus goes to Fourside." next "•I can't let you on if you don't pay ${number(argument)} for the fare." next "•Do you want to go?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C788C3, L_C781CE) goto(L_C781CE) // $C788C3 L_C788C3: hasmoney(0) goto_true(L_C78240) takemoney(0) open_wallet sound(118) "•Ok,{pause(15)} we're off!" prompt2 window_closeall delete_sprite(82, 6) " " set(ENEMY_SUPPRESS) set_oss_flag create_sprite(441, 777, 1) create_sprite(106, 73, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement unset(MASTER_BELCH_DEFEATED) set_sprite_movement(205, 207) hide_char(all, 6) set(CITY_BUS_MUSIC) music_resume camera_focus_sprite(205) eob // $C78926 L_C78926: "•Oh...{pause(5)} okay...{pause(15)} see you!" wait window_closeall delete_sprite(82, 6) " " eob // $C78943 L_C78943: set(MASTER_BELCH_DEFEATED) unfocus_camera create_sprite(205, 208, 255) warp(70) camera_focus_sprite(205) eob // $C78957 L_C78957: unfocus_camera create_sprite(205, 209, 255) warp(206) camera_focus_sprite(205) eob // $C78968 L_C78968: unfocus_camera create_sprite(205, 210, 255) warp(207) camera_focus_sprite(205) eob // $C78979 L_C78979: unfocus_camera create_sprite(205, 211, 255) warp(72) camera_focus_sprite(205) wait_movement freeze_sprite(205) " " create_sprite(82, 454, 1) " " window_open(1) "•This bus goes to Fourside." next "•Do you want to get off here?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C789DE, L_C789D0) // $C789D0 L_C789D0: window_closeall delete_sprite(82, 6) " " goto(L_C78852) // $C789DE L_C789DE: window_closeall delete_sprite(82, 6) " " unset(CITY_BUS_MUSIC) music_resume create_sprite(106, 71, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) show_char(all, 1) wait_movement unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C78A1B L_C78A1B: unfocus_camera create_sprite(205, 212, 255) warp(74) camera_focus_sprite(205) eob // $C78A2C L_C78A2C: unfocus_camera create_sprite(205, 213, 255) warp(208) camera_focus_sprite(205) eob // $C78A3D L_C78A3D: unfocus_camera create_sprite(205, 214, 255) warp(209) camera_focus_sprite(205) eob // $C78A4E L_C78A4E: unfocus_camera create_sprite(205, 215, 255) warp(76) camera_focus_sprite(205) eob // $C78A5F L_C78A5F: create_sprite(106, 71, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement unset(CITY_BUS_MUSIC) music_resume unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement call(L_C99C53) unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) set(VISITED_FOURSIDE) unset(HAPPY_THREED_PEOPLE) eob // $C78A9E Npc0972: call(L_C5FF3F) goto_true(L_C5FF4E) get_char(1) rtoarg "•({name(argument)} checked the bus schedule." next goto_ifset(TEMP_10, L_C5FDCA) "•It looks like the next bus will come soon.)" prompt2 window_closeall create_sprite(205, 455, 1) wait_movement " " set(TEMP_10) eob // $C78AF3 L_C78AF3: create_sprite(82, 453, 1) " " window_open(1) "•This bus goes to Twoson via Threed." next number_per_person(2) swap "•It is going to cost ${number(argument)}" call(L_C78569) "." next "•Do you want to go?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C78B4E, L_C78926) goto(L_C78926) // $C78B4E L_C78B4E: hasmoney(0) goto_true(L_C7854A) takemoney(0) open_wallet sound(118) "•Ok,{pause(15)} we're off!" prompt2 window_closeall delete_sprite(82, 6) " " set(ENEMY_SUPPRESS) " " set_oss_flag create_sprite(441, 777, 1) create_sprite(106, 73, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement " " set(CITY_BUS_MUSIC) music_resume set_sprite_movement(205, 456) " " hide_char(all, 6) camera_focus_sprite(205) wait_movement " " unfocus_camera freeze_char(all) create_sprite(205, 457, 255) " " warp(75) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) create_sprite(205, 458, 255) " " warp(210) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) create_sprite(205, 459, 255) " " warp(211) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) create_sprite(205, 460, 255) " " warp(73) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " freeze_sprite(205) create_sprite(82, 453, 1) " " window_open(1) "•This bus continues on to Twoson." next "•Do you want to get off here?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C78C7F, L_C78C71) // $C78C71 L_C78C71: window_closeall delete_sprite(82, 6) " " goto(L_C78734) // $C78C7F L_C78C7F: window_closeall delete_sprite(82, 6) " " unset(CITY_BUS_MUSIC) music_resume create_sprite(106, 71, 1) " {pause(1)}" camera_focus_sprite(106) unfreeze_char(all) show_char(all, 1) wait_movement unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement unset(ENEMY_SUPPRESS) " " reset_oss_flag create_sprite(441, 778, 1) eob // $C78CC0 L_C78CC0: unfocus_camera create_sprite(205, 461, 255) " " warp(71) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) create_sprite(205, 462, 255) " " warp(212) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) create_sprite(205, 463, 255) " " warp(213) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) create_sprite(205, 464, 255) " " warp(69) " " camera_focus_sprite(205) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) freeze_sprite(205) " " create_sprite(82, 453, 1) " " window_open(1) "•This bus continues on to Twoson." next "•Do you want to get off here?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C78D8F, L_C78D81) // $C78D81 L_C78D81: window_closeall delete_sprite(82, 6) " " goto(L_C78536) // $C78D8F L_C78D8F: window_closeall delete_sprite(82, 6) " " unset(CITY_BUS_MUSIC) music_resume create_sprite(106, 71, 1) " {pause(1)}" camera_focus_sprite(106) unfreeze_char(all) show_char(all, 1) wait_movement unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement unset(ENEMY_SUPPRESS) " " reset_oss_flag create_sprite(441, 778, 1) eob // $C78DD0 L_C78DD0: "•It is going to cost ${number(argument)}" call(L_C78569) "." next "•Do you want to go?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C78E20, L_C78DFF) // $C78DFF L_C78DFF: "•Oh...{pause(15)} okay...{pause(15)} see you!" // $C78E11 L_C78E11: wait counter(1) ctoarg swap window_closeall delete_sprite(82, 6) eob // $C78E20 L_C78E20: hasmoney(0) goto_true(L_C78E49) takemoney(0) open_wallet "•Ok,{pause(15)} we're off!" wait window_closeall delete_sprite(82, 6) eob // $C78E49 L_C78E49: "•I can't let you on if you don't pay." goto(L_C78E11) // $C78E60 L_C78E60: "•I can't let you on if you don't pay ${number(argument)} for the fare." next "•Do you want to go?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C78ED8, L_C78E98) // $C78E98 L_C78E98: "•If you don't have any money, you should just stroll around." next "•Besides,{pause(15)} walking is good for you." counter(1) ctoarg swap wait window_closeall delete_sprite(82, 6) eob // $C78ED8 L_C78ED8: hasmoney(0) goto_true(L_C78E98) takemoney(0) open_wallet sound(118) "•Okay,{pause(15)} let's give it a shot!" wait window_closeall delete_sprite(82, 6) counter(0) ctoarg swap eob // $C78F12 L_C78F12: window_open(1) sound(96) "•Woooo!{pause(20)} Wooo!{pause(15)} Wooooooo!" next "•(Go back!{pause(15)} Go back!)" prompt2 window_closeall eob // $C78F4A L_C78F4A: window_open(1) sound(96) "•Woooo!{pause(20)} Wooo!{pause(15)} Wooooooo!" next "•(Go back!{pause(15)} Go back!)" prompt2 window_closeall create_sprite(305, 91, 1) create_sprite(305, 92, 1) wait_movement goto_ifset(GHOSTS_BLOCKING_THREED, L_C78FB1) warp(15) create_sprite(106, 93, 1) camera_focus_sprite(106) unfreeze_char(all) wait_movement unfocus_camera unset(GHOSTS_BLOCKING_TWOSON) eob // $C78FB1 L_C78FB1: warp(18) create_sprite(106, 93, 1) camera_focus_sprite(106) unfreeze_char(all) wait_movement unfocus_camera unset(GHOSTS_BLOCKING_THREED) eob // $C78FCA L_C78FCA: window_open(1) sound(96) "•Woooo!{pause(20)} Wooo!{pause(15)} Wooooooo!" next "•(Go back!{pause(15)} Go back!)" prompt2 window_closeall create_sprite(305, 99, 1) create_sprite(305, 100, 1) wait_movement warp(16) create_sprite(106, 93, 1) camera_focus_sprite(106) unfreeze_npc(255) wait_movement unfocus_camera eob // $C79028 L_C79028: set_npc_movement(222, 101) wait_movement set(TEMP_4) eob // $C79034 L_C79034: set_npc_movement(222, 604) eob // $C7903B L_C7903B: window_closeall set_npc_movement(217, 136) wait_movement freeze_npc(217) get_char(1) get_dir_from_char(argument, NPC, 217) char_direction(result, 0) window_open(1) eob // $C7905A L_C7905A: show_npc_emote(420, EXCLAMATION) pause(60) delete_npc_emote(420) unfreeze_npc(420) wait_movement freeze_npc(420) window_open(1) goto(Npc0420) // $C79077 L_C79077: window_closeall eob // $C7907A L_C7907A: set_npc_movement(420, 12) eob // $C79081 L_C79081: set_npc_movement(420, 135) eob // $C79088 Npc0450: "•(For some weird reason," next "•a pencil-shaped iron statue is blocking the path.)" end // $C790C4 L_C790C4: call(SUB_GetUsedItem) result_is(184) goto_false(L_C7C6F1) call(L_C7911E) delete_npc(450, 10) window_closeall set(PEACEFUL_REST_PENCIL_ERASED) set(PHOTO_PEACEFUL_REST_VALLEY_AVAILABLE) eob // $C790E4 L_C790E4: call(SUB_GetUsedItem) result_is(184) goto_false(L_C7C6F1) call(L_C7911E) delete_npc(827, 10) window_closeall set(MONKEY_CAVE_PENCIL_ERASED) eob // $C79101 L_C79101: call(SUB_GetUsedItem) result_is(184) goto_false(L_C7C6F1) call(L_C7911E) delete_npc(645, 10) window_closeall set(WINTERS_PENCIL_ERASED) eob // $C7911E L_C7911E: get_char(1) rtoarg "•{name(argument)} used the Pencil Eraser." next "•For some weird reason, the iron pencil statue" linebreak " was erased!" prompt2 sound(33) eob // $C7916C L_C7916C: music(115) pause(60) wait music_stop sound(11) window_open(1) "•Hello... this is the Apple Kid." next "•I've just finished work on this great invention!" next "•Get over here as fast as you can!{pause(20)} This thing is so{pause(5)}o{pause(5)}o{pause(5)}o{pause(15)} cool!" next "•See you soon!{pause(15)} Slam!{pause(20)}" linebreak " Beeeep..." wait window_closeall sound(11) set(APPLE_KID_IN_BURGLIN_PARK) set(APPLE_KID_NOT_AT_HIS_HOUSE) set(RECEIVED_APPLE_KID_CALL_ABOUT_PENCIL_ERASER) music_resume eob // $C79211 L_C79211: set_npc_movement(226, 120) wait_movement eob // $C7921A L_C7921A: set_npc_movement(226, 121) wait_movement eob // $C79223 L_C79223: freeze_char(all) music_effect(3) window_closeall create_sprite(106, 356, 1) wait_movement call(L_C7930C) create_sprite(316, 357, 1) create_sprite(106, 355, 1) " " set_sprite_direction(106, 2) create_sprite(273, 361, 1) create_sprite(273, 362, 1) create_sprite(346, 358, 1) " " create_sprite(186, 359, 1) " " create_sprite(185, 363, 1) " " create_sprite(187, 364, 1) " {pause(1)}" camera_focus_sprite(106) pause(1) eob // $C79287 L_C79287: music(76) unfreeze_char(all) set_sprite_movement(346, 370) set_sprite_movement(186, 370) set_sprite_movement(185, 370) set_sprite_movement(187, 371) pause(80) create_sprite(149, 365, 1) " " create_sprite(150, 368, 1) " " wait_movement create_sprite(184, 367, 1) " " create_sprite(434, 366, 1) " " wait_movement " " set_sprite_movement(316, 369) music_resume eob // $C792DC L_C792DC: unfocus_camera delete_sprite(106, 6) delete_sprite(346, 6) delete_sprite(186, 6) delete_sprite(185, 6) delete_sprite(187, 6) delete_sprite(273, 6) pause(1) delete_sprite(273, 6) unset(CHAOS_THEATER_AUDIENCE_ABSENT) warp(230) pause(1) eob // $C7930C L_C7930C: window_open(1) "•Yeah!{pause(20)} That's right!" next "•Tonight,{pause(15)} you got the Chaos Theater's Soul Men comin' at ya!" next "•Rockin' and rollin' live on this here stage for a limited time only!" next "•The world's greatest Bluesmen," next "•the Runaway Five!{pause(20)} And here they come!{pause(15)} Oh yeah!{pause(10)} Baby!" prompt2 window_closeall eob // $C793BE Npc0236: "•A young fan like you really gets into the Runaway Five's music?" next "•Wow,{pause(15)} I'm impressed!" end // $C793F3 Npc0237: goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C79413) "•Seeing the Runaway Five on stage is my life..." end // $C79413 L_C79413: "•The Runaway Five are so sexy!{pause(20)} My husband definitely is..." next "•in need of some help in that area!" end // $C7944E Npc0238: goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C79489) "•When I sit close to the stage," next "•sometimes I get sweat or spit on me from the Runaway Five." end // $C79489 L_C79489: "•Oh,{pause(15)} that was almost too much!" end // $C7949E L_C7949E: unset(TEMP_2) unset(TEMP_3) unfreeze_npc(439) wait_movement freeze_npc(439) window_open(1) // $C794B1 Npc0439: "•Hey {name(NESS)}!{pause(20)} You're just here to bother me, aren't you." next "•You can call me Master Pokey," next "•since Mr. Carpainter made me an important person in Happy-Happyism." next "•You should join us,{pause(15)} but I know you won't...{pause(15)} I'm glad I joined..." next "•I'm not going to fight you,{pause(15)} but these guys will...{pause(15)} Later potater..." prompt2 window_closeall unset(ENEMY_SUPPRESS) unset(POKEY_OUTSIDE_PAULA_CABIN) unfreeze_npc(439) wait_movement set_npc_movement(440, 274) set_npc_movement(441, 275) set_npc_movement(442, 276) wait_movement freeze_npc(440) freeze_npc(441) freeze_npc(442) call(L_C68531) goto_true(L_C795BD) pause(1) set_npc_movement(440, 635) set_npc_movement(441, 635) set_npc_movement(442, 635) pause(60) reset_oss_flag eob // $C795BD L_C795BD: reset_oss_flag eob // $C795C1 L_C795C1: store_registers get_inventory(result, 0) swap result_is(171) goto_false(L_C796EE) take(any, KEY_TO_THE_CABIN) "•(" call(TEXT_PartyDescriptionNoClobber) " used the {itemname(KEY_TO_THE_CABIN)}.)" next window_closeall sound(119) delete_npc(436, 6) pause(60) window_open(1) "•Thank you, {name(NESS)}!" next "•You're just like I imagined you would be..." next "•I'm sure that some people in Twoson are worried about me..." next "•Getting back there may be dangerous," next "•but we can do it if we combine our strength." next "•I'm able to use a little psychic power that is actually pretty deadly..." next "•Let's head back to Twoson!" prompt2 window_closeall set_npc_movement(437, 241) wait_movement delete_npc(438, 6) wait_movement delete_npc(437, 6) party_add(PAULA) music(11) pause(120) pause(120) pause(120) pause(60) music_resume window_open(1) "•{name(PAULA)} joined you." prompt2 window_closeall set(PAULA_JOINS) set(flag 198) unset(PAULAS_DAD_OUTSIDE) set(flag 321) set(HAS_CALLED_MOM_AFTER_RESCUING_PAULA) set(PHOTO_HAPPY_HAPPY_CABIN_AVAILABLE) eob // $C796EE L_C796EE: "•(You must use the {itemname(KEY_TO_THE_CABIN)} to open this.)" wait window_closeall eob // $C79707 L_C79707: freeze_npc(217) // $C7970B L_C7970B: counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C798FE) window_open(1) "•Oh {name(PAULA)}!" prompt2 window_closeall get_dir_from_char(NESS, NPC, 217) char_direction(NESS, 0) get_dir_from_char(PAULA, NPC, 217) char_direction(PAULA, 0) unfreeze_npc(217) wait_movement freeze_npc(217) npc_direction(217, 3) window_open(1) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C79942) "•{name(NESS)},{pause(15)} thank you so much!" next "•You must be the boy who will save the world,{pause(15)} like in" linebreak " {name(PAULA)}'s dream." next // $C79796 L_C79796: "•{name(PAULA)},{pause(15)} I'm sure you'd be a big help to {name(NESS)}." next "•It's not every day a father lets his daughter embark on a journey to save the world!" prompt2 window_closeall set(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE) get_dir_from_char(PAULA, NPC, 217) char_direction(PAULA, 0) show_char_emote(PAULA, SURPRISE) pause(60) delete_char_emote(PAULA) window_open(1) "•Dad,{pause(15)} don't worry about me." next "•{name(NESS)} and I will be able to take care of ourselves." next "•In Threed, the next town,{pause(15)} we'll meet another friend." next "•If the three of us can combine our power,{pause(15)} no one can beat us." next "•Now wipe your eyes,{pause(15)} blow your nose,{pause(15)} and smile before we take off." prompt2 window_closeall set(flag 611) set_oss_flag pause(10) // $C798BF L_C798BF: window_open(1) "•Goodbye {name(PAULA)}.{pause(20)}" linebreak " Don't worry,{pause(15)} I won't cry anymore..." wait window_closeall goto_ifset(TEMP_1, L_C798F7) set(TEMP_1) eob // $C798F7 L_C798F7: set_npc_movement(217, 43) eob // $C798FE L_C798FE: window_open(1) "•Oh, {name(PAULA)}!" next "•....." next "•Am I dreaming?{pause(20)} I feel like she just came home..." npc_direction(217, 3) prompt2 sound(8) window_closeall pause(20) sound(9) delete_npc(217, 6) eob // $C79942 L_C79942: "•Where's {name(NESS)}?" next "•He isn't here?{pause(20)} I just wanted to thank him." next "•You know,{pause(15)} I bet he's the boy you dreamt would save the world..." next goto(L_C79796) // $C79997 L_C79997: set_oss_flag set_npc_movement(231, 109) create_sprite(106, 111, 1) call(L_C9B4B8) create_sprite(120, 110, 255) create_sprite(106, 112, 255) warp(65) call(L_C9B4B8) delete_sprite(106, 6) delete_sprite(120, 6) create_npc(247, 12, 1) reset_oss_flag eob // $C799D7 L_C799D7: set(ENEMY_SUPPRESS) set_oss_flag set(RUNAWAY_FIVE_FREE_MUSIC) music_resume create_sprite(149, 115, 1) create_sprite(150, 116, 1) create_sprite(185, 117, 1) create_sprite(186, 118, 1) create_sprite(187, 119, 1) window_closeall unset(TEMP_2) unset(TEMP_3) unset(TEMP_4) unset(TEMP_5) unset(TEMP_6) wait_movement window_open(1) call(L_C79A64) window_closeall unset(TEMP_2) wait_movement window_open(1) call(L_C79A98) window_closeall unset(TEMP_3) wait_movement window_open(1) call(L_C79AB9) window_closeall unset(TEMP_4) wait_movement window_open(1) call(L_C79AD7) window_closeall unset(TEMP_5) wait_movement window_open(1) call(Npc0251) window_closeall unset(TEMP_6) wait_movement eob // $C79A64 L_C79A64: "•Well, what do you know?" next "•This little nipper took us from a nightmare to a dream..." prompt2 eob // $C79A98 L_C79A98: "•Ow!{pause(20)} This means we can get out of this dump!" prompt2 eob // $C79AB9 L_C79AB9: "•I'm a good driver.{pause(15)} C'mon, I'll show you." prompt2 eob // $C79AD7 L_C79AD7: "•All right,{pause(15)} let's move on to the next town." next "•I'm sure our ol' hunk o' junk will get us there..." prompt2 eob // $C79B12 L_C79B12: show_npc_emote(320, EXCLAMATION) pause(5) delete_npc_emote(320) pause(5) show_npc_emote(320, EXCLAMATION) pause(50) delete_npc_emote(320) set_npc_movement(320, 179) wait_movement freeze_npc(320) get_char(1) get_dir_from_char(argument, NPC, 320) char_direction(result, 0) window_open(1) "•Hurry and get on!" next "•Our tour bus is too loud for the ghosts!" prompt2 window_closeall create_sprite(106, 180, 1) camera_focus_sprite(106) unfreeze_char(all) unfreeze_npc(320) wait_movement delete_sprite(106, 6) unfocus_camera enable_hotspot(1, 3, L_C79B12) eob // $C79B98 L_C79B98: create_sprite(441, 777, 1) set_oss_flag set(flag 747) create_sprite(106, 182, 1) camera_focus_sprite(106) unfreeze_char(all) wait_movement hide_char(all, 6) unset(RUNAWAY_FIVE_FREE_MUSIC) set(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) music_resume freeze_char(all) set_npc_movement(320, 183) wait_movement unset(RUNAWAY_BUS_FROM_TWOSON_TO_THREED) window_open(1) call(L_C79BEC) window_closeall set_npc_movement(373, 184) pause(60) camera_focus_npc(373) unfreeze_char(all) disable_hotspot(1) eob // $C79BEC L_C79BEC: "•Okay, guys, here we go!" prompt2 eob // $C79BFF L_C79BFF: window_open(1) "•Hey, sidewalk!{pause(20)} Get out of my way!" prompt2 window_closeall eob // $C79C1E L_C79C1E: unfocus_camera set(flag 314) create_sprite(243, 185, 255) warp(60) camera_focus_sprite(243) eob // $C79C32 L_C79C32: unfocus_camera unset(flag 314) create_sprite(243, 186, 255) warp(63) camera_focus_sprite(243) eob // $C79C46 L_C79C46: unfocus_camera create_sprite(106, 74, 1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement char_direction(NESS, 5) char_direction(PAULA, 5) unset(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) music_resume unfocus_camera freeze_char(all) create_sprite(149, 75, 1) wait_movement pause(30) call(L_C79CC8) pause(20) set_sprite_movement(149, 76) wait_movement pause(30) show_sprite_emote(243, RUNAWAY_DRUMMER_RIGHT) pause(30) char_direction(NESS, 1) char_direction(PAULA, 1) pause(30) call(L_C79D27) pause(30) delete_sprite_emote(243) pause(30) unfreeze_sprite(243) wait_movement disable_hotspot(1) set_respawn_point(3) set(VISITED_THREED) set(flag 761) unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C79CC8 L_C79CC8: window_open(1) "•Looks like we have to say goodbye for now." next "•This town seems pretty gloomy," next "•but I'm sure you can light up the place with your own little brand of sunshine..." prompt2 window_closeall eob // $C79D27 L_C79D27: window_open(1) "•Hope to see you again sometime." next "•Look for us to be singing at some theater in Fourside..." prompt2 window_closeall eob // $C79D5F L_C79D5F: unfreeze_npc(538) wait_movement eob // $C79D66 L_C79D66: unfreeze_npc(538) wait_movement unset(ZOMBIE_CHICK_OUTSIDE_HOTEL) set(ZOMBIE_CHICK_AT_HOTEL_1) eob // $C79D73 L_C79D73: unset(ZOMBIE_CHICK_AT_HOTEL_1) set(ZOMBIE_CHICK_AT_HOTEL_2) eob // $C79D7A L_C79D7A: unset(ZOMBIE_CHICK_AT_HOTEL_2) set(ZOMBIE_CHICK_AT_HOTEL_3) eob // $C79D81 L_C79D81: freeze_char(all) set_oss_flag get_char(1) show_char_emote(result, EXCLAMATION) pause(60) delete_char_emote(result) unfreeze_npc(493) unfreeze_npc(494) unfreeze_npc(495) unfreeze_npc(496) music_effect(2) pause(10) music(111) create_sprite(106, 651, 1) wait_movement pause(120) window_open(1) "•(Oh,{pause(5)} oh...{pause(20)} you're losing consciousness..." next "•What could be the fate of {name(NESS)} and his friend?)" wait window_closeall call(SUB_FullHealAll) call(SUB_CancelTimedEvents) set(ENEMY_SUPPRESS) hide_char(all, 6) create_sprite(16, 662, 255) create_sprite(393, 663, 255) warp(77) freeze_char(all) pause(240) delete_sprite(16, 6) show_char(NESS, 1) pause(30) get_dir_from_char(NESS, OBJ, 393) char_direction(NESS, 0) pause(20) delete_sprite(393, 6) create_sprite(2, 8, 1) pause(60) set_sprite_movement(2, 47) wait_movement delete_sprite(2, 6) show_char(all, 1) unfreeze_char(all) eob // $C79E55 L_C79E55: call(SUB_CancelTimedEvents) pause(60) char_direction(PAULA, 5) pause(60) music_effect(3) create_sprite(106, 766, 1) wait_movement freeze_sprite(106) pause(120) window_open(1) "•I'm calling out to you who I've never met..." next "•I'm calling our friend who we've never met..." next "•{name(JEFF)}!{pause(30)} {name(JEFF)}!{pause(20)}" linebreak " We need your help!" next "•I am {name(PAULA)} and I am with another friend,{pause(15)} {name(NESS)}..." next "•We are trying to contact you..." wait pause(30) window_closeall pause(1) delete_sprite(106, 6) hide_char(all, 6) warp(200) create_sprite(106, 643, 1) call(L_C9B4B8) warp(201) create_sprite(106, 644, 1) call(L_C9B4B8) unset(ENEMY_SUPPRESS) reset_oss_flag goto(L_C79F33) // $C79F32 L_C79F32: eob // $C79F33 L_C79F33: warp(66) freeze_char(all) backup_party party_add(JEFF) givemoney(2) party_remove(NESS) party_remove(PAULA) unset(ZOMBIE_CHICK_AT_HOTEL_3) unset(ZOMBIE_CHICK_HOTEL_MUSIC) set(PAULA_TELEPATHY_DREAM_JEFF) pause(180) window_open(1) "•I am {name(PAULA)},{pause(20)} and I am with another friend,{pause(15)} {name(NESS)}..." next "•We are trying to contact you..." next "•If you hear me,{pause(15)} please wake up and...{pause(20)} head south!" next "•Only you,{pause(15)} though far away,{pause(15)} can save us, {name(JEFF)}..." next "•Please hear my call and begin heading south..." next "•{name(JEFF)}!{pause(20)} You are a friend who we've never met..." next "•But you are our one and only hope!..." prompt2 window_closeall music_effect(3) pause(120) pause(180) delete_npc(592, 6) show_char(all, 1) unfreeze_char(all) set(JEFF_STARTS_HIS_JOURNEY) set_respawn_point(6) unset(ZOMBIE_CHICK_AT_HOTEL_2) unset(ENEMY_SUPPRESS) set(VISITED_WINTERS) eob // $C7A04A L_C7A04A: show_npc_emote(591, EXCLAMATION) pause(60) delete_npc_emote(591) pause(30) delete_npc(591, 6) create_sprite(182, 114, 1) pause(1) freeze_sprite(182) window_open(1) "•{name(JEFF)},{pause(20)} where are you going in the middle of the night?" next window_closeall unfreeze_sprite(182) wait_movement freeze_sprite(182) window_open(1) "•You know the dorm rules, right?" next "•If you get caught,{pause(15)} you'll get punished big time..." next "•W.{pause(5)}.{pause(5)}.{pause(5)} what's wrong, {name(JEFF)}." next get_dir_from_char(JEFF, OBJ, 182) char_direction(JEFF, 0) "•{pause(20)}...All right." next "•There must be some reason that I don't understand.{pause(20)} I won't stop you." next "•But it's dangerous to leave without taking anything along." next "•Hey,{pause(15)} I think there's some stuff in the locker room that you should get." next "•I'll help you get out of here..." prompt2 window_closeall party_add(TONY) hide_char(TONY, 6) set_sprite_movement(182, 47) wait_movement delete_sprite(182, 6) show_char(TONY, 1) music(123) pause(120) pause(60) window_open(1) "•(Tony joined you.)" prompt2 window_closeall set(TONY_JOINS) music_resume eob // $C7A1BA L_C7A1BA: hasitem(any, POP_GUN) goto_true(L_C7A20C) char_direction(TONY, 5) get_dir_from_char(JEFF, PMEMBER, TONY) char_direction(JEFF, 0) window_open(1) "•I think you can get out by going over the gate..." next "•But you need to get some stuff to take with you." wait window_closeall eob // $C7A20C L_C7A20C: call(L_C683D9) create_sprite(182, 266, 1) wait_movement delete_sprite(182, 6) create_npc(634, 8, 1) set(TONY_AT_BOARDING_SCHOOL_GATE) eob // $C7A22A Npc0634: "•Okay,{pause(15)} now use me as a step and climb over the gate." prompt2 window_closeall hide_char(all, 6) create_sprite(337, 267, 1) " " create_sprite(344, 268, 1) pause(1) camera_focus_sprite(344) unfreeze_char(all) wait_movement freeze_sprite(337) freeze_sprite(344) window_open(1) "•Well...{pause(15)} I'll say goodbye for now." next "•I don't know where you're going or why," next "•but remember,{pause(20)} we are best friends{pause(5)} forever." prompt2 window_closeall unfreeze_sprite(337) unfreeze_sprite(344) wait_movement unfocus_camera show_char(all, 1) delete_npc(634, 6) create_sprite(182, 269, 1) disable_hotspot(1) set_respawn_point(6) unset(TONY_AT_BOARDING_SCHOOL_GATE) music_effect(3) pause(120) set(WINTERS_MUSIC) music_resume unset(ENEMY_SUPPRESS) eob // $C7A2F7 L_C7A2F7: enable_hotspot(1, 54, L_C7A300) eob // $C7A300 L_C7A300: call(CHECK_TimedEventPending) goto_true(L_C7A2F7) music(115) pause(60) wait music_stop sound(11) window_open(1) "•Hello, this is Apple Kid." next "•I just wanted to let you know that I finished a pretty unique invention." next "•I'm not sure if it will help you or not..." next "•It's called “Zombie Paper,” and it can be used to trap zombies." next "•It works kind of like fly paper..." next "•All you need to do is place the paper on the floor of a tent or something..." next "•You've seen at least one tent around, right?...." next "•and then the zombies get stuck to the paper" next "•when they move around inside the tent." next "•You can catch a lot of zombies this way... In fact," next "•I bet you could get rid of all the zombies" next "•that are terrorizing the area with this paper!" next pause(60) linebreak "•Anyway, I just asked the Mach Pizza delivery man" next "•to deliver the Zombie Paper to you, {name(NESS)}." next "•You should get it pretty soon." next "•I've never actually seen a zombie, but if there really are any," next "•Zombie Paper would be very useful..." next "•I'll be calling you if I come up with anything else..." next "•*Click!* Beeeeep!" wait sound(11) window_closeall music_resume timed_event(8) set(MACH_PIZZA_ZOMBIE_PAPER_DELIVERY) set(PREVENT_TELEPORT) eob // $C7A542 L_C7A542: window_open(1) "•While delivering pizza, this weird guy asked me to help him out..." next "•He wanted me to deliver this to someone named {name(NESS)}" next "•...who is wandering around Threed." next "•No one else knows about this, right?" next "•Let's just pretend that you're {name(NESS)},{pause(15)} and I'll give this to you." next "•Oh!{pause(15)} Hello, {name(NESS)}!" next "•Just go along with me on this one, okay." next "•I made the decision that you're {name(NESS)},{pause(15)} no matter what..." next notfull(any) goto_false(L_C7A6A9) // $C7A63E L_C7A63E: give_return_slot(result, ZOMBIE_PAPER) call(SUB_KeyItemGet) next "•That's right, {name(NESS)}... *wink, wink*" next "•I've done my duty and given you Apple Kid's thingamajig..." next "•Well, goodbye!..." prompt2 window_closeall unset(MACH_PIZZA_ZOMBIE_PAPER_DELIVERY) set(GOT_ZOMBIE_PAPER) call(L_C7DDE8) unset(PREVENT_TELEPORT) eob // $C7A6A9 L_C7A6A9: "•You have too much stuff, so I can't give this to you..." next "•Why don't you get rid of something?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7A72F, L_C7A6EA) // $C7A6EA L_C7A6EA: "•Look, this is really important!" next "•You've got to dump something!!" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7A72F, L_C7A754) goto(L_C7A754) // $C7A72F L_C7A72F: call(SUB_SelectInventoryItem) goto_false(L_C7A6EA) store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_C7A7A6) load_registers take_slot(argument, 0) goto(L_C7A63E) // $C7A754 L_C7A754: "•All righty, I'm just going to hang out around here, then." next "•Ya gotta have some space for this thing by the time I come back, okay?" prompt2 window_closeall call(L_C7DDE8) unset(PREVENT_TELEPORT) eob // $C7A7A6 L_C7A7A6: "•Hang on!{pause(20)} That's way too cool to just throw away!{pause(20)} Keep it!" next goto(L_C7A72F) // $C7A7D8 L_C7A7D8: eob // $C7A7D9 L_C7A7D9: timed_event(8) eob // $C7A7DD L_C7A7DD: music(115) pause(60) wait music_stop sound(11) window_open(1) "•Hello, this is Apple Kid." next "•I've come up with another wacky invention that I think has real potential." next "•Maybe you won't, but anyway..." next "•it's called the “Gourmet Yogurt Machine.”" next "•It makes many different flavors of yogurt." next "•The only problem is,{pause(15)} right now," next "•it can only make trout-flavored yogurt..." next "•So, I'm having the machine delivered to you via Escargo Express." next "•It's coming “Neglected Class.”" next "•Hopefully, you'll get it soon.{pause(20)} Yeah,{pause(15)} everything is..." next "•(Kaboooom!)" next "•Uh, I'vegotsomeproblems" linebreak " heregottago, bye!" wait sound(11) window_closeall music_resume eob // $C7A959 L_C7A959: get_char(1) rtoarg window_open(1) "•*Crash*" next "•Ooops!" next "•*Crunch*" next "•Ooops!" next "•...Greetings!" linebreak " (It's Escargo Express's neglected class.)" next "•Whew!{pause(15)} I just got here from the Dusty Dune desert." next "•There was this sunbathing guy," next "•and he told me about a cave with lots of monkeys... or was it orangutans?" next "•Anyway,{pause(15)} he said...{pause(5)} well... uh...{pause(20)} I forgot." next "•Yep, I forgot... actually I forgot the stuff I was supposed to deliver, too." next "•I think it was some weird machine to make trout-flavored yogurt." next "•Yeah, I forgot it at the desert..." next "•I'm not going back that way, so don't ask me to get the package..." next "•I mean,{pause(15)} it's your package, right?" next "•So YOU go get it!" next "•Go on, get out of here." next "•Maybe that thing I forgot is important to you..." next "•So... have a good time in the desert!..." wait window_closeall eob // $C7AB3F L_C7AB3F: goto_ifset(PHOTO_SATURN_VALLEY_FINAL_AVAILABLE, L_C9992F) call(MUSIC_FastFadeOut) music(88) pause(180) pause(60) create_sprite(143, 448, 1) " " wait_movement " " create_sprite(344, 449, 1) " " wait_movement freeze_sprite(143) get_char(1) get_dir_from_char(argument, OBJ, 143) party_direction(0) window_open(1) kick_out_of_bicycle "•Pictures taken instantaneously!" next "•I'm a photographic genius,{pause(15)}" linebreak " if I do say so myself!" next "•Okay,{pause(15)} get ready for an instant memory!" next "•Look at the camera...{pause(20)}" linebreak " Ready..." next "•Say,{pause(15)} “fuzzy pickles.”" next window_closeall hide_char(NESS, 6) goto_ifset(PHOTO_TENDA_VILLAGE_AVAILABLE, L_C7AC3A) create_sprite(14, 450, 1) " " goto(L_C7AC42) // $C7AC3A L_C7AC3A: create_sprite(14, 451, 1) " " // $C7AC42 L_C7AC42: pause(64) create_sprite(106, 452, 1) " " wait_movement delete_sprite(14, 6) " " show_char(NESS, 1) window_open(1) "•Wow, what a great photograph!" next "•It will always bring back the fondest of memories..." next window_closeall unfreeze_sprite(143) " " wait_movement delete_sprite(344, 6) " " wait_movement music_effect(3) pause(60) music_resume eob // $C7ACB8 L_C7ACB8: music(115) pause(60) wait music_stop sound(11) get_char(1) rtoarg window_open(1) "•{name(NESS)}, I haven't talked with you in ages!{pause(20)} This is Orange Kid." next "•We're finally coming near to the end of our research on..." next "•how to change a boiled egg back into a raw egg." next "•By the way, Apple Kid is missing." next "•He left here saying that he was going to see Dr. Andonuts in Winters," next "•and he never came back." next "•I was hoping to borrow the book “Overcoming Shyness” from him," next "•but suddenly, he disappeared..." next "•I haven't read the book, so I'm not very good at talking... sorry." next "•I'm also working hard on my invention,{pause(15)} so I hope you'll understand." next "•Say hello to your friends for me!" next "•*click*" wait window_closeall sound(11) music_resume eob // $C7AE41 L_C7AE41: music(115) pause(60) wait music_stop sound(11) get_char(1) rtoarg window_open(1) "•Hello, it's been a while since we talked...{pause(15)} this is Apple Kid." next "•We're having beautiful weather here..." next "•I'm now at Dr. Andonuts lab in Winters." next "•The doctor doesn't seem to be around right now," next "•but I'm just working on my Eraser Eraser Machine..." next music(177) pause(160) linebreak "•!{pause(30)} !{pause(10)}!{pause(10)}!{pause(10)}!{pause(10)}!" music(153) next pause(60) linebreak "•Hey!{pause(20)} Oh no! What are you doing to me?" next pause(60) linebreak "•Who are you ?{pause(15)}!!!... *click*" wait window_closeall sound(11) set(APPLE_MOUSE_AT_WINTERS_LAB) eob // $C7AF57 L_C7AF57: music(115) pause(60) wait music_stop sound(11) window_open(1) "•Hello! How are you?{pause(20)} This is Apple Kid." next "•I think I'm a real genius... In fact,{pause(15)} I know I'm a genius." next "•Why?{pause(20)} Well, I have discovered the primary enemy of you and of all humanity." next "•We have to fight and defeat this being..." next "•To do so, we need to invent a machine called the “Phase Distorter.”" next "•I've got to find the wandering scientist," next "•Dr. Andonuts, and make the distorter.{pause(15)} So, I may be gone for a while." next "•Later... *click*" wait window_closeall sound(11) unset(APPLE_KID_IN_BURGLIN_PARK) music_resume isset(INVESTED_IN_ORANGE_KID) goto_false(L_C9992F) enable_hotspot(1, 52, L_C7B0A0) eob // $C7B0A0 L_C7B0A0: music(115) pause(60) wait music_stop sound(11) window_open(1) "•Hello! This is Orange Kid." next "•Sorry I haven't called lately." next "•I'm still working on the way to change boiled eggs into raw eggs." next "•It's taking longer than I thought..." next "•I'm going to really work at it, though... talk to me later." next "•*click*" wait window_closeall sound(11) music_resume eob // $C7B146 L_C7B146: show_npc_emote(906, EXCLAMATION) pause(30) delete_npc_emote(906) window_open(1) "•Hey, you!{pause(15)} Over there!{pause(20)} Get over here!" prompt2 window_closeall set_npc_movement(906, 611) wait_movement freeze_npc(906) get_char(1) swap get_dir_from_npc(906, PMEMBER, result) npc_direction(906, 0) window_open(1) "•The admission fee is $5.00 per person." next "•Is that okay with you?" linebreak add_option("Yes") " " add_option("No") open_wallet build_menu_horizontal(2) menu clearline switch(L_C7B2BD, L_C7B1D8) // $C7B1D8 L_C7B1D8: number_per_person(5) swap "•You can't afford to spend" linebreak " ${number(argument)}?," next "•or are you just not into dinosaurs?{pause(20)} You must be nuts..." wait window_closeall set_npc_movement(906, 612) create_sprite(106, 613, 1) pause(1) camera_focus_sprite(106) unfreeze_npc(906) unfreeze_char(all) wait_movement freeze_char(all) unfocus_camera freeze_npc(906) get_char(1) swap get_dir_from_npc(906, PMEMBER, result) npc_direction(906, 0) window_open(1) number_per_person(5) swap "•You don't even have" linebreak " ${number(argument)}?," next "•an unusual specimen like you should be on display in the museum." prompt2 window_closeall delete_sprite(106, 6) set_npc_movement(906, 614) wait_movement set_npc_movement(906, 605) enable_hotspot(1, 40, L_C7B146) eob // $C7B2BD L_C7B2BD: number_per_person(5) swap hasmoney(0) goto_true(L_C7B1D8) sound(118) takemoney(0) open_wallet "•Please go in." next "•You'll find an expert in the area of Arts and Sciences." prompt2 window_closeall set_npc_movement(906, 614) wait_movement set_npc_movement(906, 605) set(PAID_MUSEUM_ENTRANCE_FEE) eob // $C7B318 L_C7B318: show_npc_emote(1033, EXCLAMATION) pause(30) delete_npc_emote(1033) window_open(1) "•Tsk, tsk, tsk...{pause(20)}" linebreak " You should know better..." prompt2 window_closeall set_npc_movement(1033, 615) wait_movement freeze_npc(1033) get_char(1) swap get_dir_from_npc(1033, PMEMBER, result) npc_direction(1033, 0) window_open(1) "•You cannot get in without paying admission.{pause(20)} It's $3 per person." next "•You'll pay, won't you?" linebreak open_wallet add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7B4A2, L_C7B3C0) // $C7B3C0 L_C7B3C0: number_per_person(3) swap "•Is ${number(argument)} too expensive for you?" next "•Or are you just not interested in ancient culture?" wait window_closeall set_npc_movement(1033, 616) create_sprite(106, 617, 1) pause(1) camera_focus_sprite(106) unfreeze_npc(1033) unfreeze_char(all) wait_movement freeze_char(all) unfocus_camera freeze_npc(1033) get_char(1) swap get_dir_from_npc(1033, PMEMBER, result) npc_direction(1033, 0) window_open(1) number_per_person(3) swap "•You don't even have" linebreak " ${number(argument)}?" next "•If it were up to me, an oddity like you would be exhibited in the museum..." prompt2 window_closeall delete_sprite(106, 6) set_npc_movement(1033, 618) wait_movement set_npc_movement(1033, 605) enable_hotspot(1, 50, L_C7B318) eob // $C7B4A2 L_C7B4A2: number_per_person(3) swap hasmoney(0) goto_true(L_C7B3C0) sound(118) takemoney(0) open_wallet "•Please go right in." next "•Ask someone inside for more detailed information." prompt2 window_closeall set_npc_movement(1033, 618) wait_movement set_npc_movement(1033, 605) set(PAID_MUSEUM_ENTRANCE_FEE) eob // $C7B4FB L_C7B4FB: get_dir_from_npc(334, PMEMBER, NESS) npc_direction(334, 0) show_npc_emote(334, EXCLAMATION) pause(60) delete_npc_emote(334) delete_npc(334, 6) create_sprite(397, 648, 1) create_sprite(344, 649, 1) wait_movement delete_sprite(397, 6) create_npc(334, 640, 1) wait_movement pause(10) window_open(1) call(Npc0254) window_closeall set_npc_movement(334, 650) wait_movement set(EVERDRED_NOT_AT_ROOF) set(EVERDRED_AT_HIS_HOUSE) eob // $C7B550 Npc0967: show_npc_emote(967, EXCLAMATION) pause(60) delete_npc_emote(967) set_npc_movement(967, 636) wait_movement delete_npc(967, 6) create_npc(968, 8, 1) set(MONKEY_OUTSIDE_JACKIES_CAFE) unset(CHARRED_MONKEY_OUTSIDE_JACKIES_CAFE) eob // $C7B576 Npc0968: delete_npc(968, 6) create_npc(967, 8, 1) get_dir_from_npc(967, PMEMBER, leader) npc_direction(967, 0) window_open(1) "•Kikye uke kya" linebreak " (I'm not a delivery man.)" next "•Keke ku iokki kokyo" linebreak " (I can't remember if we've met.)" next "•Kyu ukki ukki ko" linebreak " (Talah Rama just finished fasting)" next "•Kyu ukyo uki" linebreak " (and now wants to meet you)" next "•Uko uke kauike" linebreak " (at the west end of Dusty Dunes desert)" next "•Kekoi kiko ukkeke" linebreak " (in a cave with lots of monkeys.)" next "•Kokyu uke ku akki" linebreak " (I'll use my teleportation" linebreak " to...)" next "•Kya" linebreak " (Bye!)" next window_closeall set_npc_movement(967, 637) wait_movement pause(1) music(13) wait_movement music(14) pause(60) music(13) pause(60) music_effect(3) pause(60) unset(MONKEY_OUTSIDE_JACKIES_CAFE) create_sprite(64, 638, 1) wait_movement music_resume get_char(1) get_dir_from_char(argument, OBJ, 64) char_direction(result, 0) show_sprite_emote(64, EXCLAMATION) pause(60) delete_sprite_emote(64) set_sprite_movement(64, 640) wait_movement pause(10) call(L_C7A959) set_sprite_movement(64, 639) wait_movement set(QUEST_TO_YOGURT_MACHINE) create_sprite(396, 641, 1) wait_movement freeze_sprite(396) window_open(1) "•Hello!" next "•I heard you talking about trout-flavored yogurt." next "•I'm a maid who serves Mr. Monotoli," next "•and I'm looking for trout-flavored yogurt to give to our special guest." next "•If you know anything about it,{pause(15)} please tell me!" next "•I've been searching and searching..." next unfreeze_sprite(396) wait_movement pause(30) eob // $C7B7C8 L_C7B7C8: eob // $C7B7C9 L_C7B7C9: call(L_C7B8F6) isset(NEAR_BLUE_GEYSER_1) goto_false(L_C7B826) create_sprite(106, 676, 1) call(L_C9B4B8) hide_char(all, 6) unfreeze_npc(1303) call(L_C7B920) freeze_npc(1303) pause(1) window_open(1) "•(The hot spring energized you completely.)" wait window_closeall call(SUB_RecoverHPPP) unfreeze_npc(1303) unfreeze_char(all) eob // $C7B826 L_C7B826: unfreeze_npc(1303) pause(1) eob // $C7B82D L_C7B82D: call(L_C7B8F6) isset(NEAR_RED_GEYSER) goto_false(L_C7B88B) create_sprite(106, 677, 1) call(L_C9B4B8) hide_char(all, 6) unfreeze_npc(1304) call(L_C7B920) freeze_npc(1304) pause(1) window_open(1) "•(The hot spring cured you completely.)" wait window_closeall call(SUB_FullHealAllWithSFX) unfreeze_npc(1304) unfreeze_char(all) call(SUB_FullHealAllWithSFX) eob // $C7B88B L_C7B88B: unfreeze_npc(1304) pause(1) eob // $C7B892 L_C7B892: call(L_C7B8F6) isset(NEAR_BLUE_GEYSER_2) goto_false(L_C7B8EF) create_sprite(106, 678, 1) call(L_C9B4B8) hide_char(all, 6) unfreeze_npc(1305) call(L_C7B920) freeze_npc(1305) pause(1) window_open(1) "•(The hot spring energizes you completely.)" wait window_closeall call(SUB_RecoverHPPP) unfreeze_npc(1305) unfreeze_char(all) eob // $C7B8EF L_C7B8EF: unfreeze_npc(1305) pause(1) eob // $C7B8F6 L_C7B8F6: music_effect(25) create_sprite(439, 355, 1) pause(1) camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 675, 1) wait_movement music_effect(26) unfocus_camera freeze_char(all) delete_sprite(439, 6) eob // $C7B920 L_C7B920: get_char(1) switch(L_C7B935, L_C7B941, L_C7B94D, L_C7B959) // $C7B935 L_C7B935: create_sprite(27, 679, 1) goto(L_C7B965) // $C7B941 L_C7B941: create_sprite(28, 679, 1) goto(L_C7B965) // $C7B94D L_C7B94D: create_sprite(29, 679, 1) goto(L_C7B965) // $C7B959 L_C7B959: create_sprite(30, 679, 1) goto(L_C7B965) // $C7B965 L_C7B965: wait_movement show_char(all, 1) eob // $C7B96C L_C7B96C: freeze_npc(1267) get_char(1) rtoarg window_open(1) "•(Resting well in the hot spring healed you.)" wait call(SUB_FullHealAllWithSFX) window_closeall unfreeze_npc(1267) eob // $C7B9A1 L_C7B9A1: set(ENEMY_SUPPRESS) hide_char(all, 6) unset(flag 522) create_sprite(440, 757, 255) warp(221) pause(120) freeze_char(all) sound(18) pause(80) create_sprite(145, 717, 1) wait_movement freeze_sprite(145) show_sprite_emote(145, EXCLAMATION) pause(60) delete_sprite_emote(145) unfreeze_sprite(145) wait_movement freeze_sprite(145) pause(120) sound(9) pause(30) sound(97) pause(20) set_sprite_direction(145, 7) pause(20) create_sprite(146, 718, 1) unfreeze_sprite(145) wait_movement pause(60) create_sprite(40, 719, 1) wait_movement freeze_sprite(145) freeze_sprite(146) freeze_sprite(40) pause(30) call(L_C9F442) set(flag 522) wait_movement show_char(all, 1) unset(ENEMY_SUPPRESS) eob // $C7BA2C L_C7BA2C: set(ENEMY_SUPPRESS) hide_char(all, 6) unset(flag 522) create_sprite(440, 757, 255) warp(222) freeze_char(all) pause(120) pause(60) show_npc_emote(1073, EXCLAMATION) pause(40) npc_direction(1072, 3) pause(1) npc_direction(1074, 3) pause(10) set_npc_movement(1075, 720) pause(10) delete_npc_emote(1073) set_npc_movement(1074, 721) pause(30) create_sprite(186, 722, 1) pause(100) create_sprite(187, 723, 1) wait_movement pause(30) npc_direction(1072, 5) pause(20) set_sprite_direction(187, 3) pause(8) set_sprite_direction(187, 5) pause(14) set_sprite_direction(186, 3) pause(8) set_sprite_direction(186, 5) pause(14) npc_direction(1074, 3) pause(8) npc_direction(1074, 5) pause(60) call(L_C9F4A2) set(flag 522) wait_movement show_char(all, 1) unset(ENEMY_SUPPRESS) eob // $C7BAC7 L_C7BAC7: set(ENEMY_SUPPRESS) hide_char(all, 6) unset(flag 522) create_sprite(440, 757, 255) warp(223) freeze_char(all) pause(120) create_sprite(155, 724, 1) wait_movement freeze_sprite(155) show_sprite_emote(155, EXCLAMATION) pause(60) delete_sprite_emote(155) unfreeze_sprite(155) wait_movement pause(30) create_sprite(156, 725, 1) pause(30) create_sprite(123, 726, 1) pause(30) create_sprite(127, 727, 1) pause(30) create_sprite(128, 728, 1) wait_movement pause(30) call(L_C9F4F6) set(flag 522) wait_movement show_char(all, 1) unset(ENEMY_SUPPRESS) eob // $C7BB38 L_C7BB38: set(ENEMY_SUPPRESS) hide_char(all, 6) unset(flag 522) create_sprite(440, 757, 255) warp(224) freeze_char(all) pause(120) create_sprite(182, 729, 1) pause(5) set_npc_movement(600, 730) set_npc_movement(601, 730) set_npc_movement(602, 730) set_npc_movement(603, 730) wait_movement freeze_sprite(182) set_npc_movement(600, 731) set_npc_movement(601, 732) set_npc_movement(602, 733) set_npc_movement(603, 734) wait_movement pause(100) unfreeze_sprite(182) pause(70) create_sprite(69, 735, 1) wait_movement set_sprite_movement(182, 736) wait_movement pause(20) set_npc_movement(600, 737) set_npc_movement(601, 739) pause(20) set_npc_movement(602, 738) pause(10) set_sprite_movement(69, 737) pause(20) set_npc_movement(603, 737) pause(20) set_npc_movement(601, 737) set_npc_movement(602, 737) pause(60) call(L_C9F557) set(flag 522) wait_movement show_char(all, 1) unset(ENEMY_SUPPRESS) eob // $C7BBF3 L_C7BBF3: set(ENEMY_SUPPRESS) hide_char(all, 6) unset(flag 522) create_sprite(440, 757, 255) warp(226) freeze_char(all) pause(120) show_npc_emote(1110, EXCLAMATION) pause(60) delete_npc_emote(1110) set_npc_movement(1110, 741) wait_movement pause(50) create_sprite(89, 742, 1) wait_movement pause(30) set_npc_movement(1110, 737) set_sprite_movement(89, 737) pause(50) set_npc_movement(1111, 743) wait_movement pause(60) call(L_C9F5A8) set(flag 522) wait_movement show_char(all, 1) unset(ENEMY_SUPPRESS) eob // $C7BC56 L_C7BC56: set(ENEMY_SUPPRESS) hide_char(all, 6) unset(flag 522) create_sprite(440, 757, 255) warp(227) freeze_char(all) pause(120) show_npc_emote(38, EXCLAMATION) pause(60) delete_npc_emote(38) set_npc_movement(38, 744) wait_movement pause(30) call(L_C9F60D) set(flag 522) wait_movement show_char(all, 1) unset(ENEMY_SUPPRESS) eob // $C7BC96 L_C7BC96: unset(VISITED_UNDERWORLD) unset(NESS_NIGHTMARE_DEFEATED) set(ENEMY_SUPPRESS) hide_char(all, 6) unset(flag 522) create_sprite(440, 757, 255) warp(229) freeze_char(all) npc_direction(729, 3) set_npc_movement(729, 10) pause(180) create_npc(741, 746, 4) pause(180) set_npc_movement(729, 8) pause(9) npc_direction(735, 3) pause(1) set_npc_movement(735, 8) pause(120) pause(30) create_npc(728, 747, 1) create_npc(727, 749, 1) wait_movement pause(30) show_npc_emote(729, EXCLAMATION) show_npc_emote(727, EXCLAMATION) show_npc_emote(728, EXCLAMATION) pause(60) delete_npc_emote(729) delete_npc_emote(727) delete_npc_emote(728) set_npc_movement(729, 755) set_npc_movement(727, 755) pause(3) set_npc_movement(728, 755) pause(70) set_npc_movement(729, 756) set_npc_movement(728, 748) set_npc_movement(735, 750) wait_movement create_sprite(171, 751, 1) create_sprite(171, 752, 1) create_sprite(171, 753, 1) create_sprite(171, 754, 1) wait_movement set_npc_movement(729, 737) pause(30) set_npc_movement(727, 737) pause(40) set_npc_movement(728, 737) pause(50) call(L_C9F66F) set(flag 522) wait_movement show_char(all, 1) unset(ENEMY_SUPPRESS) set(VISITED_UNDERWORLD) set(NESS_NIGHTMARE_DEFEATED) eob // $C7BD89 L_C7BD89: unset(flag 522) create_sprite(106, 712, 1) wait_movement freeze_sprite(106) music_effect(3) pause(120) music(172) set_npc_movement(990, 713) set_npc_movement(991, 714) unfreeze_npc(989) wait_movement unfreeze_sprite(106) set_npc_movement(992, 715) wait_movement freeze_sprite(106) freeze_npc(989) freeze_npc(990) freeze_npc(991) create_sprite(425, 716, 1) pause(60) window_open(1) "•{name(NESS)}, you pin-headed idiot,{pause(15)} you're just a half-step too slow!" next "•I'm getting outta here!" next "•Since Monotoli has become a plain,{pause(5)} old man again,{pause(15)} I have no more use for him." next "•This helicopter will really come in handy." next "•Looks like you're the world-class loser again!" wait window_closeall pause(20) delete_sprite(425, 6) unfreeze_sprite(106) unfreeze_npc(989) unfreeze_npc(990) unfreeze_npc(991) music_effect(3) wait_movement delete_sprite(106, 6) delete_npc(989, 6) delete_npc(990, 6) delete_npc(991, 6) pause(12) set(POKEY_FLIES_AWAY_BY_HELICOPTER) unset(ENEMY_SUPPRESS) eob // $C7BEB9 L_C7BEB9: ":---------------------" // $C7BECF L_C7BECF: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(32) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7BF1E) window_open(1) "•The power of Giant Step" call(L_C7C55D) // $C7BF1E L_C7BF1E: call(L_C7C57D) set(TEMP_4) music_resume goto_ifset(GOT_MELODY_GIANT_STEP, L_C7BF94) window_open(1) "•{name(NESS)} caught a glimpse of a small, cute puppy." prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of the Giant Step." wait set(GOT_MELODY_GIANT_STEP) set(COP_AT_ENTERTAINERS_SHACK) set(CAPTAIN_STRONG_AT_STATION_ENTRANCE) set(CAPTAIN_STRONG_NOT_AT_STATION_DESK) set(PAULA_TELEPATHY_DREAM_1) window_closetop // $C7BF94 L_C7BF94: eob // $C7BF95 L_C7BF95: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(33) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7BFE8) window_open(1) "•The power of Liliput step" call(L_C7C55D) // $C7BFE8 L_C7BFE8: call(L_C7C57D) set(TEMP_4) music_resume goto_ifset(GOT_MELODY_LILLIPUT_STEPS, L_C7C058) window_open(1) "•{name(NESS)} briefly had a vision of a baby in a red cap." prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of the Lilliput Steps." wait set(GOT_MELODY_LILLIPUT_STEPS) window_closetop // $C7C058 L_C7C058: call(SUB_FullHealAll) call(L_C9B226) goto_ifset(GOT_ALL_MELODIES, L_C7C06A) eob // $C7C06A L_C7C06A: set(LAST_MELODY_AT_LILLIPUT_STEPS) eob // $C7C06E L_C7C06E: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(34) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7C0C0) window_open(1) "•The power of Rainy Circle" call(L_C7C55D) // $C7C0C0 L_C7C0C0: call(L_C7C57D) set(TEMP_4) music_resume goto_ifset(GOT_MELODY_RAINY_CIRCLE, L_C7C129) window_open(1) "•{name(NESS)} caught a whiff of {stat(FAVORITE_FOOD)}, but just for a second." prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of the Rainy Circle." wait set(GOT_MELODY_RAINY_CIRCLE) window_closetop eob // $C7C129 L_C7C129: eob // $C7C12A L_C7C12A: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(35) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7C17B) window_open(1) "•The power of Milkey Well" call(L_C7C55D) // $C7C17B L_C7C17B: call(L_C7C57D) set(TEMP_4) music_resume goto_ifset(GOT_MELODY_MILKY_WELL, L_C7C1F7) window_open(1) "•{name(NESS)} thought he heard his mother from far away... she said" next "•“Be a thoughtful, strong boy...”" prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of the Milky Well." wait set(GOT_MELODY_MILKY_WELL) window_closetop // $C7C1F7 L_C7C1F7: call(L_C9B226) goto_ifset(GOT_ALL_MELODIES, L_C7C204) eob // $C7C204 L_C7C204: set(LAST_MELODY_AT_MILKY_WELL) eob // $C7C208 L_C7C208: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(36) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7C258) window_open(1) "•The power of Magnet Hill" call(L_C7C55D) // $C7C258 L_C7C258: call(L_C7C57D) set(TEMP_4) music_resume goto_ifset(GOT_MELODY_MAGNET_HILL, L_C7C2C5) window_open(1) "•{name(NESS)} saw a baby's bottle, but just for an instant." prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of Magnet Hill." wait set(GOT_MELODY_MAGNET_HILL) set(PHOTO_FOURSIDE_MUSEUM_OUTSIDE_AVAILABLE) window_closetop // $C7C2C5 L_C7C2C5: eob // $C7C2C6 L_C7C2C6: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(37) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7C317) window_open(1) "•The power of Pink Cloud" call(L_C7C55D) // $C7C317 L_C7C317: call(L_C7C57D) set(TEMP_4) music_resume goto_ifset(GOT_MELODY_PINK_CLOUD, L_C7C38A) window_open(1) "•{name(NESS)} had a short vision of seeing his mother when she was young." prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of the Pink Cloud." wait set(GOT_MELODY_PINK_CLOUD) window_closetop // $C7C38A L_C7C38A: call(L_C9B226) goto_ifset(GOT_ALL_MELODIES, L_C7C397) eob // $C7C397 L_C7C397: set(LAST_MELODY_AT_PINK_CLOUD) eob // $C7C39B L_C7C39B: goto_ifset(GOT_MELODY_LUMINE_HALL, L_C7C3C2) call(L_C7C57D) pause(1) set_map_pal(26, 2, 60) party_direction(1) create_sprite(106, 353, 1) " " wait_movement " " // $C7C3C2 L_C7C3C2: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(38) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7C412) window_open(1) "•The power of Lumine Hall" call(L_C7C55D) // $C7C412 L_C7C412: set(TEMP_4) call(L_C7C57D) music_resume goto_ifset(GOT_MELODY_LUMINE_HALL, L_C7C478) window_open(1) "•{name(NESS)} saw a vision of his father holding him." prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of Lumine Hall." wait set(GOT_MELODY_LUMINE_HALL) window_closetop // $C7C478 L_C7C478: eob // $C7C479 L_C7C479: create_sprite(106, 352, 1) " " unset(TEMP_2) " " call(MUSIC_SlowFadeOut) music(39) call(L_C7C54B) set(TEMP_2) " " wait_movement " " counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C7C4C9) window_open(1) "•The power of Fire Spring" call(L_C7C55D) // $C7C4C9 L_C7C4C9: set(TEMP_4) call(L_C7C57D) music_resume goto_ifset(GOT_MELODY_FIRE_SPRING, L_C7C53A) window_open(1) "•{name(NESS)} had the feeling that he was being watched by himself as a baby." prompt2 pause(60) linebreak "•{name(NESS)}'s Sound Stone recorded the melody of the Fire Spring." wait set(GOT_MELODY_FIRE_SPRING) window_closetop // $C7C53A L_C7C53A: call(L_C9B226) goto_ifset(GOT_ALL_MELODIES, L_C7C547) eob // $C7C547 L_C7C547: set(LAST_MELODY_AT_FIRE_SPRING) eob // $C7C54B L_C7C54B: pause(120) pause(120) pause(120) pause(120) pause(120) eob // $C7C556 L_C7C556: set(TEMP_3) unset(YOUR_SANCTUARY_MUSIC) eob // $C7C55D L_C7C55D: " flowed into {name(NESS)}." next "•{name(NESS)} was revived." prompt2 window_closeall eob // $C7C57D L_C7C57D: call(SUB_FullHealAll) sound(37) pause(90) eob // $C7C588 L_C7C588: goto_ifset(ALT_NO_TALK_TEXT, Npc0463) "•Who are you talking to?" end // $C7C59E L_C7C59E: goto_ifset(DEBUG_SKIP_SANDWICH_DX, L_C58EBB) "•No problem here." end // $C7C5B0 L_C7C5B0: get_inventory(result, 0) store_registers call(L_C7DC85) load_registers swap eob // $C7C5C0 L_C7C5C0: load_registers swap eob // $C7C5C5 L_C7C5C5: "himself." end // $C7C5CD L_C7C5CD: store_registers call(L_C7DC85) goto_true(L_C7C5E4) load_registers swap name(argument) "." prompt2 eob // $C7C5E4 L_C7C5E4: load_registers swap name(argument) "'s belongings." prompt2 eob // $C7C5F7 L_C7C5F7: swap name(argument) " ###failed." prompt2 end // $C7C609 L_C7C609: store_registers get_inventory(result, 0) swap result_is(104) goto_true(L_C7C669) load_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_C7C655) load_registers take_slot(argument, 0) store_registers call(L_C7DC85) goto_true(L_C7C693) load_registers swap "•{name(argument)} got rid of" linebreak " the " swap itemname(REG_ARGUMENT) "." end // $C7C655 L_C7C655: "•You shouldn't throw the {itemname(REG_ARGUMENT)} away." end // $C7C669 L_C7C669: "•Don't spit your gum out. " next "•Even if it has lost its flavor..." end // $C7C693 L_C7C693: load_registers swap "•" call(TEXT_PartyDescriptionNoClobber) linebreak " got rid of" linebreak " {name(argument)}'s " swap itemname(REG_ARGUMENT) "." end // $C7C6B6 L_C7C6B6: get_action_argument swap "•You can't use" linebreak " the {itemname(REG_ARGUMENT)}." end // $C7C6C9 L_C7C6C9: get_inventory(result, 0) swap "•{name(argument)} is the only one who should carry" linebreak " the " swap itemname(REG_ARGUMENT) "." end // $C7C6F1 L_C7C6F1: get_action_argument swap "•The {itemname(REG_ARGUMENT)} can't be used here." end // $C7C705 L_C7C705: store_registers get_inventory(result, 0) swap result_is(104) goto_true(L_C7C761) load_registers get_inventory(result, 0) "•Why would you do that?" linebreak " The {itemname(REG_ARGUMENT)} would probably make you barf." end // $C7C742 L_C7C742: get_inventory(result, 0) "•The {itemname(REG_ARGUMENT)} is one of the items that can be equipped." end // $C7C761 L_C7C761: load_registers get_inventory(result, 0) swap "•{name(argument)} chewed" linebreak " the " swap itemname(REG_ARGUMENT) "." end // $C7C77E L_C7C77E: "•{name(argument)} got sunstroke." end // $C7C78F L_C7C78F: "•{name(argument)} was horribly poisoned and collapsed." end // $C7C7AF L_C7C7AF: "•Alert!" next "•{user}'s condition is critical." next "•" call(TEXT_AttackerPronounUpper) " will collapse if " call(TEXT_AttackerPossessive) " condition isn't treated." next "•Be careful!" end // $C7C802 L_C7C802: "•There is only one seat,{pause(15)} so you can't ride the bike now." end // $C7C823 L_C7C823: "•You cannot ride your bike here." end // $C7C833 L_C7C833: "•You should ride your bike in a less confining area." end // $C7C850 L_C7C850: goto_ifset(PREVENT_TELEPORT, L_C7C865) "•You cannot teleport here." end // $C7C865 L_C7C865: goto_ifset(DUNGEON_MAN_IN_PARTY, L_C7C93F) goto_ifset(PIZZA_DELIVERY, L_C7C8C0) goto_ifset(ESCARGO_EXPRESS_DELIVERY, L_C7C912) goto_ifset(ESCARGO_EXPRESS_PICK_UP, L_C7C912) goto_ifset(FOR_SALE_SIGN_CUSTOMER_1, L_C7C8E8) goto_ifset(FOR_SALE_SIGN_CUSTOMER_2, L_C7C8E8) goto_ifset(FOR_SALE_SIGN_CUSTOMER_3, L_C7C8E8) goto_ifset(FOR_SALE_SIGN_CUSTOMER_4, L_C7C8E8) goto_ifset(MACH_PIZZA_ZOMBIE_PAPER_DELIVERY, L_C7C912) goto_ifset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY, L_C7C912) goto_ifset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY, L_C7C912) "•You cannot teleport now." end // $C7C8C0 L_C7C8C0: "•You should wait to teleport until after the pizza arrives." end // $C7C8E8 L_C7C8E8: "•You should wait to teleport until after a customer has shown up." end // $C7C912 L_C7C912: "•You should wait to teleport until after Escargo Express arrives." end // $C7C93F L_C7C93F: "•You cannot teleport while Dungeon Man is with you." end // $C7C95E L_C7C95E: get_char(1) swap "•{name(argument)} got off the bike." end // $C7C973 L_C7C973: newline "•We're very sorry..." next "•but the record of adventure number {delta} has been lost..." end // $C7C9A8 L_C7C9A8: goto_ifset(GIYGAS_DEFEATED, L_C7CA3C) get_char(1) swap "•Hello,{pause(15)} this is the Stoic Club." next "•Oh,{pause(15)} {name(argument)}, " swap call(TEXT_PMemberPolite) "!{pause(20)}" linebreak " Would you like to make a reservation? " next "•Certainly." next "•We are looking forward to having you here.{pause(15)} Thank you." next "•Click! Beep-beep-beep... " wait sound(11) set(CALLED_STOIC_CLUB) eob // $C7CA3C L_C7CA3C: "•Yo, this is the “The Lazy Cowpoke Stop'n Go”" next "•Yeah, we're a new truck stop... we just opened..." next "•What's that? The Stoic Club?! That lame old place shut down ages ago!" next "•We totally remodeled the place!" next "•Now we've got loud music, great food, and really rowdy crowds..." next "•Listen, buddy, I'm too busy to talk to you right now! " next "•Just drop by anytime!" linebreak " You come, you enjoy... I promise! " next "•Click! Beep-beep-beep..." wait sound(11) eob // $C7CB5F L_C7CB5F: get_char(1) rtoarg result_is(1) goto_false(L_C7D1C1) goto_ifset(GIYGAS_DEFEATED, L_C7D226) isset(HAS_CALLED_MOM) goto_false(L_C7CC35) has_status(NESS, HOMESICKNESS, HOMESICK) goto_true(L_C7CDAE) has_status(NESS, PERSISTENT, COLD) goto_true(L_C7CCEC) goto_ifset(HAS_CALLED_MOM_AFTER_RESCUING_PAULA, L_C7CE96) rand_range(7) switch(L_C7CBBA, L_C7CBBA, L_C7CF6C, L_C7CF6C, L_C7D05A, L_C7D05A, L_C7D102) // $C7CBBA L_C7CBBA: "•{stat(NESS_NAME)}?" next "•....." next "•Don't say a word; I know exactly what you're thinking." next "•My son, who'd have thought he was such a brave kid?" next "•Oh, yeah... you're a hero, honey!..." next "•Click! Beep-beep-beep..." wait sound(11) eob // $C7CC35 L_C7CC35: "•Is that you, {stat(NESS_NAME)}?" next "•You called me back sooner than I thought..." next "•Everyone here is doing just fine." next "•Oh yes, Tracy started working part-time for Escargo Express." next "•Here, I'll let you talk to her." next "•And call me when you have some time. ... Oh... you don't have any free time?" next "•Well, here's Tracy." prompt2 pause(20) linebreak set(GOT_ESCARGO_EXPRESS_PHONE) set(HAS_CALLED_MOM) goto(L_C636E5) // $C7CCEC L_C7CCEC: "•Hey, {stat(NESS_NAME)}!" linebreak " You sound terrible!" next "•Do you have a cold or something?" next "•Whatever dangeorous stuff you're doing, remember that good health is very important! " next "•Try to keep as healthy as possible, even if it kills you!" next "•Well, I'd better go, I think my omlette might be on fire! Bye!" next "•Click! Beep-beep-beep... " wait sound(11) eob // $C7CDAE L_C7CDAE: "•Hello, {stat(NESS_NAME)}?" linebreak " What's wrong? You sound so sad..." next "•Are you homesick?... Well, I knew there would be days like this. " next "•It must make you feel better, listening to your mom's sweet voice." next "•...So, do you feel any better?" next "•Well, I'd better get going. I'm in the middle of my ironing. Bye!" next sound(11) " Click! Beep-beep-beep..." prompt2 window_closeall // $C7CE73 L_C7CE73: pause(30) window_open(1) "•{stat(NESS_NAME)} got over being homesick." inflict(NESS, HOMESICKNESS, NOT_HOMESICK) sound(37) wait window_closeall eob // $C7CE96 L_C7CE96: "•Hello, {stat(NESS_NAME)}?" next "•So, I heard that you got a new girlfriend on your journey..." next "•Well, why don't you tell me about her later..." next "•You see, I have this feeling that she is right next to you, or something." next "•Well, if she is right there, say hello to her for me." next "•I have to go now... I'm right in the middle of cleaning the toilet... Bye!" next sound(11) " Click! Beep-beep-beep..." wait unset(HAS_CALLED_MOM_AFTER_RESCUING_PAULA) eob // $C7CF6C L_C7CF6C: "•Hello, {stat(NESS_NAME)}?" next "•So, how is your adventure going?" next "•...Hmmmm, I see..." linebreak " It sounds like you're having some tough times, then." next "•Your teacher dropped by, looking for you... don't worry--I covered for you." next "•Everything is fine here... you just keep on truckin'!" next "•Well, my soap opera is getting to a really steamy part, so I'd better let you go." next "•Bye!" next sound(11) "•Click! Beep-beep-beep..." end // $C7D05A L_C7D05A: "•Hello? Hello?!" linebreak " Is that you, {stat(NESS_NAME)}?" next "•I can hardly hear you..." next "•It sounds like you're calling from the moon or something." next "•...If you're doing okay, that's great. " next "•Listen, I have to get going. I'm trying to give {stat(PET_NAME)} a flea bath." next "•Bye!" linebreak sound(11) " Click! Beep-beep-beep..." end // $C7D102 L_C7D102: "•Click! Beep-beep-beep..." next "•...No, no... I was just teasing..." next "•I wanted to see if my new impression would fool you." next "•Everyone here is doing just fine. *puff*" next "•Hope you're doing all right, too." next "•Well, I better go... I'm in the middle of my dance aerobics!" next "•Bye!" linebreak sound(11) " Click! Beep-beep-beep..." end // $C7D1C1 L_C7D1C1: get_char(1) swap "•Oh, is this that darling little {name(argument)}?" next "•Is my sweet child {stat(NESS_NAME)} doing okay?" next "•Please come visit us sometime." next sound(11) "•Click! Beep-beep-beep..." end // $C7D226 L_C7D226: goto_ifset(READY_TO_LOOK_AT_PHOTO_ALBUM, L_C7D2F6) "•Hello, {stat(NESS_NAME)}?" linebreak " You can finally come home? ...So that means..." next "•Oh, thank heavens!" next "•You did it and you're safe! I'm not exactly sure what you did, but..." next "•Anyway, if you come home quick, I'll make some {stat(FAVORITE_FOOD)}." next "•Get here as soon as you can." next "•I can't wait to see your bright and shining face!" next sound(11) "•Click! Beep-beep-beep..." end // $C7D2F6 L_C7D2F6: "•I thought we would look at your album together..." next "•So what are you doing calling me?" linebreak sound(11) " Click! Beep-beep-beep..." end // $C7D33E L_C7D33E: goto_ifset(GIYGAS_DEFEATED, L_C9992F) music(115) pause(60) wait music_stop sound(11) goto_ifset(POO_JOINS, L_C7D36E) goto_ifset(POO_STARTS_HIS_JOURNEY, L_C7D4AF) goto_ifset(JEFF_JOINS, L_C7D36E) goto_ifset(JEFF_STARTS_HIS_JOURNEY, L_C7D627) // $C7D36E L_C7D36E: window_open(1) get_char(1) result_is(1) goto_false(L_C7D630) "•Hello, it's your dad." next "•You've been out there for a long time now..." next "•It may be none of my" linebreak " business," next "•but don't you think it would be a good idea if you took a break?" next add_option("Yes") " " add_option("No") " " build_menu_horizontal(2) menu clearline switch(L_C7D43B, L_C7D3F5) // $C7D3F5 L_C7D3F5: "•Ah, I see..." next "•Well, it doesn't make me happy," next "•but I understand your point about the fate of the world being at stake." next call(L_C7DE54) eob // $C7D43B L_C7D43B: "•All right.{pause(20)} You should find a place to stay in the nearest town." next "•When you get to the hotel,{pause(15)} be sure to give your dear ol' dad a call." next "•And hey, keep an eye out for bad guys!" prompt2 call(L_C7DE54) eob // $C7D4AF L_C7D4AF: window_open(1) "•Hello, it's your dad." next "•You've been out there for a long time now..." next "•It may be none of my business," next "•but don't you think it would be a good idea if you took a break?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7D585, L_C7D526) // $C7D526 L_C7D526: "•Ahhh... and this would be...? So, this isn't {stat(NESS_NAME)}." next "•Oh well, it's okay... Anyway, don't strain yourself on your journey." next "•Good luck... whoever you are." prompt2 call(L_C7DE54) eob // $C7D585 L_C7D585: "•Ahhh... and this would be...? So, this isn't {stat(NESS_NAME)}." next "•I'm glad that you decided to take my advice." next "•All right, then. Stay at a nearby town and get some rest." next "•Before you take a break, be sure to call me." next "•Be on the lookout for any shady characters..." prompt2 call(L_C7DE54) eob // $C7D627 L_C7D627: window_open(1) call(L_C7D4AF) eob // $C7D630 L_C7D630: window_open(1) get_char(1) "•Hello, it's your dad." next "•You've been out there for a long time now..." next "•It may be none of my business," next "•but don't you think it would be a good idea if you took a break?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7D748, L_C7D6AA) // $C7D6AA L_C7D6AA: "•Ahhh... and this would be...? So, this isn't {stat(NESS_NAME)}." next "•I don't know who you are, but thanks for taking care of my son, {stat(NESS_NAME)}." next "•Don't work too hard while you continue your journey." next "•You must be a hard worker, if you are a friend of {stat(NESS_NAME)}." next "•Remember, I'm rooting for you guys!" prompt2 call(L_C7DE54) eob // $C7D748 L_C7D748: "•Ahhh... and this would be...? So, this isn't {stat(NESS_NAME)}." next "•Whoever you are, thank you for watching after my son, {stat(NESS_NAME)}." next "•I just wish that you guys would take a break." next "•You'd feel so much more refreshed later on." next "•You'd also probably have much better luck on your adventure." next "•Stay in a nearby town and get some rest." next "•If you see a phone, please call {stat(NESS_NAME)}'s father... well, actually, that's me." next "•And, be sure to be careful of the hoodlums." prompt2 call(L_C7DE54) eob // $C7D84F L_C7D84F: set(flag 226) call(L_C7D87F) unset(flag 226) eob // $C7D85B L_C7D85B: set(flag 227) call(L_C7D87F) unset(flag 227) eob // $C7D867 L_C7D867: set(flag 228) call(L_C7D87F) unset(flag 228) eob // $C7D873 L_C7D873: set(flag 229) call(L_C7D87F) unset(flag 229) eob // $C7D87F L_C7D87F: store_registers is_present_open store_registers_global get_char(1) swap call(L_C7D90D) // "Opened gift" text sound(16) open_present next load_registers_global goto_true(L_C7D907) // "Gift was empty" text call(L_C7D92A) // "Anticipation" text (WOOOAH, TAAAH-DAAAH, etc.) load_registers goto_false(L_C7D8EE) // "Gift is money" control flow swap call(L_C7D947) // "There is a {item} inside." text notfull(any) goto_false(L_C7D8E6) // "But {leader} has got too much stuff." text store_registers call(L_C7DC85) // Check if item taker is unconsicous goto_true(L_C7D8D9) load_registers swap call(L_C7D958) // "{name} takes it." give_return_slot(result, REG_ARGUMENT) sound(116) eob // $C7D8D9 L_C7D8D9: call(L_C7D967) // "{leader} added the {item} to {name}'s stuff" give_return_slot(result, REG_ARGUMENT) sound(116) eob // $C7D8E6 L_C7D8E6: call(L_C7D991) close_present eob // $C7D8EE L_C7D8EE: swap goto_false(L_C7D907) swap givemoney(0) open_wallet call(L_C7D9AE) sound(116) eob // $C7D907 L_C7D907: call(L_C7D9CF) eob // $C7D90D // "Opened gift" text L_C7D90D: goto_ifset(flag 226, L_C7D9EC) goto_ifset(flag 227, L_C7DA0C) goto_ifset(flag 228, L_C7DA58) goto_ifset(flag 229, L_C7DA8F) eob // $C7D92A L_C7D92A: goto_ifset(flag 226, L_C7D9FC) goto_ifset(flag 227, L_C7DA23) goto_ifset(flag 228, L_C7DA68) goto_ifset(flag 229, L_C7DAA1) eob // $C7D947 L_C7D947: newline "•There is a {itemname(REG_ARGUMENT)} inside!" prompt2 eob // $C7D958 L_C7D958: newline "•{name(argument)} takes it." swap end // $C7D967 L_C7D967: get_char(1) swap newline "•{name(argument)} added the" load_registers " {itemname(REG_ARGUMENT)} " linebreak " to " swap name(argument) "'s stuff." swap end // $C7D991 L_C7D991: newline get_char(1) "•But, " call(TEXT_PMemberPronoun) " has got too much stuff already." end // $C7D9AE L_C7D9AE: newline store_registers "•" call(TEXT_PartyDescription) load_registers " got" linebreak " ${number(argument)} dollars." end // $C7D9CF L_C7D9CF: goto_ifset(flag 226, L_C7D9FD) goto_ifset(flag 227, L_C7DA33) goto_ifset(flag 228, L_C7DA7C) goto_ifset(flag 229, L_C7DAB6) eob // $C7D9EC L_C7D9EC: "•{name(argument)} opened the present." eob // $C7D9FC L_C7D9FC: eob // $C7D9FD L_C7D9FD: newline "•But it was empty." end // $C7DA0C L_C7DA0C: "•{name(argument)} dug around in the trash can." eob // $C7DA23 L_C7DA23: newline pause(20) "•Well, let's see here..." prompt2 eob // $C7DA33 L_C7DA33: newline "•There was just plain ol' garbage in the trash can." end // $C7DA58 L_C7DA58: "•{name(argument)} opened the chest." eob // $C7DA68 L_C7DA68: pause(20) "•WHOAAAAAAAAAAH!" prompt2 eob // $C7DA7C L_C7DA7C: newline "•But the chest was empty." end // $C7DA8F L_C7DA8F: "•{name(argument)} opened the casket." eob // $C7DAA1 L_C7DAA1: pause(20) "•TAAAAAH-DAAAAAH!" prompt2 eob // $C7DAB6 L_C7DAB6: newline "•But the casket was empty." end // $C7DACB Npc0582: get_char(1) swap call(L_C7DA0C) npc_direction(582, 1) sound(16) next goto_ifset(GOT_FLY_HONEY, L_C7D9FD) call(L_C7DA23) counter(105) ctoarg call(L_C7D947) notfull(any) goto_false(L_C7DB34) store_registers call(L_C7DC85) goto_true(L_C7DB22) load_registers swap call(L_C7D958) give_return_slot(result, REG_ARGUMENT) swap sound(116) pause(30) set(GOT_FLY_HONEY) eob // $C7DB22 L_C7DB22: call(L_C7D967) give_return_slot(result, REG_ARGUMENT) sound(116) pause(30) set(GOT_FLY_HONEY) eob // $C7DB34 L_C7DB34: call(L_C7D991) npc_direction(582, 5) eob // $C7DB3F Npc0744: get_char(1) swap call(L_C7D9EC) sound(16) npc_direction(744, 1) next goto_ifset(GOT_LETTER_FROM_MOM, L_C7D9FD) counter(158) ctoarg call(L_C7D947) notfull(any) goto_false(L_C7DB82) swap call(L_C7D958) give_return_slot(result, REG_ARGUMENT) swap sound(116) pause(30) set(GOT_LETTER_FROM_MOM) eob // $C7DB82 L_C7DB82: call(L_C7D991) npc_direction(744, 5) eob // $C7DB8D Npc0745: get_char(1) swap call(L_C7D9EC) sound(16) npc_direction(745, 1) next goto_ifset(GOT_LETTER_FROM_TONY, L_C7D9FD) counter(167) ctoarg call(L_C7D947) notfull(any) goto_false(L_C7DBD0) swap call(L_C7D958) give_return_slot(result, REG_ARGUMENT) swap sound(116) pause(30) set(GOT_LETTER_FROM_TONY) eob // $C7DBD0 L_C7DBD0: call(L_C7D991) npc_direction(745, 5) eob // $C7DBDB Npc0746: get_char(1) swap call(L_C7D9EC) sound(16) npc_direction(746, 3) next goto_ifset(GOT_LETTER_FROM_KIDS, L_C7D9FD) counter(179) ctoarg call(L_C7D947) notfull(any) goto_false(L_C7DC1E) swap call(L_C7D958) give_return_slot(result, REG_ARGUMENT) swap sound(116) pause(30) set(GOT_LETTER_FROM_KIDS) eob // $C7DC1E L_C7DC1E: call(L_C7D991) npc_direction(746, 7) eob // $C7DC29 L_C7DC29: switch_call(L_C7DC3D, L_C7DC3E, L_C7DC3D, L_C7DC3E) eob // $C7DC3D L_C7DC3D: eob // $C7DC3E L_C7DC3E: eob // $C7DC3F L_C7DC3F: counter(1) // $C7DC41 L_C7DC41: inc ctoarg get_char(0) goto_false(L_C7DC76) store_registers compare_reg(REG_RESULT, 5) goto_true(L_C7DC76) load_registers has_status(result, PERSISTENT, KO) goto_true(L_C7DC41) load_registers has_status(result, PERSISTENT, DIAMOND) goto_true(L_C7DC41) // $C7DC76 L_C7DC76: eob // $C7DC77 L_C7DC77: goto_ifset(PAULA_AT_HER_ROOM, L_C7DC7E) // $C7DC7E L_C7DC7E: eob // $C7DC7F // Checks if the party member in the COUNTER register is incapacitated (KO or Diamondized) CHECK_PMemberIncapacitated: ctoarg swap store_registers // $C7DC85 L_C7DC85: has_status(result, PERSISTENT, KO) goto_true(L_C7DC97) load_registers has_status(result, PERSISTENT, DIAMOND) // $C7DC97 L_C7DC97: eob // $C7DC98 L_C7DC98: ctoarg eob // $C7DC9B L_C7DC9B: swap store_registers result_is(1) goto_true(L_C7DCB5) load_registers result_is(2) goto_true(L_C7DCB5) load_registers result_is(8) // $C7DCB5 L_C7DCB5: eob // $C7DCB6 // Fanfare + "([NAME] got the [ITEM])" SUB_KeyItemGet: sound(116) pause(60) store_registers_global window_closeall sound(102) pause(100) window_open(1) load_registers_global call(TEXT_ItemGet) eob // $C7DCCF // Sound effect + "([NAME] got the [ITEM])" SUB_ItemGet: sound(116) pause(60) call(TEXT_ItemGet) eob // $C7DCDA // "([NAME] got the [ITEM])" TEXT_ItemGet: store_registers call(L_C7DC85) goto_true(L_C7DD03) load_registers swap newline "•({name(argument)} got" linebreak " the " swap get_inventory(result, 0) itemname(REG_ARGUMENT) ".)" eob // $C7DD03 L_C7DD03: get_char(1) swap "•({name(argument)} added the " load_registers get_inventory(result, 0) itemname(REG_ARGUMENT) linebreak " to " swap name(argument) "'s stuff.)" eob // $C7DD2C SUB_GetUsedItem: store_registers_global get_inventory(result, 0) store_registers swap eob // $C7DD37 TEXT_ItemUsed: swap "•{name(argument)} used" linebreak " the " swap itemname(REG_ARGUMENT) "." prompt2 eob // $C7DD4B MENU_MakeYesNoWithHPBox: open_hp // $C7DD4D MENU_MakeYesNoWithWallet: open_wallet // $C7DD4F MENU_MakeYesNo: add_option("Yes") add_option("No") build_menu_horizontal(2) eob // $C7DD5E MENU_HandleYesNo: menu clearline goto_ifset(MOONSIDE_SWITCH_YES_NO, L_C7DD68) eob // $C7DD68 L_C7DD68: result_not(1) eob // $C7DD6B MUSIC_SlowFadeOut: music_effect(3) pause(180) music_stop eob // $C7DD74 MUSIC_FastFadeOut: music_effect(2) pause(30) music_stop eob // $C7DD7D MUSIC_SlowFadeRestore: call(MUSIC_SlowFadeOut) music_resume eob // $C7DD85 MUSIC_FastFadeRestore: call(MUSIC_FastFadeOut) music_resume eob // $C7DD8D // Returns TRUE if any timed event is pending completion CHECK_TimedEventPending: isset(PIZZA_DELIVERY) goto_true(L_C7DDE7) isset(ESCARGO_EXPRESS_DELIVERY) goto_true(L_C7DDE7) isset(ESCARGO_EXPRESS_PICK_UP) goto_true(L_C7DDE7) isset(FOR_SALE_SIGN_CUSTOMER_1) goto_true(L_C7DDE7) isset(FOR_SALE_SIGN_CUSTOMER_2) goto_true(L_C7DDE7) isset(FOR_SALE_SIGN_CUSTOMER_3) goto_true(L_C7DDE7) isset(FOR_SALE_SIGN_CUSTOMER_4) goto_true(L_C7DDE7) isset(MACH_PIZZA_ZOMBIE_PAPER_DELIVERY) goto_true(L_C7DDE7) isset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) goto_true(L_C7DDE7) isset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) goto_true(L_C7DDE7) // $C7DDE7 L_C7DDE7: eob // $C7DDE8 L_C7DDE8: unfreeze_npc(1311) wait_movement eob // $C7DDEF L_C7DDEF: unset(PIZZA_DELIVERY) unset(ESCARGO_EXPRESS_DELIVERY) unset(ESCARGO_EXPRESS_PICK_UP) unset(FOR_SALE_SIGN_CUSTOMER_1) unset(FOR_SALE_SIGN_CUSTOMER_2) unset(FOR_SALE_SIGN_CUSTOMER_3) unset(FOR_SALE_SIGN_CUSTOMER_4) unset(MACH_PIZZA_ZOMBIE_PAPER_DELIVERY) unset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) unset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) unset(PREVENT_TELEPORT) eob // $C7DE11 L_C7DE11: unset(JUST_RESTED) unset(SAILING_OR_SUBMARINE_MUSIC) unset(SAILING_POST_KRAKEN_MUSIC) set(EXIT_MOUSE_ASLEEP) goto_ifset(DUNGEON_MAN_IN_PARTY, L_C7DE2A) unset(PREVENT_TELEPORT) unset(flag 779) // $C7DE2A L_C7DE2A: eob // $C7DE2B L_C7DE2B: unset(JUST_RESTED) eob // $C7DE2F L_C7DE2F: music(115) pause(60) wait music_stop sound(11) eob // $C7DE3D L_C7DE3D: newline "•click! Beeeeeeep..." wait sound(11) eob // $C7DE54 L_C7DE54: call(L_C7DE3D) window_closeall pause(10) music_resume eob // $C7DE60 L_C7DE60: unset(flag 779) call(CHECK_TimedEventPending) goto_true(L_C9992F) unset(PREVENT_TELEPORT) eob // $C7DE72 L_C7DE72: goto_ifset(flag 779, L_C9992F) unset(PREVENT_TELEPORT) eob // $C7DE7D L_C7DE7D: call(L_C7DE11) call(SUB_CancelTimedEvents) window_open(1) call(L_C7DFA4) "•{name(argument)}!" next "•It looks like you got your head handed to you." next "•So, how about giving it another shot?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7DF3C, L_C7DEE0) // $C7DEE0 L_C7DEE0: "•Are you sure?" next "•The next time you start your adventure," next "•you'll begin where you last saved." next "•Is that okay?" linebreak add_option("No") " " add_option("Yes") build_menu_horizontal(2) menu clearline switch(L_C7DF3C, L_C7DF78) // $C7DF3C L_C7DF3C: "•{name(argument)} decided to return after summoning all the courage and energy he had." next "•Good luck!" wait window_closeall set(flag 475) eob // $C7DF78 L_C7DF78: "•It must have all just been a bad dream." next "•See you, {name(argument)}!" wait window_closeall unset(flag 475) eob // $C7DFA4 L_C7DFA4: goto_ifset(JEFF_JOINS, L_C7DFB9) isset(JEFF_STARTS_HIS_JOURNEY) goto_false(L_C7DFB9) counter(3) ctoarg eob // $C7DFB9 L_C7DFB9: counter(1) ctoarg eob // $C7DFBE L_C7DFBE: char_direction(NESS, 2) pause(16) char_direction(NESS, 3) pause(12) char_direction(NESS, 4) pause(8) char_direction(NESS, 5) pause(60) music(79) unfreeze_sprite(106) wait_movement freeze_sprite(106) open_hp start_rolling_meter window_open(1) "•{stat(NESS_NAME)} was filled with the Power of the Giant Step!" next "•{stat(NESS_NAME)}'s Speed increased by 5!" sound(40) boost_speed(NESS, 5) next "•{stat(NESS_NAME)}'s Vitality increased by 5!" sound(40) boost_vitality(NESS, 5) next "•{stat(NESS_NAME)} was filled with the Power of the Lilliput Steps!" next "•{stat(NESS_NAME)}'s Guts increased by 5!" sound(40) boost_guts(NESS, 5) next "•{stat(NESS_NAME)}'s Luck increased by 5!" sound(40) boost_luck(NESS, 5) next "•{stat(NESS_NAME)} was filled with the Power of the Milky Well!" next "•{stat(NESS_NAME)}'s Speed increased by 5!" sound(40) boost_speed(NESS, 5) next "•{stat(NESS_NAME)}'s IQ increased by 5!" sound(40) boost_iq(NESS, 5) next "•{stat(NESS_NAME)} was filled with the Power of the Magnet Hill!" next "•{stat(NESS_NAME)}'s Vitality increased by 5!" sound(40) boost_vitality(NESS, 5) next "•{stat(NESS_NAME)}'s Luck increased by 5!" sound(40) boost_luck(NESS, 5) next "•{stat(NESS_NAME)} was filled with the Power of the Rainy Circle!" next "•{stat(NESS_NAME)}'s Guts increased by 5!" sound(40) boost_guts(NESS, 5) next "•{stat(NESS_NAME)}'s IQ increased by 5!" sound(40) boost_iq(NESS, 5) next "•{stat(NESS_NAME)} was filled with the Power of the Pink Cloud!" next "•{stat(NESS_NAME)}'s Speed increased by 5!" sound(40) boost_speed(NESS, 5) next "•{stat(NESS_NAME)}'s Guts increased by 5!" sound(40) boost_guts(NESS, 5) next "•{stat(NESS_NAME)} was filled with the Power of the Lumine Hole!" next "•{stat(NESS_NAME)}'s Luck increased by 5!" sound(40) boost_luck(NESS, 5) next "•{stat(NESS_NAME)}'s IQ increased by 5!" sound(40) boost_iq(NESS, 5) next "•{stat(NESS_NAME)} was filled with the Power of the Fire Spring!" next "•{stat(NESS_NAME)}'s Speed increased by 5!" sound(40) boost_speed(NESS, 5) next "•{stat(NESS_NAME)}'s Luck increased by 5!" sound(40) boost_luck(NESS, 5) prompt2 window_closeall stop_rolling_meter pause(60) window_open(1) "•Instantly, {stat(NESS_NAME)}'s mind cleared," next "•and he realized that he had possessed great power!" next "•At that moment, {stat(NESS_NAME)}'s psychic powers radically expanded!" sound(40) set(NESS_NIGHTMARE_DEFEATED) prompt2 window_closeall pause(30) window_open(14) "•{stat(NESS_NAME)} gained 200,000 exp." prompt2 boost_exp(NESS, 200000) text_blips(3) newline "•And finally, he realized" sound(103) " he had the power of Teleport β." learn_psi(1, 1) learn_psi(1, 4) prompt text_blips(1) window_closeall pause(120) pause(180) pause(10) hide_char(NESS, 6) freeze_char(all) create_sprite(1, 773, 1) pause(10) unfreeze_sprite(106) wait_movement window_open(1) "•{stat(NESS_NAME)} made all of the hidden powers his own." next "•{stat(NESS_NAME)} absorbed the power of the land into his heart, and Magicant was no more." prompt2 window_closeall goto(L_C9B4C9) // $C7E3F9 L_C7E3F9: eob // $C7E3FA L_C7E3FA: get_inventory(result, 0) swap "•{name(argument)} rearranged " swap call(TEXT_PMemberPossessive) swap " own items and the " swap itemname(REG_ARGUMENT) " moved." end // $C7E42C L_C7E42C: get_inventory(result, 0) swap "•{name(argument)} tried to give" linebreak " the " swap itemname(REG_ARGUMENT) linebreak " to {name(stored_result)}," next load_registers "•but " call(TEXT_PMemberPronoun) " was already carrying too much stuff." end // $C7E468 L_C7E468: get_inventory(result, 0) swap "•{name(argument)} tried to add" linebreak " the " swap itemname(REG_ARGUMENT) linebreak " to {name(stored_result)}'s stuff," next "•but there was no room for it." end // $C7E4A4 L_C7E4A4: get_inventory(result, 0) swap "•{name(argument)} gave the " swap itemname(REG_ARGUMENT) linebreak " to {name(stored_result)}." end // $C7E4C3 L_C7E4C3: get_inventory(result, 0) swap "•{name(argument)} added" linebreak " the " swap itemname(REG_ARGUMENT) linebreak " to {name(stored_result)}'s stuff." end // $C7E4E9 L_C7E4E9: get_inventory(result, 0) swap store_registers get_char(1) swap "•{name(argument)}" load_registers " rearranged {name(argument)}'s items and the " swap itemname(REG_ARGUMENT) " moved." end // $C7E51C L_C7E51C: get_inventory(result, 0) "•{name(stored_result)} tried to take" linebreak " the {itemname(REG_ARGUMENT)}" linebreak " from " swap name(argument) "'s stuff," next load_registers "•but " call(TEXT_PMemberPronoun) " was already carrying too much stuff." end // $C7E559 L_C7E559: get_inventory(result, 0) swap store_registers_global get_char(1) swap "•{name(argument)}" load_registers_global " tried to add {name(argument)}'s " swap itemname(REG_ARGUMENT) linebreak " to {name(stored_result)}'s stuff," next "•but there was no room for it." end // $C7E5A1 L_C7E5A1: get_inventory(result, 0) "•{name(stored_result)} took" linebreak " the {itemname(REG_ARGUMENT)}" linebreak " from " swap name(argument) "'s stuff." end // $C7E5C2 L_C7E5C2: get_inventory(result, 0) swap store_registers_global get_char(1) swap "•{name(argument)}" load_registers_global " added {name(argument)}'s " swap itemname(REG_ARGUMENT) linebreak " to {name(stored_result)}'s stuff." end // $C7E5F3 // "he/she" depending on party member TEXT_PMemberPronoun: result_is(2) goto_true(L_C7E5FE) "he" eob // $C7E5FE L_C7E5FE: "she" eob // $C7E602 // "he/she/it" depending on attacker gender TEXT_AttackerPronoun: get_attacker_gender switch(L_C7E613, L_C7E616, L_C7E61A) // $C7E613 L_C7E613: "he" eob // $C7E616 L_C7E616: "she" eob // $C7E61A L_C7E61A: "it" eob // $C7E61D // "He/She/It" depending on attacker gender TEXT_AttackerPronounUpper: get_attacker_gender switch(L_C7E62E, L_C7E631, L_C7E635) // $C7E62E L_C7E62E: "He" eob // $C7E631 L_C7E631: "She" eob // $C7E635 L_C7E635: "It" eob // $C7E638 // " 0 he/ 1 she/ 2 it" depending on target gender TEXT_DebugTargetPronoun: get_target_gender swap " {number(argument)} " get_target_gender switch(L_C7E656, L_C7E659, L_C7E65D) // $C7E656 L_C7E656: "he" eob // $C7E659 L_C7E659: "she" eob // $C7E65D L_C7E65D: "it" eob // $C7E660 // "his/her" depending on party member TEXT_PMemberPossessive: result_is(2) goto_true(L_C7E66B) "his" eob // $C7E66B L_C7E66B: "her" eob // $C7E66E // "his/her/its" depending on attacker gender TEXT_AttackerPossessive: get_attacker_gender switch(L_C7E67F, L_C7E682, L_C7E685) // $C7E67F L_C7E67F: "his" eob // $C7E682 L_C7E682: "her" eob // $C7E685 L_C7E685: "its" eob // $C7E689 // "his/her/its" depending on target gender TEXT_TargetPossessive: get_target_gender switch(L_C7E69A, L_C7E69D, L_C7E6A0) // $C7E69A L_C7E69A: "his" eob // $C7E69D L_C7E69D: "her" eob // $C7E6A0 L_C7E6A0: "its" eob // $C7E6A4 // "him/her" depending on party member TEXT_PMemberObjectPronoun: result_is(2) goto_true(L_C7E6B0) "him" eob // $C7E6B0 L_C7E6B0: "her" eob // $C7E6B3 // "sir/ma'am" depending on party member TEXT_PMemberPolite: result_is(2) goto_true(L_C7E6BF) "sir" eob // $C7E6BF L_C7E6BF: "ma'am" eob // $C7E6C5 // "Sir/Ma'am" depending on party member TEXT_PMemberPoliteUpper: result_is(2) goto_true(L_C7E6D1) "Sir" eob // $C7E6D1 L_C7E6D1: "Ma'am" eob // $C7E6D7 // "[LEADER]/[LEADER] and [PMEMBER2]/[LEADER] and his/her friends" TEXT_PartyDescription: get_char(1) swap name(argument) counter(1) // $C7E6E1 L_C7E6E1: inc ctoarg check_party_size(0) goto_true(L_C7E70E) get_char(0) has_status(result, PERSISTENT, KO) goto_true(L_C7E70E) get_char(0) has_status(result, PERSISTENT, DIAMOND) goto_true(L_C7E70E) goto(L_C7E6E1) // $C7E70E L_C7E70E: ctoarg swap switch(L_C7E729, L_C7E729, L_C7E72A, L_C7E735, L_C7E735) eob // $C7E729 L_C7E729: eob // $C7E72A L_C7E72A: get_char(2) swap " and {name(argument)}" eob // $C7E735 L_C7E735: " and " get_char(1) result_is(2) goto_true(L_C7E748) "his friends" eob // $C7E748 L_C7E748: "her friends" eob // $C7E74E // Same as TEXT_PartyDescription but doesn't clobber the textbox registers TEXT_PartyDescriptionNoClobber: store_registers call(TEXT_PartyDescription) load_registers eob // $C7E758 // "kid/kids" depending on amount of alive party members TEXT_KidPluralize: get_char(2) has_status(result, PERSISTENT, KO) goto_true(L_C7E779) get_char(2) has_status(result, PERSISTENT, DIAMOND) goto_true(L_C7E779) "kids" eob // $C7E779 L_C7E779: "kid" eob // $C7E77D // Print the player's name TEXT_PlayersName: counter(1) // $C7E77F L_C7E77F: get_stat_letter(PLAYER_NAME) goto_false(L_C7E796) swap do_wordwrap(0) letter(0) inc goto(L_C7E77F) // $C7E796 L_C7E796: eob // $C7E797 Npc0710: font_saturn goto_ifset(TEMP_10, L_C7E7F8) "•Do you want" linebreak " slumber?" linebreak font_normal add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7E7D9, L_C7E7CC) // $C7E7CC L_C7E7CC: font_saturn "•Kay-o." wait font_normal eob // $C7E7D9 L_C7E7D9: font_saturn "•Kay-o." prompt2 window_closeall font_normal call(SUB_RestFadeOut) call(SUB_RecoverHPPP) warp(48) set(TEMP_10) eob // $C7E7F8 L_C7E7F8: "•Healthful" linebreak " and dandy!" wait font_normal eob // $C7E80D Npc0712: call(L_C901BB) eob // $C7E813 Npc0713: call(L_C5D37D) eob // $C7E819 Npc0718: font_saturn goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7E890) goto_ifset(MASTER_BELCH_DEFEATED, L_C7E86C) "•We feel" linebreak " groove!" next "•Hi ho." linebreak " Me" linebreak " Mr. Saturn." next "•This place," linebreak " all are" linebreak " Mr. Saturn." wait font_normal eob // $C7E86C L_C7E86C: "•Impressed!" next "•Someday," linebreak " Sometime" linebreak " We help you." wait font_normal eob // $C7E890 L_C7E890: "•I do" linebreak " What I say..." next "•Cross heart..." wait font_normal eob // $C7E8AE Npc0719: font_saturn goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7E962) goto_ifset(MASTER_BELCH_DEFEATED, L_C7E91B) "•Once upon" linebreak " a time," next "•we were" linebreak " many, many." next "•Everyday," linebreak " slowly" next "•are" linebreak " less, less." next "•Why? Hmmmm..." linebreak " Boing!" wait font_normal eob // $C7E91B L_C7E91B: "•Delicious." linebreak get_char(1) swap " {name(argument)}!" next "•You" linebreak " good name." next "•We no name!" linebreak " Boing!" next "•...All have" linebreak " same name!" wait font_normal eob // $C7E962 L_C7E962: "•Zoom!" wait font_normal eob // $C7E96C Npc0720: font_saturn goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7E9ED) goto_ifset(MASTER_BELCH_DEFEATED, L_C7E9B9) "•Hot springs" linebreak " make happy...!" next "•Happy happy!" linebreak " Ding ding!" next "•Jump in" linebreak " hot spring!" wait font_normal eob // $C7E9B9 L_C7E9B9: isset(PARTY_IS_DIRTY_FROM_BELCH_FIGHT) goto_false(L_C7E9ED) "•Go in hot" linebreak " spring." next "•Wash" linebreak " barf off" linebreak " you body!" wait font_normal eob // $C7E9ED L_C7E9ED: "•Sweet fresh" linebreak " feel." wait font_normal eob // $C7EA00 Npc0737: font_saturn goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7EB3C) goto_ifset(GOT_SATURN_STAG_BEETLE, L_C7EB16) goto_ifset(MASTER_BELCH_DEFEATED, L_C7EA71) "•We look" linebreak " like same!" next "•I give you" linebreak " special" linebreak " thing." next "•Not now," linebreak " Zoom!" next "•I give you" linebreak " on the way" linebreak " back, boing!" next "•Bye later!" goto(L_C7EB38) // $C7EA71 L_C7EA71: "•Here is" linebreak " present." next // $C7EA80 L_C7EA80: notfull(any) goto_false(L_C7EB25) store_registers goto_ifset(GOT_SATURN_COIN, L_C7EAE1) goto_ifset(GOT_SATURN_LIFENOODLES, L_C7EABD) load_registers give_return_slot(result, CUP_OF_LIFENOODLES) get_inventory(result, 0) set(GOT_SATURN_LIFENOODLES) newline "•I hand you" linebreak " {itemname(REG_ARGUMENT)}." prompt2 sound(116) goto(L_C7EA80) // $C7EABD L_C7EABD: load_registers give_return_slot(result, MR_SATURN_COIN) get_inventory(result, 0) set(GOT_SATURN_COIN) newline "•I hand you" linebreak " {itemname(REG_ARGUMENT)}." prompt2 sound(116) goto(L_C7EA80) // $C7EAE1 L_C7EAE1: load_registers give_return_slot(result, STAG_BEETLE) get_inventory(result, 0) set(GOT_SATURN_STAG_BEETLE) newline "•I no hand you" next "•my" linebreak " {itemname(REG_ARGUMENT)}..." next "•Oh!" linebreak " Tease you!" prompt2 sound(116) // $C7EB16 L_C7EB16: newline "•I have no" linebreak " something." font_normal end // $C7EB25 L_C7EB25: newline "•You no room." linebreak " Bye later!" // $C7EB38 L_C7EB38: font_normal end // $C7EB3C L_C7EB3C: "•Eureka!" linebreak " Ding!" wait font_normal eob // $C7EB4C Npc0738: font_saturn goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7EBCF) goto_ifset(MASTER_BELCH_DEFEATED, L_C7EBC3) "•Scary, scary" linebreak " guy, boing!" next "•Grapefruit" linebreak " Falls!" next "•Scary, sick," linebreak " barfy..." next "•Go and..." linebreak " la la la!" next "•Ding!" linebreak " Scary!" wait font_normal eob // $C7EBC3 L_C7EBC3: "•No scared." wait font_normal eob // $C7EBCF L_C7EBCF: "•Make" linebreak " new thing!" next "•Must make!" linebreak " Daddy!" linebreak " Boing!" wait font_normal eob // $C7EBF9 Npc0721: font_saturn goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7EC50) goto_ifset(MASTER_BELCH_DEFEATED, L_C7EC3D) "•Lots of" linebreak " friends..." next "•Taken" linebreak " behind falls..." next "•Why? Why?" linebreak " Boing!" wait font_normal eob // $C7EC3D L_C7EC3D: "•All home!" linebreak " Zoom!" wait font_normal eob // $C7EC50 L_C7EC50: "•Dakota!" wait font_normal eob // $C7EC5C L_C7EC5C: "•Chattanooga!" wait font_normal eob // $C7EC6C Npc0722: font_saturn goto_ifset(GIYGAS_DEFEATED, L_C7ECDB) goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7ECCD) goto_ifset(MASTER_BELCH_DEFEATED, L_C7ECBE) "•Threed is" linebreak " zombie full!" next "•I saw!" linebreak " Bad stink" linebreak " behind falls!" next "•Zoom!" wait font_normal eob // $C7ECBE L_C7ECBE: "•Appreciate!" wait font_normal eob // $C7ECCD L_C7ECCD: "•Dance is over..." wait font_normal eob // $C7ECDB L_C7ECDB: "•Healthfull!" wait font_normal eob // $C7ECE9 Npc0739: font_saturn goto_ifset(GIYGAS_DEFEATED, L_C7EDD9) goto_ifset(MASTER_BELCH_DEFEATED, L_C7ED90) "•Base..." linebreak " secret." next "•Base behind" linebreak " Grapefruit" linebreak " Falls." next "•Password?" linebreak " I tell." next "•Belch man" linebreak " say" next "•"Say" linebreak " password."" next "•Then" linebreak " stand still," next "•wait for" linebreak " three" linebreak " minutes." sound(114) pause(120) wait set(WATERFALL_WAIT_ENABLED) font_normal eob // $C7ED90 L_C7ED90: "•You wait three" linebreak " minutes!" next "•Zoom!" next "•You come" linebreak " here to" linebreak " wait" next "•three" linebreak " minutes?" linebreak " No?" wait font_normal eob // $C7EDD9 L_C7EDD9: "•I wish" linebreak " fall in" linebreak " love..." wait font_normal eob // $C7EDF1 Npc0723: font_saturn "•Drink coffee" linebreak " before go?" next "•Say yes" linebreak " to me?" next "•Say no" linebreak " to me?" linebreak add_option("Yes") add_option("No") font_normal build_menu_horizontal(2) menu clearline switch(L_C7EE4F, L_C7EE3E) // $C7EE3E L_C7EE3E: font_saturn "•Why you" linebreak " say no?" wait font_normal eob // $C7EE4F L_C7EE4F: font_saturn "•Bottoms up!" linebreak " Boing!" wait font_normal window_closeall goto_ifset(VISITED_UNDERWORLD, L_C9992F) call(MUSIC_FastFadeOut) music(92) show_coffee eob // $C7EE7B Npc0724: font_saturn goto_ifset(MASTER_BELCH_DEFEATED, L_C7EEB1) "•Why? Why?" next "•You no" linebreak " go to" linebreak " hot springs..." next "•Boo boo's." end // $C7EEB1 L_C7EEB1: "•Appreciate!" next "•I so happy," linebreak " happy," linebreak " happy..." next "•Zoom!" wait font_normal eob // $C7EEDE Npc0725: font_saturn "•Oh! Oh!" linebreak " *wheeze*" next "•Breathe is" linebreak " sooooo" linebreak " good!" wait font_normal eob // $C7EF0D Npc0726: font_saturn "•I think" linebreak " new things..." next "•Difficult" linebreak " things..." linebreak " from now..." wait font_normal eob // $C7EF3B Npc0727: goto_ifset(GIYGAS_DEFEATED, L_C7F0E2) goto_ifset(DELIVERED_ZEXONYTE, L_C7F0D6) goto_ifset(QUEST_TO_ZEXONYTE, L_C7EF67) goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7EFA2) get_char(1) rtoarg "•Ah, {name(argument)}." next // $C7EF67 L_C7EF67: "•The Phase Distorter will certainly be completed someday," next "•in my humble opinion." end // $C7EFA2 L_C7EFA2: "•Excellent, excellent!" linebreak " Everything proceeded as planned." next "•Dr. Andonuts, Mr. Saturn and I worked together" next "•and finally completed the Phase Distorter." next "•The purpose of the device is to enable instantaneous travel" next "•through space and time." next "•In this prototype, you can only travel to different points" next "•within the same time period." next "•It is able, however, to search out the locations of enemies." next "•Right now, it is indicating the presence of enemies in the Lost Underworld!" end // $C7F0D6 L_C7F0D6: goto_ifset(PHASE_DISTORTER_V2_BEING_FINISHED, L_C7EF67) goto(L_C7EFA2) // $C7F0E2 L_C7F0E2: "•The chance of Giygas gaining victory with his monstrous plan is 99%." next "•However, your courage has produced a 1% chance that Giygas fails." next "•I must try to come to a deeper understanding of this trait called “courage.”" end // $C7F165 Npc0728: goto_ifset(GIYGAS_DEFEATED, L_C7F634) goto_ifset(LEARNED_PHASE_DISTORTER_V2_FUNCTIONS, L_C7F50B) goto_ifset(DELIVERED_ZEXONYTE, L_C7F34C) goto_ifset(QUEST_TO_ZEXONYTE, L_C7F25B) "•Yahah! The Mr. Saturns are incredible folk." next "•And the Apple Kid... He is a most exceptional young man," next "•very different from other kids." next "•...Well, anyway...{pause(20)} The prototype Phase Distorter has been stolen." next "•Someone resembling a pig wearing clothes took Mr. Saturn captive" next "•and stole the device!" wait window_closeall pause(1) set_npc_movement(741, 287) eob // $C7F25B L_C7F25B: "•Hmmmm..." next "•If I only had a piece of a meteorite," next "•I might be able to extract some Zexonyte." end // $C7F29E L_C7F29E: get_inventory(result, 0) swap result_is(193) goto_true(L_C7F2B1) goto(L_C7C6B6) // $C7F2B1 L_C7F2B1: take(any, METEORITE_PIECE) sound(118) "•Ah, yes!{pause(15)}" linebreak " This is fantastic!{pause(30)}" linebreak " What?" next "•Well, I've never actually seen this incredibly rare element before..." next "•It is very intriguing." next "•All right, leave everything to us, and you get some rest." next "•This is getting most fascinating!" wait set(DELIVERED_ZEXONYTE) set(PHASE_DISTORTER_V2_BEING_FINISHED) eob // $C7F34C L_C7F34C: goto_ifset(PHASE_DISTORTER_V2_BEING_FINISHED, L_C7F5EC) "•Finally, it's complete! " next "•The Phase Distorter, version two," next "•{pause(15)} is equipped with two new features." next "•First,{pause(20)} it can repair your biological functions." next "•Second,{pause(20)} it can save your progress." next "•Don't be afraid, get right in!" next "•...There is just one thing, though..." next "•You might not be able to return.{pause(20)} So, make sure you are optimally outfitted." next "•Are you ready to go?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7F459, L_C7F459) // $C7F459 L_C7F459: "•Even if you're not 100%,{pause(15)} perfectly,{pause(15)} completely ready..." next "•Well, you should be as prepared as possible.{pause(20)} It would be for the best." next "•Without careful preparation, you would be in big trouble." next "•I just want to make sure you're ready." next "•Let me know when your preparations are complete." wait set(LEARNED_PHASE_DISTORTER_V2_FUNCTIONS) eob // $C7F50B L_C7F50B: "•Good.{pause(20)} At last,{pause(15)} the time has come." next "•Are you ready?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7F54C, L_C7F459) goto(L_C7F459) // $C7F54C L_C7F54C: "•Remember, the Phase Distorter, version 2," next "•is equipped with two new features." next "•First,{pause(20)} it can repair your biological functions." next "•Second,{pause(20)} it can save your progress." next "•Don't be afraid!{pause(15)} Get right in!" wait set(PHASE_DISTORTER_V2_OPEN) set_npc_movement(741, 287) eob // $C7F5EC L_C7F5EC: "•Yes...{pause(20)} Most intriguing..." next "•Leave everything to us, and you get some rest." next "•This is getting most fascinating!" end // $C7F634 L_C7F634: "•It's a miracle!" next "•A miracle that has only happened because of your great courage!" next "•...Believe me,{pause(15)} I went through a lifetime's worth of stress while you were gone..." next "•I just wish I could have come with you as a robot." next "•I should have used the Phase Distorter." next "•What a story that would have been..." next "•“Scientist and four kids save the world!”{pause(30)} Wah ha ha ha ha!" end // $C7F710 Npc0729: goto_ifset(GIYGAS_DEFEATED, L_C7F813) goto_ifset(NESS_NIGHTMARE_DEFEATED, L_C7F7A5) // $C7F71E L_C7F71E: "•The Apple Kid was lost, and he was just wandering around, so I brought him here." next "•That was quite a while ago...{pause(20)} Would you like some tea? " next "•Ah,{pause(15)} I see that you're busy." next "•It looks like things are pretty rough.{pause(20)} You take care now..." wait set(TALKED_TO_MONTAGUE_AT_SATURN_VALLEY_BEFORE_MAGICANT) eob // $C7F7A5 L_C7F7A5: goto_ifset(TALKED_TO_MONTAGUE_AT_SATURN_VALLEY_BEFORE_MAGICANT, L_C7F71E) "•I'm not sure what will happen, but I sense big-time trouble ahead for you." next "•I'm going to stay here for a while and help Mr. Saturn." next "•It's important for a man to enjoy doing his duty." end // $C7F813 L_C7F813: "•Incredible!{pause(20)}" linebreak " Excellent!" next "•I'm not quite sure what for, but congratulations on a job well done!" next "•If we ever have the chance to get together again," next "•let's go on a picnic or something." next "•Maybe we could play horseshoes, too!" end // $C7F8AB Npc0742: font_saturn "•(Hot" linebreak " springs..." linebreak " Rest here.)" wait font_normal eob // $C7F8C7 Npc0730: font_saturn "•Happy." linebreak " Boing." next "•More happy." linebreak " Ding" linebreak " ding." next "•Much more" linebreak " Happy." linebreak " Boo boo's." next "•Big big" linebreak " happy." linebreak " Zooooom!" wait font_normal eob // $C7F921 Npc0731: font_saturn "•Was scared." next "•Now kay-o." linebreak " I strong." next "•Boing!" font_normal end // $C7F949 L_C7F949: window_open(1) "•Our travels together end here." next "•I must return to Dalaam, and use this experience for the good of my country." next "•{stat(NESS_NAME)},{pause(15)}" linebreak " {stat(PAULA_NAME)},{pause(20)}" linebreak " {stat(JEFF_NAME)}..." next "•Let me demonstrate a strange power before I go.{pause(20)} I realized this power as a child." next "•PSI Farewell! Now!" prompt2 window_closeall set(POO_AT_HIS_PALACE) eob // $C7F9F8 L_C7F9F8: window_open(1) "•{stat(PAULA_NAME)},{pause(20)}" linebreak " {stat(NESS_NAME)}..." next "•It was great to hang out with you guys.{pause(20)} It really was." next "•I'm glad that I had the chance to use some of the theories" next "•that I have been studying so hard." next "•It's remarkable." next "•....." next "•If..." next "•Just maybe..." next "•Well, if you two get hitched someday," next "•maybe I'll be the one that fixes your broken electronic appliances." next "•....." next "•I'm going to stay here for a while and see if I can learn more from Dr. Andonuts." next "•I mean,{pause(15)} from my dad." next "•...So it looks like this is good bye for now,{pause(20)} my friends." wait window_closeall eob // $C7FB3E Npc0734: "•It was fun hanging out together." end // $C7FB56 L_C7FB56: window_open(1) "•{stat(NESS_NAME)}, will you escort me home?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7FBA1, L_C7FB89) // $C7FB89 L_C7FB89: "•Well then,{pause(15)} I'll escort you!" wait linebreak window_closeall eob // $C7FBA1 L_C7FBA1: "•I'll miss all of you,{pause(5)} but,{pause(15)} I have to go back to being just a regular kid..." next "•Well,{pause(15)} I gotta get going..." wait window_closeall eob // $C7FBEC L_C7FBEC: disable_hotspot(2) call(L_C7FC3E) get_dir_from_char(NESS, PMEMBER, PAULA) swap store_registers result_is(4) goto_true(L_C7FC32) load_registers result_is(5) goto_true(L_C7FC32) load_registers result_is(6) goto_true(L_C7FC26) create_sprite(2, 567, 1) goto(L_C7FD06) // $C7FC26 L_C7FC26: create_sprite(2, 568, 1) goto(L_C7FD06) // $C7FC32 L_C7FC32: create_sprite(2, 569, 1) goto(L_C7FD06) // $C7FC3E L_C7FC3E: freeze_char(all) pause(30) get_dir_from_char(NESS, PMEMBER, PAULA) char_direction(NESS, 0) get_dir_from_char(PAULA, PMEMBER, NESS) char_direction(PAULA, 0) pause(30) window_open(1) "•{stat(NESS_NAME)}..." linebreak " Thank you for escorting me home." next "•....." next "•...There was something I wanted to tell you, but I've forgotten it." next "•I'm sure I'll remember by the time I see you again." next "•Well,{pause(15)} I guess this is it..." next "•Good-bye." next "•Uhhh...{pause(20)}" linebreak " ...So long" next "•...See ya." next "•...Bye." wait window_closeall hide_char(PAULA, 6) eob // $C7FD06 L_C7FD06: wait_movement freeze_sprite(2) char_direction(NESS, 1) pause(60) unfreeze_sprite(2) wait_movement party_remove(PAULA) set(PAULA_AT_HER_ROOM) unfreeze_char(all) eob // $C7FD22 L_C7FD22: get_dir_from_char(NESS, PMEMBER, PAULA) char_direction(NESS, 0) get_dir_from_char(PAULA, PMEMBER, NESS) char_direction(PAULA, 0) pause(30) window_open(1) "•I really should go home.{pause(20)} I shouldn't be out just wandering here and there." next "•Don't you think so?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C7FD8E, L_C7FDD6) goto(L_C7FDD6) // $C7FD8E L_C7FD8E: "•All right.{pause(20)} Let's go back to Polestar Preschool in Twoson..." next "•You remember where it is, right?" next "•Let's go..." wait window_closeall eob // $C7FDD6 L_C7FDD6: "•Well... Okay.{pause(20)}" linebreak " I guess I would like to be with you a little longer." wait window_closeall eob // $C7FE02 Npc0707: font_saturn "•You worn" linebreak " down?" next "•Ahhh..." linebreak " Boing!" isset(PARTY_IS_DIRTY_FROM_BELCH_FIGHT) goto_false(L_C7FE2F) isset(VISITED_FOURSIDE) goto_false(L_C7FE31) // $C7FE2F L_C7FE2F: end // $C7FE31 L_C7FE31: next "•Buuurp!" linebreak " Barf!" next "•Stinky!" linebreak " Peeee-" linebreak " yeuuu!" wait font_normal eob // $C7FE61 Npc0732: font_saturn goto_ifset(GIYGAS_DEFEATED, L_C7FE96) "•Longer" linebreak " ladder!" next "•Can" linebreak " go to" linebreak " hot springs!" wait font_normal eob // $C7FE96 L_C7FE96: "•Bell rings" linebreak " ding, ding. Boing!" wait font_normal eob // $C7FEB1 L_C7FEB1: freeze_npc(742) get_char(1) rtoarg window_open(1) goto_ifset(PARTY_IS_DIRTY_FROM_BELCH_FIGHT, L_C7FF06) "•(You enjoyed the hot springs immensely.{pause(20)} It made you feel reborn.)" wait // $C7FEFA L_C7FEFA: call(SUB_FullHealAllWithSFX) window_closeall unfreeze_npc(742) eob // $C7FF06 L_C7FF06: "•(You got in and washed all of the extremely dirty gunk off of your body.)" wait unset(PARTY_IS_DIRTY_FROM_BELCH_FIGHT) goto(L_C7FEFA) // $C80000 Npc0212: call(CHECK_PMemberIncapacitated) goto_true(L_C8045B) goto_ifset(STUBBY_LEGS, L_C8037F) goto_ifset(PAULA_AT_HER_ROOM, L_C80027) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C803AC) goto_ifset(PAULA_JOINS, L_C803AC) // $C80027 L_C80027: "•This is the cycle shop{pause(5)} “Punk-Sure”!" next "•Bicycles are so much fun and are so convenient..." next "•It's a lot faster than walking." next "•You'll be really popular with the biking crowd." next "•Do you want a bicycle?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C800F5, L_C800C1) // $C800C1 L_C800C1: hasitem(any, BICYCLE) goto_true(L_C802E6) goto_ifset(HAS_BICYCLE, L_C8034D) "•Oh... you don't know how to ride a bike." next "•Me neither." end // $C800F5 L_C800F5: goto_ifset(HAS_BICYCLE, L_C802B9) "•Unfortunately, we don't have any more bikes for sale.{pause(20)} We only have rentals." next "•Do you want to rent one?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8015A, L_C800C1) goto(L_C800C1) // $C8015A L_C8015A: "•I really like your straight-forward style." next "•I'll tell you what,{pause(15)} I'll let you borrow a bike for free." next notfull(any) goto_false(L_C80277) give_return_slot(result, BICYCLE) call(SUB_ItemGet) next set(HAS_BICYCLE) "•You know that two people can't ride on one bicycle," next "•so of course three or four people on a bike would be impossible!" next "•Did you also know that you can't ride a bike with anything following you?" next "•Teddy bears, for example..." next "•Carrying a bear and riding is impossible for you." next "•And don't even think about riding a bike into a cave." end // $C80276 L_C80276: eob // $C80277 L_C80277: newline sound(5) "•You have too many items.{pause(20)} Why don't you get rid of something and come back." next "•I know you want it now,{pause(15)} but my hands are tied..." end // $C802B9 L_C802B9: newline "•Didn't you already borrow a bicycle?{pause(20)} We don't have any more right now..." end // $C802E6 L_C802E6: newline take(any, BICYCLE) "•You're here to return your bike?" next set(STUBBY_LEGS) unset(HAS_BICYCLE) "•Look how low your seat is!{pause(20)} Geez,{pause(15)} you must have short legs." next "•That's it!{pause(20)} I'll call you stubby legs!" wait sound(118) eob // $C8034D L_C8034D: newline "•Yeah,{pause(10)} yeah,{pause(5)} sure, sure.{pause(20)} You've already borrowed a bicycle." end // $C8037F L_C8037F: "•Hey!{pause(15)} Stubby legs!" next goto_ifset(PAULA_AT_HER_ROOM, L_C80027) goto_ifset(PAULA_JOINS, L_C803AC) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C803AC) goto(L_C80027) // $C803AC L_C803AC: counter(1) "•Do you wanna ride a bike?" next "•That's not gonna work... two people on one bike is strictly forbidden." prompt2 hasitem(any, BICYCLE) goto_true(L_C803F8) end // $C803F8 L_C803F8: next "•You're here to return the bicycle?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C802E6, L_C8042B) // $C8042B L_C8042B: "•Well,{pause(15)} don't forget to return it...{pause(20)} You're gonna have to sooner or later." end // $C8045B L_C8045B: "•You know that two people can't ride a bike," next "•but did you know that you can't ride a bike" next "•when you are carrying an unconscious friend's stuff?" next "•Carrying a lot of items and riding aroud is impossible for you." end // $C804D1 Npc0213: goto_ifset(GIYGAS_DEFEATED, L_C808BD) goto_ifset(PAULA_AT_MONOTOLI_BUILDING, L_C8054D) goto_ifset(GOT_WAD_OF_BILLS, L_C807BC) goto_ifset(GOT_HAND_AID, L_C806BB) goto_ifset(PAULA_JOINS, L_C80579) "•Whistle, whistle anywhere.{pause(10)}" linebreak " It makes me smile{pause(10)}" linebreak " all the while." next "•I'm {name(PAULA)}'s mother.{pause(20)} I'm busy taking care of these kids." next // $C8054D L_C8054D: "•You shouldn't worry about {name(PAULA)}.{pause(20)} She has a guardian angel,{pause(15)} it seems." end // $C80579 L_C80579: counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C80673) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C80718) "•Yahoo!{pause(5)} I knew it!{pause(20)} You saved {name(PAULA)}." next call(L_C806BB) linebreak // $C805BA L_C805BA: "•{name(PAULA)} if you must take a trip,{pause(15)} be sure to bring this along." next "•It's my very own hand-made band-aid!{pause(20)} Ooo!{pause(15)} That rhymes!" next "•I know, I'll call it a Hand-aid!" next notfull(any) goto_false(L_C8082A) give_return_slot(result, HAND_AID) call(SUB_ItemGet) wait set(GOT_HAND_AID) newline "•Did you meet Dad?" next "•He is sorry that he suspected Mr. Everdred of Burglin Park." wait " " eob // $C80673 L_C80673: "•Is that you, {name(PAULA)}?{pause(20)} Oh,{pause(15)} I thought she would be back,{pause(15)} but not yet..." next "•Oh no, I'm not worried... I'll be okay." end // $C806BB L_C806BB: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C807AC) "•I don't really understand it," next "•but I know that {name(PAULA)}'s miraculous power" next "•and your great courage will allow you to stand up to any challenge." end // $C80718 L_C80718: "•Yahoo!{pause(15)} I knew it!{pause(20)} You got back here with no problem." next "•Isn't {name(NESS)} with you?" next "•...{name(PAULA)},{pause(15)} your mom is trusting his courage and your miraculous power." next "•I won't say I'm not worried." next "•But I'll let you go along... It's for a good cause..." // $C807AC L_C807AC: goto_ifset(GOT_HAND_AID, L_C807BA) next goto(L_C805BA) // $C807BA L_C807BA: end // $C807BC L_C807BC: goto_ifset(GOT_HAND_AID, L_C8087A) "•{name(PAULA)},{pause(15)} if you must go,{pause(15)} be sure to bring this along." next "•It's my very own hand-made band-aid!{pause(20)} I love the way that rhymes!" next notfull(any) goto_false(L_C8082A) give_return_slot(result, HAND_AID) call(SUB_ItemGet) wait set(GOT_HAND_AID) eob // $C8082A L_C8082A: newline "•What's that?{pause(15)} You're being a little impatient..." next "•You need to sell,{pause(15)} use or drop something.{pause(20)} After that,{pause(15)} I can give this to you." end // $C8087A L_C8087A: get_char(1) rtoarg "•Well, here you are,{pause(15)} {name(NESS)}." next "•I'll make you some {stat(FAVORITE_FOOD)},{pause(20)} even though I'm not a very good cook." prompt2 call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) eob // $C808BD L_C808BD: "•You've lost some weight since I saw you last, {name(NESS)}." next "•{name(PAULA)} must have had quite an adventure!{pause(20)} I'm glad you live so close to us." next "•Why don't you drop by more often?{pause(20)} I'm working at making better {stat(FAVORITE_FOOD)}." end // $C80939 Npc0341: goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C8097B) goto_ifset(PAULA_JOINS, L_C8097B) "•{name(PAULA)} isn't here!" next "•She suddenly left,{pause(15)} and I don't know where she went." end // $C8097B L_C8097B: counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C80997) "•(He's smiling)." end // $C80997 L_C80997: "•Oh, {name(PAULA)}!{pause(20)} Uh... sorry,{pause(15)} I thought you were {name(PAULA)}." end // $C809BA Npc0214: get_char(1) result_is(2) goto_true(L_C80A47) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C809FC) goto_ifset(PAULA_JOINS, L_C809FC) "•Well,{pause(15)} I wanted to play with {name(PAULA)},{pause(15)} but she's gone somewhere..." end // $C809FC L_C809FC: goto_ifset(PAULA_AT_MONOTOLI_BUILDING, L_C80A2C) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C80A2C) "•Thank you for saving {name(PAULA)}.{pause(20)} You are my hero." end // $C80A2C L_C80A2C: "•Help {name(PAULA)}!{pause(20)} Hurry, hurry!" end // $C80A47 L_C80A47: "•{name(PAULA)},{pause(15)} I was worried about you." next "•I'm not going to ask the two of you where you were wandering..." end // $C80A7E Npc0215: get_char(1) result_is(2) goto_true(L_C80B4B) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C80B02) "•{name(PAULA)} is like a mother to me." next "•You may not be able to comprehend my emotions." next "•I might have a baby face,{pause(15)} but I possess the mind of an adult." next "•I beg your pardon." end // $C80B02 L_C80B02: "•{name(PAULA)}?" next "•You know,{pause(15)} I thought I saw her" next "•for a second out of the corner of my eye... maybe I was just dreaming..." end // $C80B4B L_C80B4B: "•{name(PAULA)},{pause(15)} you look nice and healthy.{pause(20)} What great timing having you show up now!" end // $C80B7F Npc0216: get_char(1) result_is(2) goto_true(L_C80BC6) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C80BE4) "•When I grow up,{pause(15)} I wanna be" linebreak " ju{pause(5)}u{pause(5)}u{pause(5)}u{pause(5)}st like {name(PAULA)}." end // $C80BC6 L_C80BC6: goto_ifset(VISITED_THREED, L_C80BF2) "•You skinned your knee,{pause(10)} huh." end // $C80BE4 L_C80BE4: "•What happened to {name(PAULA)}?" end // $C80BF2 L_C80BF2: "•When I get big,{pause(15)} I'm gonna be grown-up {name(PAULA)}." next "•Then,{pause(20)} later I'll be old lady {name(PAULA)}." end // $C80C31 Npc0217: goto_ifset(GIYGAS_DEFEATED, L_C81087) goto_ifset(GOT_WAD_OF_BILLS, L_C80E61) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C798BF) goto_ifset(PAULA_JOINS, L_C7970B) goto_ifset(PAULAS_DAD_OUTSIDE, L_C80E03) goto_ifset(PAULAS_DAD_NOTICED_SHES_NOT_HOME, L_C80DD8) "•So,{pause(15)} you wanna see {name(PAULA)}?" next "•Many come here to see her miraculous powers,{pause(15)} but they're just leeches." next "•So... are you from a TV station, or what?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C80DAB, L_C80CD4) // $C80CD4 L_C80CD4: "•To meet you or not to meet you can only be decided by {name(PAULA)}." next "•{name(PAULA)} has said that she would only meet with a boy named {name(NESS)}." next "•So you're {name(NESS)}!" next "•You're the one that was in" linebreak " {name(PAULA)}'s dream." next "•You will save the world!" next "•Let me go call {name(PAULA)}." prompt2 call(L_C7903B) "•She doesn't seem to be here." next "•I wonder where she went?{pause(20)} I'm sorry,{pause(20)} could you come back later?" wait set(PAULAS_DAD_NOTICED_SHES_NOT_HOME) set(PAULA_TELEPATHY_DREAM_2) eob // $C80DAB L_C80DAB: "•Please leave." next "•My daughter doesn't want to talk to media monkeys like you." end // $C80DD8 L_C80DD8: "•Now where did she go?" next "•I'm sorry,{pause(15)} could you come back after a while?" end // $C80E03 L_C80E03: counter(1) get_name_letter(PAULA) rtoarg "•{letter(0)}{pause(5)} {letter(0)}{pause(5)} {name(PAULA)}'s not home yet." next "•Everdred in Burglin Park might know something." next "•Oh, boy!{pause(20)} Now I'm really worried." wait set(flag 321) eob // $C80E61 L_C80E61: goto_ifset(PAULA_AT_MONOTOLI_BUILDING, L_C80F1C) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C80F94) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C80F1C) "•You're both fine... I'm so relieved!" next "•Why don't you get some rest here?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C80EF3, L_C80EC3) // $C80EC3 L_C80EC3: "•Come on,{pause(15)} why don't you put your dogs up" linebreak " and re{pause(5)}e{pause(5)}e{pause(5)}e{pause(5)}lax." end // $C80EF3 L_C80EF3: "•{name(NESS)}, you'll sleep on the couch in the den..." prompt2 call(SUB_SpendNight) warp(34) unset(JUST_RESTED) newline eob // $C80F1C L_C80F1C: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C81027) "•Hey! Come on in!" next "•No, I don't need to hear about what happened...{pause(20)} {name(PAULA)} will be okay." next "•Why don't you just rest for now." next "•You know where the couch in the den is..." prompt2 call(SUB_SpendNight) warp(34) unset(JUST_RESTED) eob // $C80F94 L_C80F94: counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C81027) "•Oh {name(PAULA)}!" next "•So even a tomboy like you thinks of her father occasionally!" next "•You should rest,{pause(15)} seeing how this is your own home." next "•How about we share a piece of pie like we used to? Ha ha ha!" prompt2 call(SUB_SpendNight) warp(34) unset(JUST_RESTED) eob // $C81027 L_C81027: "•Hmm... I understand." next "•So you're a friend of {name(PAULA)}'s?" next "•Look me in the eye...{pause(20)} Yes, you're telling the truth." next "•Would you like to get some shut eye?" prompt2 call(SUB_SpendNight) warp(34) unset(JUST_RESTED) eob // $C81087 L_C81087: "•You're a very strong, young man.{pause(20)} My opinion of you has changed." next "•Perhaps you should continue dating {name(PAULA)}." next "•Just treat her right..." next "•Come by and visit anytime." next "•You can even sleep on the living room couch instead of the one in the den..." end // $C81122 Npc0220: goto_ifset(GIYGAS_DEFEATED, L_C8159F) goto_ifset(INVESTED_IN_ORANGE_KID, L_C81318) goto_ifset(RECEIVED_APPLE_KID_CALL_ABOUT_PENCIL_ERASER, L_C814B9) "•Greetings.{pause(20)} I'm Orange Kid, the inventor." next "•Have you heard of me?{pause(20)} I'm a bit embarrassed about my reputation." next "•I have a lot of inventions in development, but I'm running short of cash." next "•I'm basically a happy-go-lucky person,{pause(15)} so I'm not worried." next "•You know,{pause(15)} I'm working on this machine" next "•that would really help you in Peaceful Rest Valley." next "•I hope it's ready soon... what?" next "•You're actually willing to help finance the project?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C81286, L_C8125D) // $C8125D L_C8125D: "•I guess I was just too hopeful.{pause(20)} Oh well, never mind." end // $C81286 L_C81286: "•Oh goody!{pause(20)} Would it be okay to get $200 to buy materials?" linebreak add_option("Yes") " " add_option("No") open_wallet build_menu_horizontal(2) menu clearline switch(L_C812D1, L_C8125D) goto(L_C8125D) // $C812D1 L_C812D1: hasmoney(200) goto_true(L_C813D4) sound(118) takemoney(200) open_wallet // $C812E6 L_C812E6: "•Thank you very much!" next "•Your support should have a tremendous impact on all mankind." next set(INVESTED_IN_ORANGE_KID) // $C81318 L_C81318: goto_ifset(GOT_SUPORMA, L_C81418) "•Let me give you my new “Super Orange Machine.”" next "•I call it “{itemname(SUPORMA)}” for short." next notfull(any) goto_false(L_C81392) give_return_slot(result, SUPORMA) call(SUB_ItemGet) set(GOT_SUPORMA) next "•Please use it for spreading peace and goodwill on Earth." end // $C81392 L_C81392: "•Ah ha!{pause(20)} You have too many items." next "•I hope you'll accept the {itemname(SUPORMA)},{pause(15)} even if you have to toss some of your food..." end // $C813D4 L_C813D4: "•What?!{pause(15)} You don't have that much money?" next "•Well, perhaps you shouldn't be yappin' about having cash then,{pause(15)} buddy." end // $C81418 L_C81418: isset(GOT_SUPORMA) goto_false(L_C81318) goto_ifset(ORANGE_KID_ALT_TEXT, L_C81475) "•I'm hard at work... don't worry,{pause(15)} my brilliant invention will be ready soon." next "•Okay, okay...{pause(20)} I'll get back to work!" wait set(ORANGE_KID_ALT_TEXT) eob // $C81475 L_C81475: "•I'm having more trouble than I expected." next "•I found a problem in one of Einstein's theories..." wait unset(ORANGE_KID_ALT_TEXT) eob // $C814B9 L_C814B9: "•You didn't invest any money in my venture," next "•but someone else donated a few million bucks,{pause(15)} so everything is great." next "•So would you like to invest,{pause(10)} say,{pause(15)} 50 bucks?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C81585, L_C8153D) // $C8153D L_C8153D: "•Oh,{pause(15)} I'm sorry to hear that." next "•...And you never heard how much money I got, too.{pause(15)} Right? *wink* *wink*..." end // $C81585 L_C81585: hasmoney(50) goto_true(L_C813D4) sound(118) takemoney(50) open_wallet goto(L_C812E6) // $C8159F L_C8159F: goto_ifset(INVESTED_IN_ORANGE_KID, L_C815F9) "•Well, you never invested in my genius,{pause(15)} did you?" next "•You had no idea of what I could do..." next "•*chortle*" next "•You sorry loser." end // $C815F9 L_C815F9: "•Did you come here to get your investment money back?" next "•No?{pause(15)} Can you wait a little longer?" next "•I promise I'll finish my brilliant invention." next "•I rely on your support,{pause(15)} even though I am a super genius." end // $C81676 Npc0221: goto_ifset(GOT_RECEIVER_PHONE, L_C818F1) goto_ifset(INVESTED_IN_APPLE_KID, L_C818B9) goto_ifset(GAVE_FOOD_TO_APPLE_KID, L_C81915) "•Well,{pause(15)} I have sort of neglected doing my housework..." next "•I know it's a bit of a pig sty,{pause(15)} but anyway..." next "•I'm Apple Kid." next "•I haven't taken a bath in quite a while,{pause(15)} so I may be kind of stinky." next pause(60) "•By the way,{pause(15)} I'm starving.{pause(20)} Do you have something to eat?" next "•If you do,{pause(15)} can I have some?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C81789, L_C81751) // $C81751 L_C81751: "•Well, go ahead and make yourself comfortable anyway.{pause(15)} You can flop down anywhere." goto(L_C81913) // $C81789 L_C81789: "•What can you give me?" prompt2 open_hp call(SUB_SelectInventoryItem) newline goto_false(L_C81751) store_registers get_inventory(result, 0) is_item_of_type(EDIBLE) goto_true(L_C817DC) "•Please choose something edible... I'm not a garbage can, you know." goto(L_C81913) // $C817DC L_C817DC: load_registers take_slot(argument, 0) sound(118) pause(1) "•Thanks.{pause(20)} You seem very nice.{pause(20)} Uh,{pause(15)} I wonder if..." next set(GAVE_FOOD_TO_APPLE_KID) // $C8180C L_C8180C: "•Maybe you would like to invest some money in my inventions?" next call(MENU_MakeYesNo) menu clearline switch(L_C81848, L_C81751) goto(L_C81751) // $C81848 L_C81848: "•Yes!{pause(15)} Yes!{pause(15)} Yes! Oh.{pause(20)} Excuse me. I mean thank you!" next "•By the way, I could really use $200." next call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C818A2, L_C81751) goto(L_C81751) // $C818A2 L_C818A2: hasmoney(200) goto_true(L_C818DD) takemoney(200) open_wallet sound(118) pause(1) // $C818B9 L_C818B9: "•Thank you.{pause(20)} I won't let you down." wait window_closeall set(INVESTED_IN_APPLE_KID) set(APPLE_MOUSE_BLOCKING_DOOR) set_oss_flag goto(L_C79028) // $C818DC L_C818DC: eob // $C818DD L_C818DD: "•Oh, you don't have any money, do you?" next goto(L_C81751) // $C818F1 L_C818F1: "•Maybe you shouldn't spend too much time wandering around Twoson." // $C81913 L_C81913: end // $C81915 L_C81915: "•It seems like you are expecting something from me." next goto(L_C8180C) // $C81934 Npc0222: unset(APPLE_MOUSE_BLOCKING_DOOR) goto_ifset(GOT_RECEIVER_PHONE, L_C81945) goto_ifset(INVESTED_IN_APPLE_KID, L_C81970) // $C81945 L_C81945: "•I am a mouse.{pause(20)} No one has given me a name yet." goto_ifset(TEMP_4, L_C819F1) end // $C81970 L_C81970: reset_oss_flag "•I am a mouse.{pause(20)} No one has given me a name yet." next "•You took care of my master." next "•In return,{pause(15)} I want to give you this.{pause(20)} Please take it and say nothing." prompt2 notfull(any) goto_false(L_C81A26) give_return_slot(result, RECEIVER_PHONE) call(SUB_KeyItemGet) set(GOT_RECEIVER_PHONE) goto_ifset(TEMP_4, L_C819F1) end // $C819F1 L_C819F1: next "•Oh! {pause(20)} I must be in your way!{pause(10)} *zziipp!*" prompt2 window_closeall call(L_C81A5D) call(L_C79034) unset(APPLE_MOUSE_BLOCKING_DOOR) unset(TEMP_4) eob // $C81A26 L_C81A26: pause(60) linebreak "•Unfortunately,{pause(15)} you have too many items.{pause(20)} Therefore, I can't give this to you." goto_ifset(TEMP_4, L_C819F1) end // $C81A5D L_C81A5D: get_dir_from_char(leader, NPC, 222) swap store_registers result_is(1) goto_true(L_C81A84) load_registers result_is(2) goto_true(L_C81A84) load_registers result_is(8) goto_true(L_C81A84) eob // $C81A84 L_C81A84: set(flag 522) eob // $C81A88 Npc0226: goto_ifset(VISITED_THREED, L_C81AC4) goto_ifset(TEMP_2, L_C81B04) goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C81ADE) get_dir_from_char(leader, NPC, 226) call(L_C7DC9B) goto_false(L_C81ADE) "•Hello,{pause(15)} please present your ticket." end // $C81AC4 L_C81AC4: "•Sorry,{pause(15)} the show is on hold for a while." end // $C81ADE L_C81ADE: "•Oh, pardon me." prompt2 window_closeall goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C81AFB) call(L_C7921A) set(TEMP_2) eob // $C81AFB L_C81AFB: call(L_C79211) set(TEMP_2) eob // $C81B04 L_C81B04: "•See you." end // $C81B0C L_C81B0C: store_registers goto_ifset(TEMP_2, L_C81BAF) goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C81B9B) load_registers get_inventory(result, 0) swap store_registers result_is(125) goto_true(L_C81B50) get_dir_from_char(leader, NPC, 226) call(L_C7DC9B) goto_false(L_C81ADE) "•Please show me your ticket." end // $C81B50 L_C81B50: get_dir_from_char(leader, NPC, 226) call(L_C7DC9B) goto_false(L_C81ADE) sound(118) "•Here you go.{pause(15)} Hurry!{pause(20)} You're just in time to see the Runaway Five show!" prompt2 call(L_C79211) set(QUEUE_OUTSIDE_CHAOS_THEATER) set(TEMP_2) eob // $C81B9B L_C81B9B: "•The show is on hold for a while." end // $C81BAF L_C81BAF: "•How do you do?" end // $C81BB8 Npc0228: "•Oh, here you are!{pause(20)} Hurry up, you're just in time to see the Runaway Five show." prompt2 eob // $C81BE2 Npc0227: goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C81C2F) "•I guess I lost my ticket,{pause(15)} so now I can't get in." next "•The ticket counter at the department store was even sold out." end // $C81C2F L_C81C2F: "•*Sniff*{pause(15)} I suppose I'll never see the Runaway Five's show again." end // $C81C56 Npc0340: "•Didn't I see you at the Topolla Theater in Fourside?" next "•So you're a Runaway Five groupie, too!" end // $C81C91 Npc0335: "•I am a mouse." next "•My master, Apple Kid, has been waiting for you." next "•We started to nod off while waiting..." end // $C81CD6 Npc0229: goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C81DC3) goto_ifset(CHAOS_THEATER_BACKSTAGE_OPEN, L_C81DB5) "•Lucky of the Runaway Five told me I could go backstage,{pause(15)} but I don't have a pass." next "•I'm sure security will stop me.{pause(20)} Hey!{pause(20)} Really?{pause(30)} You have a pass?" next "•I can't believe it!{pause(20)} Can you take me with you, please{pause(5)} please{pause(10)} please?" next "•I could pose as your sister.{pause(15)} Yes? This rocks.{pause(15)} Let's go." next "•Ooo.{pause(15)} My heart is pounding." prompt2 window_closeall call(L_C79997) unset(RUNAWAY_FIVE_FAN_GIRL_OUTSIDE_BACKSTAGE) set(CHAOS_THEATER_BACKSTAGE_OPEN) eob // $C81DB5 L_C81DB5: "•Thank you for your kindness!" end // $C81DC3 L_C81DC3: "•I'm gonna miss the Runaway Five when they finally leave.{pause(20)} But that's life!" end // $C81DF1 Npc0232: "•The Runaway Five are going to be a world-famous band someday." end // $C81E0F Npc0233: "•Do you like baseball?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C81E7A, L_C81E38) // $C81E38 L_C81E38: "•Ah... I see." next "•Well, you don't look like you could figure out" next "•a sophisticated game like baseball anyway." end // $C81E7A L_C81E7A: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C81EA3) "•I knew it!{pause(20)} Your cap gave it away." end // $C81EA3 L_C81EA3: "•You have the graceful movement of a baseball player." next "•I'm on a baseball team,{pause(15)} so I can recognize these things." end // $C81EEE Npc0234: "•Hey, hey, hey!{pause(15)} Don't get too close to me." next "•I just farted,{pause(15)} heh, heh... sorry." end // $C81F2A Npc0235: "•You kids are bouncing around,{pause(15)} talking to everyone.{pause(20)} It's getting annoying." end // $C81F56 Npc0336: goto_ifset(GOT_PENCIL_ERASER, L_C8207C) "•I'm feeling really out of it because I've been working all night," next "•but finally the {itemname(PENCIL_ERASER)} is ready." next "•This machine will eradicate all pencil-shaped figures in just one second." next "•It's incredibly powerful.{pause(20)} Just don't use it near a shop that sells pencils." next "•Here, it's yours now." next notfull(any) goto_false(L_C82049) give_return_slot(result, PENCIL_ERASER) call(SUB_KeyItemGet) next "•If I invent some other brilliant item,{pause(15)} I'll call you." wait window_closeall unset(APPLE_KID_IN_BURGLIN_PARK) set(flag 175) set(GOT_PENCIL_ERASER) eob // $C82049 L_C82049: "•Oh, it won't fit in your backpack." next "•Come back after you have gotten rid of some stuff." end // $C8207C L_C8207C: "•This machine will eradicate all pencil-shaped figures in just one second." next "•It's incredibly powerful.{pause(20)} Just don't use it near a shop that sells pencils." next "•I'll call you if I invent another brilliant item." end // $C82105 Npc0906: goto_ifset(PAID_MUSEUM_ENTRANCE_FEE, L_C82285) "•The Dinosaur Museum doesn't have any real dinosaurs...{pause(20)} They're all replicas." next "•I'm sure everyone knows that." next "•If you still want to go see the dinosaurs," next "•pay 5 dollars apiece for the entrance fee.{pause(20)} Is that okay?" linebreak open_wallet add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C821FE, L_C821B2) // $C821B2 L_C821B2: number_per_person(5) swap "•Maybe you think {number(argument)} dollars is too much." next "•Or are you just not interested in dinosaurs.{pause(20)} You're strange, kid!" end // $C821FE L_C821FE: number_per_person(5) swap hasmoney(0) goto_true(L_C82250) sound(118) pause(1) takemoney(0) open_wallet "•Please enter.{pause(20)} You'll find an academic researcher inside." wait set(PAID_MUSEUM_ENTRANCE_FEE) goto_ifset(GIYGAS_DEFEATED, L_C9992F) disable_hotspot(1) eob // $C82250 L_C82250: number_per_person(5) swap "•You don't even have {number(argument)} dollars!" next "•You don't deserve to go in the museum." end // $C82285 L_C82285: "•The Dinosaur Museum doesn't have real dinosaurs...{pause(20)} They are all replicas." next "•But I guess everyone knows that." end // $C822D2 Npc0908: goto_ifset(TEMP_2, L_C82565) goto_ifset(VISITED_SUMMERS, L_C82468) "•I'm so happy there are some visitors today.{pause(15)} These days, few people come here." next "•...I'm Mr. Spoon, the academic researcher." next pause(60) linebreak "•I wonder if there are any famous stars here today?" next pause(60) linebreak "•Dinosaurs..." next "•Huge,{pause(15)} aren't they?{pause(20)} Well, that's all I've gotten out of my research!" next "•You wanna hear more?" next "•(Whispering) To tell you the truth..." next "•I heard that dinosaurs were found near the lower side of Scaraba," next "•and there were lots of them." next "•There are unconfirmed reports" next "•that the dinosaurs ate some of the natives there." next "•If you go,{pause(15)} please try to find the dinosaurs and bring back photographs." next goto(L_C82565) // $C82467 L_C82467: eob // $C82468 L_C82468: "•You want to know about something “extraordinary”?" next "•....." next "•Hmmmm..." next pause(60) linebreak "•...You know, there's a new singer named Venus at the Topolla Theater." next "•Could you bring me her autograph on an eraser?" next "•Then, I'll show you something “extraordinary.”" next "•...Oh,{pause(15)} if you can get her autograph on anything,{pause(15)} don't worry about the eraser..." next "•I don't care if the autograph is written on toilet paper..." wait set(QUEST_TO_VENUS_AUTOGRAPH) unset(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) eob // $C82565 L_C82565: "•Please come back again to study," next "•'cause I don't like being alone..." end // $C8258C L_C8258C: get_inventory(result, 0) swap result_is(183) goto_true(L_C8259F) goto(L_C7C6B6) // $C8259F L_C8259F: sound(118) "•You got it!" next "•That banana peel has an authentic “Venus” autograph?" next "•Yep,{pause(15)} there's no doubt about it!" next "•Now for my promise." next "•I'll tell you about something “extraordinary.”" next "•In the next room, there is a light shining from far, far below the manhole." next "•There,{pause(15)} I found a huge,{pause(15)} monster rat!" next "•I'm not trying to pull your leg..." next "•I'll let you go there and check it out for yourself." wait sound(16) window_closeall take(any, SIGNED_BANANA) delete_npc(908, 6) create_npc(909, 243, 1) wait_movement set(FOURSIDE_SEWERS_OPEN) set(TEMP_2) eob // $C826BC Npc0909: goto_ifset(VISITED_UNDERWORLD, L_C826C8) goto(L_C82565) // $C826C8 L_C826C8: "•As I thought,{pause(15)} dinosaurs did actually exist in history." next "•Yes, I have sure-fire proof." next "•I've seen them in so many movies,{pause(15)} they must have been real!" end // $C82730 Npc0910: "•...I wonder how many animals go extinct before human beings discover them." next "•I wanna see a live dinosaur sometime in my life." end // $C82785 Npc0911: "•Huge!..." next "•Not you,{pause(15)} I'm talking about the dinosaur bones." end // $C827AF Npc0912: "•This museum should sell dinosaur t-shirts." end // $C827CF Npc0914: call(L_C900CD) eob // $C827D5 Npc0916: call(L_C90067) eob // $C827DB Npc0917: "•One person requested a “shampoo and cut.”" next "•They must have thought that a “bad hair day” could be treated at the hospital." next "•Either that or they wanted their medical insurance to cover their grooming." end // $C82862 L_C82862: goto(Npc0933) // $C82867 L_C82867: eob // $C82868 L_C82868: goto(Npc0934) // $C8286D L_C8286D: eob // $C8286E L_C8286E: goto(Npc0925) // $C82873 L_C82873: eob // $C82874 Npc0920: call(L_C64DD0) eob // $C8287A Npc0921: "•Would you like to buy tickets for the Topolla Theater?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C828CA, L_C828B3) // $C828B3 L_C828B3: "•Oh, I see." next "•You're not a customer." end // $C828CA L_C828CA: "•Orchestra seats and balcony seats are sold out." next "•Now, there's “standing room only” left.{pause(20)} It's $30 per person." next "•Is that okay with you?" linebreak open_wallet add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C82945, L_C828B3) goto(L_C828B3) // $C82945 L_C82945: notfull(any) goto_false(L_C829DF) store_registers hasmoney(30) goto_true(L_C82986) sound(118) pause(1) takemoney(30) open_wallet "•Thanks a lot.{pause(20)} Enjoy the show." wait sound(116) load_registers give_return_slot(result, SHOW_TICKET) eob // $C82986 L_C82986: "•I've never heard of anyone who doesn't even have $30!" next "•Ho{pause(15)} ho{pause(5)} ho ho ho ho ho ho ho." next "•Oh, excuse me for my laughing in your face." end // $C829DF L_C829DF: sound(5) "•Sorry, but you can't carry all of these..." end // $C829F8 Npc0922: call(L_C5D3E9) eob // $C829FE Npc0923: call(L_C5D3F5) eob // $C82A04 Npc0924: goto_ifset(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED, L_C82A34) "•Everything's so expensive...{pause(20)} Should I return to my hometown?" end // $C82A34 L_C82A34: "•What did you do during the power outage?" next "•I was sitting here 'cause I was scared." end // $C82A63 Npc0932: call(L_C5D401) eob // $C82A69 Npc0926: call(L_C5D431) eob // $C82A6F Npc0927: goto_ifset(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED, L_C82AA8) "•Mumble, mumble, mumble... man,{pause(15)} I'm so busy." next "•Don't bother me, kid." end // $C82AA8 L_C82AA8: "•I want to get out of here," next "•because they suddenly shut down the store and the power goes out." next "•There are lots of strange things happening in this department store." end // $C82B06 Npc0928: goto_ifset(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED, L_C82B27) "•Oh, so you're skipping school too, right?" end // $C82B27 L_C82B27: "•I heard a sound like “gwaaargh!” and it was loud." next "•I wonder if someone was fighting." end // $C82B59 Npc0929: goto_ifset(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED, L_C82BEB) "•When I grow up,{pause(15)} I wanna work for APE as a programmer..." next "•Do you have any connections with those guys?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C82BBC, L_C82BBC) // $C82BBC L_C82BBC: "•Oh, you didn't have to answer." next "•It was dumb of me to ask you that question." end // $C82BEB L_C82BEB: "•The power supply to the game was cut off.{pause(20)} I wasted my money." end // $C82C11 Npc0930: goto_ifset(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED, L_C82C48) "•I wanna save up some money and go to Summers or somewhere else to relax." end // $C82C48 L_C82C48: "•Certainly, it's very dangerous living in the city." end // $C82C6B Npc0941: goto_ifset(DEPT_STORE_SPOOK_DEFEATED, L_C7C588) music(155) "•Gwaaagh, Gwarrrgh!." next "•You finally made it." next "•This department store is gonna be your grave!{pause(20)} Gwaaagh." next "•You will be gone, and you'll be burning in..." next "•Well, you'll go to heaven!" prompt2 call(L_C6855B) goto_true(L_C683DE) music_stop window_open(1) "•...Even though you could beat me..." next "•Master Giygas will avenge me..." next pause(60) linebreak "•At this moment, {name(PAULA)} should be...Monotoli..." next "•Gwaaaaarrrrgh!!" prompt2 window_closeall pause(60) set(DEPT_STORE_SPOOK_DEFEATED) set(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED) unset(FOURSIDE_DEPT_BLACKOUT) pause(1) set_npc_movement(941, 635) set(PHOTO_FOURSIDE_DEPT_STORE_AVAILABLE) set_oss_flag eob // $C82D6C Npc0942: goto_ifset(GIYGAS_DEFEATED, L_C82DEA) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C82DC7) "•The city of Fourside has developed quite a bit" next "•since Mr. Geldegarde Monotoli hit the big time.{pause(20)} It's been good for the city." end // $C82DC7 L_C82DC7: "•That Mr. Monotoli has lost quite a bit of his resources..." end // $C82DEA L_C82DEA: "•In the future, you will build cities and even create a country..." next "•...I'm counting on you." end // $C82E26 Npc0943: goto_ifset(GIYGAS_DEFEATED, L_C82EB1) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C82E8C) "•I've heard some bad rumors about Mr. Monotoli." next "•I heard he made a deal with a pure evil entity in exchange for power..." next "•you know... stuff like that." end // $C82E8C L_C82E8C: "•Just as I thought,{pause(15)} Monotoli has a portion of Evil's power." end // $C82EB1 L_C82EB1: "•My grandpa told me that everyone has at least one outstanding skill." next "•When I look at you, I know he's right." end // $C82EF8 Npc0944: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C82F71) "•In the old days, Mr. Monotoli was just a regular," next "•unattractive real estate agent." next "•Now he has the power to control the police force." next "•I don't think the city of Fourside is better than before." end // $C82F71 L_C82F71: "•You're very young," next "•but you brought something very precious back to the people in this town." next "•Thank you." end // $C82FA9 Npc0945: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C82FE7) "•The Runaway Five from Twoson seem very popular." next "•I heard that the Topolla Theater is always full." end // $C82FE7 L_C82FE7: "•I heard you're friends of the Runaway Five.{pause(20)} I'm jealous." end // $C83002 Npc0946: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C83060) "•Speaking of the Topolla Theater,{pause(15)} there's a new singer called Venus." next "•She's better than the Runaway Five." next "•I'm totally bonkers about her..." end // $C83060 L_C83060: "•Venus..." next "•She's become even more beautiful." end // $C83082 Npc0947: goto_ifset(GIYGAS_DEFEATED, L_C83131) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C830F6) "•I don't get it." next "•I heard that a guy who looks like Monotoli has been hanging out at Jackie's Cafe." next "•You know, the totally unpopular place." next "•I heard he quietly goes in and out." end // $C830F6 L_C830F6: "•Jackie's Cafe was where the deal with the evil entity took place." next "•I can't believe it... can you?" end // $C83131 L_C83131: "•You boys are young,{pause(15)} but you did a great job here and out there." end // $C83158 Npc0948: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C83254) "•No one know anything.{pause(15)} Grrrr." next "•Monotoli's toadies stole everything from me,{pause(15)} including my house and land." next "•Weep, weep..." next "•They are evil incarnate." next "•Lawyers,{pause(15)} policemen,{pause(15)} everyone that follows Monotoli!" next "•They're all his toadies!" next "•No matter how you fight him,{pause(15)} you can't win!" next "•Yeah, yeah, I'm okay... just leave me here to cry into my cappucino!" next "•Nosy!" end // $C83254 L_C83254: "•Hic!" next "•I'm fine." next "•Hic!" next "•I'm not drinking the...{pause(15)} hic!" next "•I hate these hiccups..." next "•Yes, they're...{pause(10)} hic!" next "•Another cappucino here!" next "•Hic!" end // $C832BF Npc0949: goto_ifset(GIYGAS_DEFEATED, L_C8337E) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C8332B) "•Protect Mr. Monotoli first." next "•The safety of the citizens of this city comes second." next "•Heh heh heh. That's our job, you know." next "•Heh heh." end // $C8332B L_C8332B: "•It was stupid of me to let Monotoli do whatever he wanted." next "•We'll do our best to create an environment in which people can live safely." end // $C8337E L_C8337E: "•You're getting in better shape every time I see you." next "•Don't you wanna be a police officer?" end // $C833B1 Npc0950: goto_ifset(GIYGAS_DEFEATED, L_C834A8) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C83457) "•You boys are sneaking around, looking for Mr. Monotoli, aren't you?" next "•If I catch you boys doing anything,{pause(15)} I'll arrest you--no questions asked!" next "•Be prepared!" next get_char(1) rtoarg "•Got it, {name(argument)}..." next "•Ha ha ha." next "•I've already checked out your name..." end // $C83457 L_C83457: "•Oh, that rude comment was a slip of the tongue." next "•Now I feel like Monotoli should eat my shorts." next get_char(1) rtoarg "•{name(argument)}, " swap call(TEXT_PMemberPolite) "." end // $C834A8 L_C834A8: "•I misjudged you guys." next "•I thought you were little snot-nosed punks." next "•...I know better now." end // $C834E1 Npc0951: "•I kept asking around for Trout-flavored yogurt, but..." wait hasitem(any, YOGURT_DISPENSER) goto_true(L_C83515) eob // $C83515 L_C83515: next "•What?{pause(20)} You have a “{itemname(YOGURT_DISPENSER)}”?" next "•May I have it?" next sound(118) pause(10) "•(Before you could answer, she took the “{itemname(YOGURT_DISPENSER)}.”`)" next "•Now I can make Trout-flavored yogurt for my guests." next "•...You are so kind, I'll make some for you." next "•My room's on the 48th floor.{pause(20)} Don't forget to drop by!" wait window_closeall take(any, YOGURT_DISPENSER) set(CAN_ACCESS_48TH_MONOTILI_FLOOR) set_npc_movement(951, 680) wait_movement freeze_npc(951) get_dir_from_npc(951, PMEMBER, leader) npc_direction(951, 0) pause(20) window_open(1) "•My room's on the 48th floor.{pause(20)} Don't forget to drop by!" wait window_closeall unfreeze_npc(951) unset(ELECTRA_OUTSIDE_BUILDING) eob // $C8361B L_C8361B: eob // $C8361C Npc0952: "•....." next "•*Wheeze, wheeze*..." next "•....." next "•Aren't you {name(NESS)}...?" next "•...I can't see too well..." next "•Everything's blurry...{pause(20)} You are {name(NESS)}, aren't you?" next "•It's me, we met in Twoson...{pause(20)} Everdred from Burglin Park." next "•You must remember.{pause(20)} I'm the best thief around." next "•That... Carpainter in Happy Happy Village was hiding something..." next "•*wheeze, wheeze*... strange." next "•I stole it, and thought about selling it in the big city..." next "•An old, city-wise man called it Mani Mani." next "•It's a strange-colored, doll-looking thing." next "•...Ohh... *wheeze*,{pause(20)}" linebreak " I'm in pain." next "•...and" next "•....." next "•Monotoli tricked me and stole it...{pause(30)} from me!" next "•He tricked a thief!" next "•He wanted me out of the way because I know his secret..." next "•He gets his evil power from that statue!" next "•...Listen!" next "•I'll tell you only once." next "•At the cafe,{pause(15)} check...{pause(15)} behind...{pause(15)} the counter..." next "•...*Gasp*..." next goto_ifset(TEMP_9, L_C838B9) set(TEMP_9) "•I said I'd tell you only once..." next "•But if you insist, I'll tell you once more..." next "•...*gasp, gasp*" next "•Do{pause(5)} do{pause(5)} do you wanna hear it again?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(Npc0952, L_C83957) goto(L_C83957) // $C838B9 L_C838B9: "•I've told you twice already..." next "•But if you wanna hear one more time..." next "•I'll tell you once more..." next "•D...{pause(15)} D...{pause(15)} do... you wanna hear it again?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8392F, L_C83957) goto(L_C83957) // $C8392F L_C8392F: "•I'm not that nice of a guy.{pause(20)} Besides." next "•I'm slipping away..." next // $C83957 L_C83957: "•...Before I go, here's my last haiku poem:" next "•When on your way out" next "•Be sure that you say goodbye" next "•then lock the door tight." next "•This is my final request...{pause(20)}" linebreak " Don't follow me." next "•I must be on my way..." next "•Whoa..." next "•So...{pause(15)} long!" wait set(TALKED_TO_DYING_EVERDRED) unset(EVERDRED_OUTSIDE_CAFE) call(L_C8983B) eob // $C839F7 Npc0953: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C83A24) "•There's a person lying on the ground." next "•I wonder if he's... he's..." end // $C83A24 L_C83A24: "•He's not dead..." next "•I thought he may have passed on." end // $C83A45 Npc0954: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C83A6A) "•Oooo... I don't like seeing a corpse around here." end // $C83A6A L_C83A6A: "•He should really go to the hospital like other sick people do." end // $C83A89 Npc0955: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C83AB3) "•He's breathing..." next "•Has he just been playing too hard?" end // $C83AB3 L_C83AB3: "•Do you know him?" next "•You must be a dangerous kid!" next "•I'll bet you're on your way to Jackie's Cafe right now!" end // $C83AEE Npc0956: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C83C5D) goto_ifset(TEMP_2, L_C83C1E) "•Don't cut in front of me!" next "•If you give me somethin', I'll let you have my spot." next "•Will you give me somethin'?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C83B7B, L_C83B5A) // $C83B5A L_C83B5A: newline "•Then stay right there where you're too short to see a thing!" end // $C83B7B L_C83B7B: "•So, what do I get?" call(SUB_SelectInventoryItem) pause(60) newline goto_false(L_C83B5A) store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_C83C2D) "•Are you sure?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C83BFC, L_C83BC3) // $C83BC3 L_C83BC3: "•If you don't want to give me somethin'," next "•don't say you're gonna give me somethin'..." next goto(L_C83B7B) // $C83BFC L_C83BFC: load_registers take_slot(argument, 0) sound(118) pause(1) "•All right, take my place." wait set(TEMP_2) call(L_C8982A) eob // $C83C1E L_C83C1E: "•All right, take my place." end // $C83C2D L_C83C2D: "•Give me somethin' that makes me really happy!" next "•And do it in a nice way!" end // $C83C5D L_C83C5D: "•Don't you feel better since you had the chance to talk with your friend?" next "•I helped you find him." end // $C83C94 Npc0957: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C83CC8) "•Oh, no no no.{pause(20)} I don't want to go like that." next "•I'm glad it wasn't me." end // $C83CC8 L_C83CC8: "•Is that man going to... to...?" end // $C83CDD Npc0958: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C83CF9) "•He doesn't look like a nice man." end // $C83CF9 L_C83CF9: "•He stared right at me..." next "•Ooo... it was scary!" end // $C83D18 Npc0936: call(L_C5D43D) eob // $C83D1E Npc0959: call(L_C5D44F) eob // $C83D24 Npc0995: goto_ifset(CONQUERED_SANCTUARY_5, L_C7C588) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the fifth “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C68425) goto_true(L_C683DE) delete_npc(995, 8) pause(120) set(CONQUERED_SANCTUARY_5) eob // $C83D9E Npc0961: goto_ifset(GOT_DIAMOND, L_C83E3C) "•What happened to those guys digging for the buried gold?" next "•If they found the gold, it would be worth a huge amount of money." next "•They'd be able to pay off a million dollar debt very easily." next "•If I were them, I'd go to Japan and live it up!" end // $C83E3C L_C83E3C: "•I heard they couldn't find the buried gold." next "•Those guys worked really hard,{pause(15)} but all they got was a diamond!" end // $C83E7F Npc0962: "•I wonder why the department store's closed." end // $C83E97 Npc0963: "•When Monotoli became the owner," next "•this department store began having strange happenings." end // $C83ECD Npc0964: "•I heard the department store finally re-opened." next "•Hope they have a boffo sale." end // $C83EFD Npc0965: "•Behind this wall, things seem very strange." next "•I feel like this isn't my place..." next "•Maybe it's your place." end // $C83F3C Npc0966: "•The boy stuck to the wall... may be a Peeping Tom." end // $C83F5F Npc0904: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C83FAF) "•(You were wandering around the warehouse with a vacant, far away look in your eyes." next "•Were you daydreaming?)" end // $C83FAF L_C83FAF: "•I'm lucky I'm a rat.{pause(20)} We have such easy lives..." end // $C83FCF Npc0860: "•Oh, {stat(NESS_NAME)}," next goto_ifset(PAULA_AT_HER_ROOM, L_C83FE6) "•{stat(PAULA_NAME)}..." next // $C83FE6 L_C83FE6: "•I'm Geldegarde Monotoli." next "•Don't you remember me?" next "•I returned this building to Mr. Enrich Flavor." next "•Now I'm working as an elevator man." next "•I'm very happy, and it's good to be alive." next "•I heard of your many successes.{pause(20)} Wonderful." end // $C84079 Npc0902: "•Wheeee!{pause(20)} Hic!" next "•{name(NESS)}." next "•Pokey left me, his own dad, and just disappeared." next "•If you see him, tell him that he should take better care of his father." next "•Don't tell my wife in Onett that I've been spending my time here." next "•Hic!{pause(15)} Wheeeee!" end // $C84111 Npc0851: "•I heard Venus made an appearance at the Runaway Five show." next "•I missed her 'cause I went to the bathroom." next "•I'll hate bathrooms for the rest of my life." end // $C84168 Npc0852: "•Oh, I can't see the Runaway Five here anymore...?" next "•I should dump this sorry excuse of a man and become a Runaway Five groupie." end // $C841B3 Npc0969: "•I'm very punctual about time and careful with money." next "•I don't look like it, though." end // $C841DE L_C841DE: goto_ifset(GIYGAS_DEFEATED, L_C842F6) goto_ifset(GOT_ALL_MELODIES, L_C842F3) goto_ifset(TENDA_VILLAGE_UNDERGROUND_OPEN, L_C842F0) goto_ifset(VISITED_DEEP_DARKNESS, L_C842ED) goto_ifset(GOT_HAWK_EYE, L_C842EA) goto_ifset(PYRAMID_OPEN, L_C842E7) goto_ifset(VISITED_SCARABA, L_C842E4) goto_ifset(POO_JOINS, L_C842E1) goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C842DE) goto_ifset(MANI_MANI_DEFEATED, L_C842DB) goto_ifset(DEPT_STORE_SPOOK_DEFEATED, L_C842D8) goto_ifset(FOURSIDE_DEPT_BLACKOUT, L_C842D5) goto_ifset(VISITED_FOURSIDE, L_C842D2) goto_ifset(MASTER_BELCH_DEFEATED, L_C842CF) goto_ifset(BOOGEY_TENT_DEFEATED, L_C842CC) goto_ifset(JEFF_STARTS_HIS_JOURNEY, L_C842C9) goto_ifset(ZOMBIE_CHICK_OUTSIDE_HOTEL, L_C842C6) goto_ifset(VISITED_THREED, L_C842C3) goto_ifset(GOT_WAD_OF_BILLS, L_C842C0) goto_ifset(PAULA_JOINS, L_C842BD) goto_ifset(CARPAINTER_DEFEATED, L_C842BA) goto_ifset(GOT_FRANKLIN_BADGE, L_C842B7) goto_ifset(PAULAS_DAD_OUTSIDE, L_C842B4) goto_ifset(PATH_TO_TWOSON_OPEN, L_C842B1) goto_ifset(GOT_MELODY_GIANT_STEP, L_C842AE) goto_ifset(GOT_KEY_TO_SHACK, L_C842AB) goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C842A8) goto_ifset(SHARK_GUARDING_FRANK_DEFEATED, L_C842A5) counter(1) eob // $C842A5 L_C842A5: counter(2) eob // $C842A8 L_C842A8: counter(3) eob // $C842AB L_C842AB: counter(4) eob // $C842AE L_C842AE: counter(5) eob // $C842B1 L_C842B1: counter(6) eob // $C842B4 L_C842B4: counter(7) eob // $C842B7 L_C842B7: counter(8) eob // $C842BA L_C842BA: counter(9) eob // $C842BD L_C842BD: counter(10) eob // $C842C0 L_C842C0: counter(11) eob // $C842C3 L_C842C3: counter(12) eob // $C842C6 L_C842C6: counter(13) eob // $C842C9 L_C842C9: counter(14) eob // $C842CC L_C842CC: counter(15) eob // $C842CF L_C842CF: counter(16) eob // $C842D2 L_C842D2: counter(17) eob // $C842D5 L_C842D5: counter(18) eob // $C842D8 L_C842D8: counter(19) eob // $C842DB L_C842DB: counter(20) eob // $C842DE L_C842DE: counter(21) eob // $C842E1 L_C842E1: counter(22) eob // $C842E4 L_C842E4: counter(23) eob // $C842E7 L_C842E7: counter(24) eob // $C842EA L_C842EA: counter(25) eob // $C842ED L_C842ED: counter(26) eob // $C842F0 L_C842F0: counter(27) eob // $C842F3 L_C842F3: counter(28) eob // $C842F6 L_C842F6: counter(29) eob // $C842F9 Npc0064: call(L_C841DE) ctoarg swap switch_call(L_C843F6, L_C8442C, L_C8444C, L_C84485, L_C844BD, L_C844EA, L_C84525, L_C8455F, L_C84608, L_C84657, L_C84693, L_C84693, L_C84693, L_C84693, L_C84693, L_C846B6, L_C846B6, L_C846FC, L_C84728, L_C8474D, L_C8477F, L_C847E6, L_C8481A, L_C8484C, L_C848A4, L_C848DB, L_C84930, L_C84973, L_C849AA) eob // $C8437A L_C8437A: "•Good morning!" linebreak " Here's your free copy of the morning newspaper!" next eob // $C843A7 L_C843A7: "•Here's today's headlines in the Onett Times..." next eob // $C843C8 L_C843C8: "•There's an advertisement in today's Onett Times that looks interesting." next eob // $C843F6 L_C843F6: call(L_C8437A) call(L_C843A7) "•“Mysterious meteorite north of Onett still burning brightly”" end // $C8442C L_C8442C: call(L_C8437A) call(L_C843A7) "•“Road to Twoson still closed”" end // $C8444C L_C8444C: call(L_C8437A) call(L_C843A7) "•“Complaints about Sharks gang suddenly melt into thin air”" end // $C84485 L_C84485: call(L_C8437A) call(L_C843A7) "•“Mayor of Onett teaches Sharks a lesson, brings peace to Onett”" end // $C844BD L_C844BD: call(L_C8437A) call(L_C843A7) "•“Tamer of the Sharks actually a boy in a red cap!”" end // $C844EA L_C844EA: call(L_C8437A) call(L_C843A7) "•“Many citizens of Onett suffer due to crooked real estate agents”" end // $C84525 L_C84525: call(L_C8437A) call(L_C843A7) "•“Girl named {stat(PAULA_NAME)} listed as missing in neighboring town of Twoson”" end // $C8455F L_C8455F: call(L_C8437A) "•Yes... the Onett Times... Uhhh..." next "•Well, {pause(10)} I made a mistake and brought you a newspaper called OnettStar on accident." next "•Let me read you the headline anyway..." next "•“So called Mr. Leader Guy running for mayor of Onett”" next "•Well,{pause(10)} that's OnettStar for you." end // $C84608 L_C84608: call(L_C8437A) call(L_C843C8) "•“Isn't it about time for a fantastic vacation to the dream resort of Summers?" next "•Someday, we'll see you there...”" end // $C84657 L_C84657: call(L_C8437A) call(L_C843A7) "•“Twoson kidnap victim {stat(PAULA_NAME)} rescued by local Onett hero {name(NESS)}”" end // $C84693 L_C84693: call(L_C8437A) call(L_C843A7) "•“Situation in the town of Threed is dire”" end // $C846B6 L_C846B6: call(L_C8437A) call(L_C843C8) "•“Even our clerks get lost in the store!" next "•The world's largest department store, the Fourside Grand”" end // $C846FC L_C846FC: call(L_C8437A) call(L_C843A7) "•“Meteorite north of Onett still burning hot”" end // $C84728 L_C84728: call(L_C8437A) "•...{pause(10)}Oh,{pause(10)} there's no issue today... sorry." end // $C8474D L_C8474D: call(L_C8437A) call(L_C843A7) "•“{stat(FAVORITE_FOOD)} found to be major source of nutrition and energy”" end // $C8477F L_C8477F: call(L_C8437A) call(L_C843C8) "•“Exotic atmosphere!" linebreak " Historical sites!" next "•Come to the glorious jewel named Scaraba!" next "•Scaraba Tourist Association”" end // $C847E6 L_C847E6: call(L_C8437A) call(L_C843A7) "•“Onett Police chief still not through playing EarthBound!”" end // $C8481A L_C8481A: call(L_C8437A) call(L_C843A7) "•“Prince {name(POO)} of Dalaam traveling incognito to Onett?”" end // $C8484C L_C8484C: call(L_C8437A) call(L_C843C8) "•“Even a seasoned world traveler enjoys staying here." next "•Hotel Onett in lovely downtown Onett.”" next "•...Hey, this is our ad!" end // $C848A4 L_C848A4: call(L_C8437A) call(L_C843A7) "•“International news: Pyramid in Scaraba vandalized”" end // $C848DB L_C848DB: call(L_C8437A) call(L_C843A7) "•“Onett Library facing crisis" next "•Many book borrowers giving library books away or never returning them”" end // $C84930 L_C84930: call(L_C8437A) call(L_C843A7) "•“Local survey shows most popular career among kids in Onett is adventurer”" end // $C84973 L_C84973: call(L_C8437A) call(L_C843A7) "•“Meteorite landing in north Onett finally beginning to cool off”" end // $C849AA L_C849AA: call(L_C8437A) call(L_C843A7) "•“Onett police chief finishes EarthBound, asks, “Where is the sequel?”" end // $C849ED Npc0260: call(L_C841DE) ctoarg swap switch_call(L_C84AAD, L_C84AAD, L_C84AAD, L_C84AAD, L_C84AAD, L_C84AAD, L_C84AD7, L_C84B3F, L_C84B5E, L_C84BBB, L_C84BEE, L_C84BEE, L_C84BEE, L_C84BEE, L_C84BEE, L_C84C1B, L_C84C1B, L_C84CAC, L_C84CFA, L_C84D38, L_C84D6B, L_C84D9C, L_C84DBC, L_C84DEB, L_C84E1F, L_C84E64, L_C84F19, L_C84F55, L_C84F98) eob // $C84A6E L_C84A6E: "•How about reading the newspaper before you go?" next eob // $C84A8A L_C84A8A: "•Here is this morning's Twoson Tribune headline..." next eob // $C84AAD L_C84AAD: call(L_C84A6E) call(L_C84A8A) "•“Ghosts found to inhabit tunnel to Threed”" end // $C84AD7 L_C84AD7: call(L_C84A6E) call(L_C84A8A) "•“The brave local hero named {name(NESS)} who broke up the Sharks has left Onett." next "•Reports that the Mayor stopped the Sharks have been proven to be false”" end // $C84B3F L_C84B3F: call(L_C84A6E) call(L_C84A8A) "•“Missing girl still not found”" end // $C84B5E L_C84B5E: call(L_C84A6E) call(L_C84A8A) "•“Regarding Mr. Carpainter" linebreak " Follower states Happy Happyism is wrong" next "•Follower claims temporary insanity...”" end // $C84BBB L_C84BBB: call(L_C84A6E) call(L_C84A8A) "•“{name(PAULA)} found safe!" linebreak " Parents delighted to have her back”" end // $C84BEE L_C84BEE: call(L_C84A6E) call(L_C84A8A) "•“Ghosts continue to inhabit tunnel to Threed”" end // $C84C1B L_C84C1B: call(L_C84A6E) "•This morning's Twoson Tribune..." next "•...Ooops! My mistake... I brought the TwosonStar newspaper instead..." next "•Well, let me read this anyway..." next "•“Tessie in Lake Tess is cousin of Nessie”" next "•...That's about it." end // $C84CAC L_C84CAC: call(L_C84A6E) call(L_C84A8A) "•“Explosion heard recently caused by unknown craft crashing" next "•into the graveyard in Threed”" end // $C84CFA L_C84CFA: call(L_C84A6E) call(L_C84A8A) "•“Runaway Five present popular show at the Topolla Theater" next "•in downtown Fourside”" end // $C84D38 L_C84D38: call(L_C84A6E) call(L_C84A8A) "•“Everdred, Burglin Park crime boss, missing”" end // $C84D6B L_C84D6B: call(L_C84A6E) call(L_C84A8A) "•“Runaway Five's debut release sells out in minutes”" end // $C84D9C L_C84D9C: call(L_C84A6E) "•...There was no morning edition today..." end // $C84DBC L_C84DBC: call(L_C84A6E) call(L_C84A8A) "•“Prince {name(POO)} of Dalaam secretly visiting Twoson?”" end // $C84DEB L_C84DEB: call(L_C84A6E) call(L_C84A8A) "•“Former Happy Happyism followers claim to have been naive”" end // $C84E1F L_C84E1F: call(L_C84A6E) call(L_C84A8A) "•“You! With the controller in your hand! Have you been getting enough sleep lately?”" end // $C84E64 L_C84E64: call(L_C84A6E) "•There's an interesting advertisement in today's Twoson Tribune." next "•“Are you shy? Do you have trouble talking to people you don't know?" next "•If so, the book “Overcoming Shyness” is your self-help guide to becoming more outgoing." next "•This title is now available at your local bookstore or library.”" end // $C84F19 L_C84F19: call(L_C84A6E) call(L_C84A8A) "•“In Twoson, Nintendo's eight-bit system, the NES, makes a comeback!”" end // $C84F55 L_C84F55: call(L_C84A6E) call(L_C84A8A) "•“Onett Times a better newspaper than we imagined here at the Twoson Tribune”" end // $C84F98 L_C84F98: call(L_C84A6E) call(L_C84A8A) "•“Monsters disappear!" linebreak " Animals calm down!" linebreak " The town is at peace!”" end // $C84FD8 Npc0490: call(L_C841DE) ctoarg swap switch_call(L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C850FF, L_C8514F, L_C8519E, L_C851E9, L_C8522F, L_C85291, L_C852F0, L_C8533A, L_C85370, L_C853B0, L_C8544C, L_C8549D, L_C854CC, L_C85507, L_C85548, L_C855D4, L_C85610, L_C85651) eob // $C85059 L_C85059: "•S... sir...?" linebreak eob // $C85065 L_C85065: "•The guest's newspapers that were delivered to the hotel today..." next "•are different than normal." next "•The paper is called the Zombie Herald..." next "•I'm scared, but let me tell you what is in it..." next eob // $C850D8 L_C850D8: "•Good Morning!!" next eob // $C850E6 L_C850E6: "•Here's your copy of the Threed Journal." next eob // $C850FF L_C850FF: call(L_C85059) " Are you going out?" next call(L_C85065) "•“Destroy the humans!" next "•Hold the town for our glory, and for the glory of our master!”" end // $C8514F L_C8514F: call(L_C85059) " The weather for today is dark and gloomy." next call(L_C85065) "•“Today's weather: thick, gray clouds all day”" linebreak end // $C8519E L_C8519E: call(L_C85059) " Oh, you got up early today." next call(L_C85065) "•“Two human kids escape by somehow opening their cage”" end // $C851E9 L_C851E9: call(L_C85059) " You're working hard, even though you're young." next call(L_C85065) "•“Boogey Tent falls! Young human to blame!”" end // $C8522F L_C8522F: call(L_C850D8) "•The pride of the Threed publishing community," next "•the Threed Journal, is back with a vengeance!" next "•“Zombies vanquished!" linebreak " Tunnel now open!”" end // $C85291 L_C85291: call(L_C850D8) call(L_C850E6) "•“Tessie exists, eyewitnesses report!" next "•But Tessie Watching Society member forgets to put film in his camera!”" end // $C852F0 L_C852F0: call(L_C850D8) call(L_C850E6) "•“Department store panic!" next "•Blackout hits popular department store in broad daylight”" end // $C8533A L_C8533A: call(L_C850D8) call(L_C850E6) "•“Someone working to fix machine left in hole at the Threed graveyard”" end // $C85370 L_C85370: call(L_C850D8) call(L_C850E6) "•“{name(NESS)} and company save Threed" next "•confirms chief of Zombie Relief Corps”" end // $C853B0 L_C853B0: call(L_C850D8) "•This morning's Threed Journal headlines read like this..." next "•Uhh, I made a mistake and brought the ThreedStar by accident..." next "•Well, let me read it to you anyway..." next "•“Zombie gives birth to hawk child”" next "•Heh, heh, heh... yeah, right..." end // $C8544C L_C8544C: call(L_C850D8) call(L_C850E6) "•“Supernatural powers do not exist" next "•Human beings cannot use teleportation states university professor”" end // $C8549D L_C8549D: call(L_C850D8) call(L_C850E6) "•“Prince {name(POO)} of Dalaam secretly visiting Threed?”" end // $C854CC L_C854CC: call(L_C850D8) call(L_C850E6) "•“Zombie prison warden states inmates believe Our Nest is Best”" end // $C85507 L_C85507: call(L_C850D8) call(L_C850E6) "•“Pyramid mysteriously opens in distant Scaraba." linebreak "•Is this a good portent?”" end // $C85548 L_C85548: call(L_C850D8) "•Here's an interesting advertisement in today's Threed Journal..." next "•“Morning newspapers brought to your room by a handsome, friendly bellboy." next "•Threed Sunset Hotel”" next "•...Uhhh ...hey! ...this is our ad!" end // $C855D4 L_C855D4: call(L_C850D8) "•Here's today's Threed Journal!..." next "•Uh... whoops... there is no edition today..." end // $C85610 L_C85610: call(L_C850D8) call(L_C850E6) "•“The Twoson Tribune, the neighboring town's newspaper, also woth reading”" end // $C85651 L_C85651: call(L_C850D8) call(L_C850E6) "•“{name(NESS)} and friends made honorary citizens!”" end // $C8567B Npc0895: call(L_C841DE) ctoarg swap switch_call(L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85767, L_C85791, L_C857BB, L_C8581B, L_C858BA, L_C858F0, L_C85985, L_C859B5, L_C85A11, L_C85A6C, L_C85AD8, L_C85B55, L_C85BAB) eob // $C856FC L_C856FC: "•Good morning!" next "•This is a unique service, exclusive to our hotel only!" next "•I'm here to read you today's headline." next eob // $C8574A L_C8574A: "•On the front page of the Fourside Post..." next eob // $C85767 L_C85767: call(L_C856FC) call(L_C8574A) "•“Over 70% of Fourside citizens support Monotoli”" end // $C85791 L_C85791: call(L_C856FC) call(L_C8574A) "•“Over 80% of Fourside citizens support Monotoli”" end // $C857BB L_C857BB: call(L_C856FC) call(L_C8574A) "•“Over 90% of Fourside citizens support Monotoli”" next "•Then on page 17, " next "•“Mysterious department store blackout caused by mouse”" end // $C8581B L_C8581B: call(L_C856FC) call(L_C8574A) "•“Over 50% of Fourside citizens now support Anti-Monotoli campaign”" next "•And on page 23 of the Fourside Post." next "•“Lonely demise in the city. Long-haired man with beard," next "•sunglasses and aloha shirt found in street”" end // $C858BA L_C858BA: call(L_C856FC) call(L_C8574A) "•“Famed Mr. Monotoli leaves Fourside. States he is going on a trip”" end // $C858F0 L_C858F0: call(L_C856FC) " The Fourside Post says..." next "•Yoicks! I made a mistake and brought a newspaper called FoursideStar." next "•Let me read this anyway..." next "•“Lucky of the Runaway Five found to have been in state House of Representatives”" next "•...That's got to be a lie..." end // $C85985 L_C85985: call(L_C856FC) call(L_C8574A) "•“Prince {name(POO)} of Dalaam visiting Fourside in secret?”" end // $C859B5 L_C859B5: call(L_C856FC) " On page 25 of the Fourside Post..." next "•“Venus becomes toast of Fourside Autograph hunters creating problems for famed singer”" end // $C85A11 L_C85A11: call(L_C856FC) " On page 3 of the Fourside Post..." next "•“Criminal activity in Scaraba?" next "•Sacred treasure of pyramid, the {itemname(HAWK_EYE)} stolen”" end // $C85A6C L_C85A6C: call(L_C856FC) " Here's an advertisement in today's Fourside Post." next "•“Higher than everywhere else!" linebreak " (That's height, not price)" linebreak " Monotoli Grand Hotel”" next "•Hey! That's our hotel!" end // $C85AD8 L_C85AD8: call(L_C856FC) " On page 13 of the Fourside Post..." next "•“Newspaper reading by bellboys is not exclusive to Fourside only" next "•Do not be taken in by bellboys just looking for a tip”" next "•...I'm so ashamed..." end // $C85B55 L_C85B55: call(L_C856FC) call(L_C8574A) "•“The best newspaper of all the others" next "•Everyone reads the Fourside Post each morning”" next "•...Is this the page one headline?" end // $C85BAB L_C85BAB: call(L_C856FC) call(L_C8574A) "•“Megalopolis Fourside to have another busy day”" end // $C85BD4 Npc1019: call(L_C841DE) ctoarg swap switch_call(L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85C99, L_C85CD3, L_C85D13, L_C85D45, L_C85DE3, L_C85E27, L_C85E65, L_C85EB1, L_C85F32) eob // $C85C55 L_C85C55: "•Ah, sir..." linebreak " Are you already on your way to the beach?" next eob // $C85C76 L_C85C76: "•Here is this morning's headlines from the Daily Summers..." next eob // $C85C99 L_C85C99: call(L_C85C55) call(L_C85C76) "•“People reported missing one after another in our sister city Winters”" end // $C85CD3 L_C85CD3: call(L_C85C55) call(L_C85C76) "•“Yesterday the same as the day before yesterday" next "•Today to be the same as yesterday”" end // $C85D13 L_C85D13: call(L_C85C55) call(L_C85C76) "•“Prince {name(POO)} of Dalaam visiting Summers secretly?”" end // $C85D45 L_C85D45: call(L_C85C55) "•Today's Daily Summers says..." next "•Ooo la la,{pause(10)} I brought the wrong paper by mistake. It is the Summer Inquirerer" next "•Listen to this headline..." next "•“Huge rat found living in sewer system”" next "•...I really do not think so..." end // $C85DE3 L_C85DE3: call(L_C85C55) call(L_C85C76) "•“Intruders in Scaraba Pyramid!{pause(10)} Summers remains a peaceful paradise”" end // $C85E27 L_C85E27: call(L_C85C55) call(L_C85C76) "•“Breeze blew through the palm trees last night”" next "•...{pause(10)} This is big news here." end // $C85E65 L_C85E65: call(L_C85C55) call(L_C85C76) "•“Kraken Fin makes a beautiful soup!" next "•New gourmet dish makes big waves at the beach”" end // $C85EB1 L_C85EB1: call(L_C85C55) "•There's a great advertisement in this morning's Daily Summers" next "•“Stop doing anything complicated." next "•Forget about solving mysteries and completing stages!" next "•Welcome to the easy life in Summers!”" end // $C85F32 L_C85F32: call(L_C85C55) call(L_C85C76) "•“Yesterday was the same as the day before yesterday" next "•Today will be the same as yesterday”" end // $C85F76 Npc1126: call(L_C841DE) ctoarg swap switch_call(L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86059, L_C86088, L_C860B9, L_C860E4, L_C86112, L_C86147, L_C86186) eob // $C85FF7 L_C85FF7: "•Good morning, good sir!" next "•Please allow me to read to you from the local newspaper," next "•the Scaraba Papyrus..." next eob // $C8603C L_C8603C: "•...{pause(10)}Well ...there is some news here about..." end // $C86059 L_C86059: call(L_C85FF7) "•“Kraken, the evil sea monster, now gone forever!”" next call(L_C8603C) eob // $C86088 L_C86088: call(L_C85FF7) "•“Activity at pyramid the first in 300 years”" next call(L_C8603C) eob // $C860B9 L_C860B9: call(L_C85FF7) "•“{itemname(HAWK_EYE)} stolen from the pyramid in the desert!”" next call(L_C8603C) eob // $C860E4 L_C860E4: call(L_C85FF7) "•“Mysterious moving tower sighted in desert!”" next call(L_C8603C) eob // $C86112 L_C86112: call(L_C85FF7) "•“Miraculous foreign children overwhelm Kraken!”" next call(L_C8603C) eob // $C86147 L_C86147: call(L_C85FF7) "•“Children who dash then disappear sighted, but only for an instant”" next call(L_C8603C) eob // $C86186 L_C86186: call(L_C85FF7) "•“Terrible sound recently heard" next "•Possibly the sound of evil being destroyed beyond our time and space”" next call(L_C8603C) eob // $C861DD Npc1373: "•Good morn...{pause(10)} Uhhh... not morning.{pause(10)}" next "•Here{pause(5)} in Moonside, it's always the middle of the night." next "•This is a headline from tonight's Moonside Press..." next "•“Mani Mani is {pause(10)} always Mani Mani {pause(10)} at Mani Mani with all {pause(10)} Mani Mani {pause(10)} Mani”" end // $C86279 Npc0198: goto_ifset(GOT_METEORITE_PIECE, L_C86320) goto_ifset(QUEST_TO_ZEXONYTE, L_C862B8) "•(Caution!{pause(30)} There are still lots of fires burning here and there.{pause(20)} It's HOT!)" end // $C862B8 L_C862B8: "•There is something shiny that you can reach." next "•Do you want to try and get it?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C862F8, L_C862F7) // $C862F7 L_C862F7: eob // $C862F8 L_C862F8: notfull(any) goto_false(L_C86311) give_return_slot(result, METEORITE_PIECE) store_registers_global call(SUB_KeyItemGet) set(GOT_METEORITE_PIECE) end // $C86311 L_C86311: "•You don't have any more space." end // $C86320 L_C86320: "•(Seems like a big meteorite landed here not too long ago.)" end // $C8634C L_C8634C: "•Even if you're poor, come and see how easy it is to own a luxurious second home!" next "•“Beak Point Real Estate”" end // $C86399 L_C86399: "•“Bush Hospital”" next "•The best hospital care in Onett!{pause(15)} We put our life into operating on you!" end // $C863DA L_C863DA: "•(The flowers in the garden are representative of those in your heart." next "•Treat them both nice.)" end // $C86419 L_C86419: "•Traveling entertainer's shack." end // $C86431 L_C86431: "•“Giant Step”" next "•North, at the top of the mountain" linebreak " Danger! Do Not Enter!" end // $C86467 L_C86467: "•Onett City Hall" end // $C86477 L_C86477: "•Road to Twoson." end // $C86483 L_C86483: "•Mom's really cooking now. “Down Home Burgers”" end // $C864A7 L_C864A7: "•Break the course of violence. Don't break the wind of change." next "•“Fresh Breeze Movement”" end // $C864E6 L_C864E6: "•“Onett Public Library”{pause(20)}" linebreak " Use the library more!" end // $C86511 L_C86511: "•South to the" linebreak " suburbs of Onett." end // $C8652A L_C8652A: "•Don't wander this far away from town." linebreak " “Fresh Breeze Movement”" end // $C86554 L_C86554: "•Welcome to Happy Happy Village!" end // $C86568 L_C86568: "•“Meager Livin' Farm”" linebreak " (Lodgings available)" end // $C86591 L_C86591: "•“Entrance to Burglin Park”" next "•No admittance to good kids or police officers." end // $C865CB L_C865CB: "•Twoson--" linebreak " we got this name because we weren't first." end // $C865F3 L_C865F3: "•If you see a suspicious fellow,{pause(15)} just pretend not to see him." end // $C8661B L_C8661B: "•If you have time to read this, go to the Chaos Theater immediately." end // $C86646 L_C86646: "•“Secret Entrance to Burglin Park”" end // $C86663 L_C86663: "•Are you happy now?{pause(20)}" linebreak " “Happy Happy Religious Group”" end // $C86689 L_C86689: "•“Two-Three Tunnel”{pause(20)}" linebreak " To the town of Threed." end // $C866AB Npc0365: "•(Home of Orange Kid, inventor)" end // $C866C4 Npc0361: "•(Home of Apple Kid, inventor)" end // $C866DD L_C866DD: " “Hint Shop Realization”" end // $C866F3 L_C866F3: "•(This Bulletin Board" linebreak " greets you this evening." linebreak " All is well, Good Night.)" end // $C8672B L_C8672B: end // $C8672D L_C8672D: "•(Want to escape to the Beach?{pause(15)} If this is your big dream..." next "•Come to Carrillon Beach in Summers!{pause(20)}" linebreak " Summers Tourism Bureau.)" end // $C86787 L_C86787: "•If you miss a nice, cozy bed, walk to the west... We're right there!" next "•“Threed Sunset Hotel”" end // $C867C5 L_C867C5: "•(“Horses say “neigh,” but the Hint Shop says “yea” to giving you a hint.”" next "•Eagleland Hint Union)" end // $C86813 L_C86813: "•No pitching of tents in this area without permission." end // $C8683D L_C8683D: get_char(1) swap "•{name(argument)} checked the drawers." next goto_ifset(GOT_INSIGNIFICANT_ITEM, L_C8688E) get_char(1) swap "•There was a {itemname(INSIGNIFICANT_ITEM)} in the drawer." next notfull(any) goto_false(L_C8689C) give_return_slot(result, INSIGNIFICANT_ITEM) call(SUB_ItemGet) set(GOT_INSIGNIFICANT_ITEM) end // $C8688E L_C8688E: "•But there was nothing." end // $C8689C L_C8689C: "•But you don't have any more space." end // $C868AD L_C868AD: "•(There is lots of junk like this bulletin board at the junk shop “Busted Up,”" next "•located in the back alley of the department store.)" end // $C86900 L_C86900: "•(Planning Meeting for EarthBound 2." next "•Only those who are related to this project are allowed to enter." next "•APE Software Development Team)" end // $C86961 L_C86961: "•First Floor “Fourside Bakery”" next "•Second Floor “2F of the Bakery”" end // $C86995 L_C86995: "•(I can sense..." linebreak " that... you have a controller... in your... hands...)" end // $C869BE L_C869BE: "•Hey! It's Magicant!" end // $C869CB L_C869CB: "•Come on in to Magicant!" end // $C869DD L_C869DD: "•Scaraba Cultural Museum" next "•(Hieroglyph exhibition currently under re-construction.)" end // $C86A25 L_C86A25: "•(Recently, a strange fellow has been wandering around this hospital saying" next "•he can cure you of the afflictions that we can't treat." next "•Please be informed that he has no connection to the hospital." next "•Fourside Hospital Management)" end // $C86AB2 L_C86AB2: eob // $C86AB3 L_C86AB3: "•This is not a hotel." linebreak " Staying for the night is not permitted." end // $C86AD7 L_C86AD7: "•(Aren't you stuck?{pause(20)} If you want a hint, come and get it!" next "•Eagleland Hint Union)" end // $C86B10 L_C86B10: "•(“Tombstone Blow-out Sale”" linebreak " We have a special discount" next "•for those who have passed on in this hospital." next "•What would you like written on your tombstone?" next "•Onett Hospital Surgery Team)" end // $C86B8F L_C86B8F: "•(“Members needed”" linebreak " Popular Music Club." next "•Those who have a guitar, bass or drums, apply now." next "•Caracas Cathedral," linebreak " Napalm wound," linebreak " Minky Cadillac," next "•Sun Bunnies," linebreak " the Creeps," next "•Run Around TownKinky Kids," linebreak " Bjork," next "•Takashi Hosokawa" linebreak " or Horenso." next "•We welcome anyone who likes to listen to these bands." next "•Only serious, mature fans need apply." next "•Please contact Lou." end // $C86CB4 L_C86CB4: "•(Relax, take it easy!" linebreak " It's all in your head..." next "•A healthy mind is a healthy body.)" end // $C86CF4 L_C86CF4: "•(There is a well-known theory that if you are bitten by zombies," next "•bite back and you can recover." next "•Of course, there is no scientific evidence to support this theory.)" end // $C86D59 L_C86D59: "•(To recover or not depends on luck." next "•Believe in your luck. Believe your doctor also." next "•The Doctor believes in his luck.)" end // $C86DA8 L_C86DA8: "•(Dinosaur bones believed to be from southern Scaraba." next "•Don't ask for any details." linebreak " Our research is continuing.)" end // $C86DFB L_C86DFB: goto_ifset(MANI_MANI_DEFEATED, L_C86E2F) goto_ifset(TALKED_TO_DYING_EVERDRED, L_C86E14) "•No problem here." end // $C86E14 L_C86E14: call(SUB_CancelTimedEvents) get_char(1) swap "•?{pause(30)}?{pause(30)}?" wait wait warp(153) set_respawn_point(0) eob // $C86E2F L_C86E2F: "•No problem here." wait set_respawn_point(5) eob // $C86E3D L_C86E3D: counter(4) call(CHECK_PMemberIncapacitated) goto_true(L_C8709D) goto_ifset(GIYGAS_DEFEATED, L_C870A4) goto_ifset(POO_LEARNING_STARSTORM, L_C8709D) // $C86E58 L_C86E58: "•({stat(POO_NAME)} read the Hieroglyphs!)" next "•“To fight against the invaders, we built this pyramid fortress." next "•However, our efforts were futile, and we lost." next "•Nonetheless, our pyramid was protected by the gods of Scaraba." next "•The invaders will be reborn every millennium and will attack again." next "•Even now, the invaders hide beyond space and time and build their evil stronghold." next "•A place out of time is beyond the Dark, and is even farther beyond the Lost Underworld." next "•The Deep Darkness is shrouded, it is without light." next "•Only one with the {itemname(HAWK_EYE)} can pierce the dark." next "•The Sphinx now watches over everything," next "•waiting for the coming of a truly brave hero." next "• #" linebreak " 4 3" linebreak " 2 5" next "•Dance in front of the Sphinx!”" goto_ifset(READ_HIEROGLYPHS, L_C87099) prompt2 window_closeall pause(120) show_char_emote(POO, LIGHTBULB) pause(10) get_dir_from_char(NESS, PMEMBER, POO) char_direction(NESS, 0) get_dir_from_char(PAULA, PMEMBER, POO) char_direction(PAULA, 0) get_dir_from_char(JEFF, PMEMBER, POO) char_direction(JEFF, 0) pause(50) delete_char_emote(POO) pause(30) window_open(1) get_char(1) rtoarg "•{name(argument)}! Let's go to Scaraba.{pause(15)} The pyramid is the key!" wait set(READ_HIEROGLYPHS) enable_hotspot(1, 49, L_C8AC6F) eob // $C87099 L_C87099: end // $C8709B L_C8709B: end // $C8709D L_C8709D: goto_ifset(MASTER_BARF_DEFEATED, L_C86E58) // $C870A4 L_C870A4: "•(This set of hieroglyphs is believed to have been made around 4000 B.C." next "•No one has ever understood the contents" next "•because it's written in an unusual style with unusual characters." next "•Won't you come closer and try to solve the puzzle of the ancient stone tablets?)" end // $C87155 L_C87155: "•(Ram Raisin the fifth's training pot.)" end // $C87176 L_C87176: "•(Ram Raisin the fourth's casket.)" end // $C87194 L_C87194: "•(Ram Raisin the third's casket.)" end // $C871B2 L_C871B2: "•(Toten Karmen's lunch box.)" end // $C871CD L_C871CD: "•(Toten Karmen's pencil box.)" end // $C871E9 L_C871E9: "•(Toten Karmen's casket.)" end // $C87202 L_C87202: goto_ifset(GOT_HAWK_EYE, L_C9992F) goto_ifset(PYRAMID_OPEN, L_C87280) goto_ifset(READ_HIEROGLYPHS, L_C87220) window_open(1) "•....." wait window_closeall eob // $C87220 L_C87220: window_open(1) "•Are you a thief, a warrior, or one who has come to see my majesty?" next "•You must decide what you really are. Therefore, what will you do?" wait window_closeall set(TEMP_7) set(PYRAMID_DANCE_IN_PROGRESS) eob // $C87280 L_C87280: window_open(1) "•Warriors, enter now.{pause(20)}" linebreak " Search for the {itemname(HAWK_EYE)}." prompt2 window_closeall eob // $C872A6 L_C872A6: "•Broken down, old submarine. The yellow color is purely coincidental." next "• ...Brick Road" end // $C872E6 L_C872E6: "•Rusty Bicycle." linebreak " Rust is the perfect brake." next "• ...Brick Road" end // $C87313 L_C87313: "•Taxi with no engine." linebreak " Beautiful, even though the thing doesn't run." next "• ...Brick Road" end // $C8734B L_C8734B: "•Old Vehicle Collection." linebreak " This is my secret hobby." next "• ...Brick Road" end // $C8737F L_C8737F: "•I built a bulletin board without a message." next "• ...Brick Road" end // $C873AB L_C873AB: "•The grass is always greener on the other rope... I wonder why that is..." next "• ...Brick Road" end // $C873DD L_C873DD: "•I put out a bulletin board, but it's probably unnecessary." next "• ...Brick Road" end // $C87411 L_C87411: "•There is a useful item at the dead-end after you make quite a long walk." next "• ...Brick Road" end // $C87444 L_C87444: "•While you explore the dungeon, why don't you make a pit stop?" next "• ...Brick Road" end // $C87474 L_C87474: "•Don't be a slacker... If you work hard, you'll get good stuff." next "• ...Brick Road" end // $C874A2 L_C874A2: "•I couldn't agree more with the opinion on the left bill board." next "• ...Brick Road" end // $C874D4 L_C874D4: "•I set up a telephone line in the dungeon. I wonder if that's controversial." next "• ...Brick Road" end // $C87511 L_C87511: "•You have a long way to go. Getting some rest and relaxation may save you." next "• ...Brick Road" end // $C87546 L_C87546: "•Once a dungeon is built, monsters always start moving in." next "• ...Brick Road" end // $C8757D L_C8757D: "•Place an item at the dead end. You are free to take it whenever you want." next "• ...Brick Road" end // $C875B0 L_C875B0: "•Items that are easy to get to are usually disappointing." next "• ...Brick Road" end // $C875DB L_C875DB: "•It is a dungeon owner's obligation to hire a doctor and a nurse." next "• ...Brick Road" end // $C87617 L_C87617: "•Keep this board in mind." next "• ...Brick Road" end // $C87632 L_C87632: "•My statistics show about 70% of the people go to the right first." next "• ...Brick Road" end // $C87664 L_C87664: "•Your first goal is to reach the four ropes." next "• ...Brick Road" end // $C8768C L_C8768C: "•Even though you can't get up there now, you might be able to later." next "• ...Brick Road" end // $C876B6 L_C876B6: "•Welcome." linebreak " You are inside of my body." next "• ...Brick Road" end // $C876D6 L_C876D6: "•If you work hard, you don't have time to get burned." next "• ...Brick Road" end // $C876F9 L_C876F9: "•Learn from your mistakes." next "•Follow this, and you're bound to be successful in EarthBound." next "• ...Brick Road" end // $C8773B L_C8773B: "•You have a strong-looking body. Wouldn't you like to be a dungeon worker?" next "• ...Brick Road" end // $C8776E L_C8776E: "•There are lots of monsters up there, but don't stress out." next "• ...Brick Road" end // $C87798 L_C87798: "•Dungeon exploration is tough, but it's also fun." next "• ...Brick Road" end // $C877C4 L_C877C4: "•That's a hole down below. You don't have to worry about this for now." next "• ...Brick Road" end // $C877F1 L_C877F1: "•This is the second floor of my body." next "• ...Brick Road" end // $C87811 L_C87811: "•What's a dungeon? That is my eternal question." next "• ...Brick Road" end // $C8783F L_C8783F: "•There is an item at the dead end," next "•but I have been known to be wrong occasionally. Sorry." next "• ...Brick Road" end // $C87881 L_C87881: "•It smells like flowers here. If you can't smell it, your nose must be stuffy." next "• ...Brick Road" end // $C878B9 L_C878B9: "•This music is one of my greatest accomplishments." next "• ...Brick Road" end // $C878E2 L_C878E2: "•Inside the dungeon, flash photography is prohibited." next "• ...Brick Road" end // $C8791A L_C8791A: "•You are standing right around my belly button." next "• ...Brick Road" end // $C87941 L_C87941: "•This is the third floor of my body." next "• ...Brick Road" end // $C87961 L_C87961: "•“Mad Duck”" linebreak " They can be a nice pet if they stay far away." next "• ...Brick Road" end // $C87995 L_C87995: "•“Gruff Goat”" linebreak " They are a really gruff kind of goat." next "• ...Brick Road" end // $C879C5 L_C879C5: "•“Good job, you finally made it!”" next "•There is a board upstairs that says that." next "• ...Brick Road" end // $C879FE L_C879FE: "•Why don't you take a nice, little rest here?" next "• ...Brick Road" end // $C87A1D L_C87A1D: "•“Slimy Little Pile”" linebreak " He has a bad habit of burping." next "• ...Brick Road" end // $C87A50 L_C87A50: "•Good job," linebreak " you finally made it." next "• ...Brick Road" end // $C87A6F L_C87A6F: "•“Return Hole”" linebreak " Jump in with all your courage." next "• ...Brick Road" end // $C87A9A Npc0685: "•Welcome to my modest dungeon!" next "• ...Brick Road" end // $C87ABA Npc0686: "•Watch for falling materials!" next "• ...Brick Road" linebreak wait window_closeall goto_ifset(GOT_PHOTO_BRICK_ROAD_DUNGEON, L_C9992F) pause(60) call(L_C68851) eob // $C87AEB Npc0687: "•Way to go." linebreak " Please come back again." next "• ...Brick Road" end // $C87B0B L_C87B0B: "•(“Safety First”" linebreak " Don't get injured! Burp!)" end // $C87B33 L_C87B33: "•(Item shop here.)" end // $C87B40 Npc1267: "•(Hot Springs. Good all over)" end // $C87B56 L_C87B56: "•(Hotel here.)" end // $C87B60 L_C87B60: "•(Weird junk.)" end // $C87B70 L_C87B70: "•(Welcome to beautiful Onett, the wild flower of Eagleland.)" end // $C87B9E L_C87B9E: "•(Clean, quiet and beautiful Onett-- run by Mayor Pirkle...)" end // $C87BCF L_C87BCF: "•(If you have any trouble, consult your kind-hearted mayor!)" end // $C87BF5 L_C87BF5: "•(Good and Strong, the kids of Onett..." linebreak " B.H. Pirkle)" end // $C87C1D L_C87C1D: "•(The people of Onett are proud of B.H. Pirkle!" next "•The Mayor is proud of the people of Onett.)" end // $C87C57 L_C87C57: "•(Help Wanted - Policemen to close roads." linebreak " Onett Police Dept.)" end // $C87C8C L_C87C8C: "•(Twoson is different from Onett. We have Burglin Park.)" end // $C87CB8 L_C87CB8: "•(Tonight, the boogie is back!" linebreak " It's the Runaway Five's night!)" end // $C87CD9 L_C87CD9: "•(Do you play some sports? ...If you do, that's fine by us." next "•“Twoson Athletic Committee”`)" end // $C87D1F L_C87D1F: "•(I won't say anything to you adults," next "•but I would stress to you young kids, don't play for more than two hours." next "•Anything excessive is no good." next "•Parents Opposing Obsession Plan)" end // $C87D94 L_C87D94: "•There's graffiti here." next "•(...Just play it!)" end // $C87DB4 L_C87DB4: "•There's graffiti here." next "•(Software Development House where you can see Mt. Fuji - HAL Laboratory)" end // $C87DFF L_C87DFF: goto_ifset(GOT_SHYNESS_BOOK, L_C7C59E) goto_ifset(LEARNED_ABOUT_SHYNESS_BOOK, L_C87E13) call(L_C7C59E) eob // $C87E13 L_C87E13: "•(There are books other than “Overcoming shyness.”`)" end // $C87E37 L_C87E37: goto_ifset(GOT_SHYNESS_BOOK, L_C7C59E) goto_ifset(LEARNED_ABOUT_SHYNESS_BOOK, L_C87E4C) call(L_C7C59E) end // $C87E4C L_C87E4C: "•(You found the book" linebreak " “Overcoming Shyness”!)" next notfull(any) goto_false(L_C87E8E) give_return_slot(result, SHYNESS_BOOK) store_registers_global call(SUB_KeyItemGet) wait set(GOT_SHYNESS_BOOK) unset(EXIT_MOUSE_DISAGREEABLE) unset(SHYNESS_BOOK_AT_LIBRARY) eob // $C87E8E L_C87E8E: "•(But look, at this glorious moment you have no more room.)" next eob // $C87EB2 L_C87EB2: "•No problem here." eob // $C87EBC L_C87EBC: "•This is a gift from Dr. Andonuts. Be careful how you use it." next "• ...Brick Road" end // $C87EEE Npc1208: "•If you check into this bench, it's just like checking into a hotel." next "• ...Brick Road" end // $C88000 L_C88000: isset(BUBBLE_MONKEY_IN_PARTY) goto_false(L_C8807D) "•(The bubble monkey took a piece of bubble gum," next "•chewed it and started blowing.)" prompt2 window_closeall goto_ifset(NEAR_WINTERS_ROPE, L_C8824A) hide_char(BUBBLE_MONKEY, 6) create_sprite(49, 253, 1) wait_movement sound(14) delete_sprite(49, 6) create_sprite(50, 254, 1) create_sprite(344, 255, 1) wait_movement delete_sprite(50, 6) delete_sprite(344, 6) show_char(BUBBLE_MONKEY, 1) eob // $C8807D L_C8807D: get_char(1) rtoarg "•{name(argument)} chewed a piece of bubble gum,{pause(15)} but it wasn't as satisfying as food." end // $C880B9 L_C880B9: party_add(BUBBLE_MONKEY) hide_char(BUBBLE_MONKEY, 6) delete_npc(609, 6) create_sprite(49, 252, 1) wait_movement sound(14) delete_sprite(49, 6) create_sprite(50, 254, 1) create_sprite(344, 255, 1) wait_movement delete_sprite(344, 6) delete_sprite(50, 6) create_sprite(46, 49, 1) wait_movement delete_sprite(46, 6) show_char(BUBBLE_MONKEY, 1) eob // $C88103 L_C88103: disable_hotspot(2) set(ENEMY_SUPPRESS) set_oss_flag unfreeze_npc(655) unfreeze_npc(656) delete_sprite(46, 6) create_sprite(49, 252, 1) wait_movement delete_sprite(49, 6) create_sprite(50, 479, 1) wait_movement " " create_sprite(252, 480, 1) " " wait_movement " " unset(TEMP_2) delete_sprite(50, 6) create_sprite(46, 481, 1) wait_movement " " freeze_sprite(252) freeze_sprite(46) unset(LAKE_TESS_WIND_BLOWING) " " delete_npc(642, 6) delete_npc(643, 6) delete_npc(644, 6) delete_npc(654, 6) set_npc_movement(655, 491) set_npc_movement(656, 492) pause(120) unfreeze_sprite(46) unfreeze_sprite(252) wait_movement " " freeze_sprite(252) set(TESSIE_MUSIC) music_resume create_sprite(106, 483, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement " " set(TEMP_2) " {pause(60)}" unfreeze_sprite(252) " " freeze_char(JEFF) wait_movement " " freeze_sprite(252) set_sprite_movement(106, 484) " " unfreeze_char(JEFF) unset(TEMP_2) " " wait_movement unfocus_camera freeze_char(all) set_sprite_movement(46, 482) " " wait_movement delete_sprite(46, 6) show_char(BUBBLE_MONKEY, 1) pause(60) unfreeze_sprite(252) " " wait_movement create_sprite(371, 493, 1) create_sprite(371, 494, 1) wait_movement " " delete_sprite(252, 6) delete_npc(655, 6) delete_npc(656, 6) unset(flag 345) unset(ENEMY_SUPPRESS) call(MUSIC_SlowFadeOut) unset(TESSIE_MUSIC) music_resume set_respawn_point(6) set(TESSIE_EMERGES) reset_oss_flag eob // $C8824A L_C8824A: hide_char(BUBBLE_MONKEY, 6) create_sprite(49, 253, 1) wait_movement delete_sprite(49, 6) create_sprite(50, 261, 1) create_sprite(344, 255, 1) " " wait_movement set_sprite_movement(344, 262) " " wait_movement delete_sprite(50, 6) delete_sprite(344, 6) create_sprite(46, 263, 1) " " wait_movement delete_npc(677, 6) wait_movement delete_sprite(46, 6) create_sprite(47, 264, 1) wait_movement delete_sprite(47, 6) create_sprite(46, 265, 1) wait_movement delete_sprite(46, 6) show_char(BUBBLE_MONKEY, 1) unset(NEAR_WINTERS_ROPE) set(WINTERS_ROPE_LOWERED) eob // $C882BD L_C882BD: freeze_npc(632) " " char_direction(BUBBLE_MONKEY, 5) show_char_emote(BUBBLE_MONKEY, EXCLAMATION) pause(60) delete_char_emote(BUBBLE_MONKEY) window_open(1) "•Kye uki kukyi" linebreak " (Now she's my type...)" next "•Ki kukkyo uke" linebreak " (I think I'll ask her for a date!)" prompt2 window_closeall party_remove(BUBBLE_MONKEY) create_sprite(46, 285, 1) pause(4) unfreeze_npc(632) " " wait_movement unset(BUBBLE_MONKEY_IN_PARTY) eob // $C88332 L_C88332: set(ENEMY_SUPPRESS) set_oss_flag call(SUB_CancelTimedEvents) create_sprite(106, 145, 1) camera_focus_sprite(106) unfreeze_char(all) wait_movement hide_char(all, 6) call(MUSIC_SlowFadeOut) set(SKY_RUNNER_MUSIC) music_resume unfocus_camera freeze_char(all) set_npc_movement(615, 139) wait_movement goto_ifset(GOT_MELODY_RAINY_CIRCLE, L_C88386) unset(TEMP_9) set_npc_movement(615, 140) wait_movement goto_ifset(TEMP_9, L_C88386) call(L_C886F9) // $C88386 L_C88386: eob // $C88387 L_C88387: create_sprite(441, 777, 1) unfreeze_npc(623) wait_movement pause(30) delete_npc(621, 6) wait_movement create_sprite(209, 146, 255) warp(186) unfreeze_char(all) pause(1) wait_movement unfocus_camera create_sprite(209, 147, 255) warp(188) camera_focus_sprite(209) unfreeze_char(all) pause(1) wait_movement unfocus_camera create_sprite(209, 153, 255) create_sprite(230, 155, 255) warp(189) camera_focus_sprite(230) unfreeze_char(all) pause(1) wait_movement unfocus_camera create_sprite(209, 148, 255) warp(188) camera_focus_sprite(209) unfreeze_char(all) pause(1) wait_movement unfocus_camera create_sprite(209, 157, 255) create_sprite(230, 159, 255) warp(191) camera_focus_sprite(230) unfreeze_char(all) pause(1) wait_movement unfocus_camera create_sprite(209, 149, 255) warp(188) camera_focus_sprite(209) unfreeze_char(all) pause(1) wait_movement unfocus_camera create_sprite(209, 161, 255) create_sprite(230, 164, 255) warp(193) camera_focus_sprite(230) wait_movement freeze_sprite(209) freeze_sprite(230) call(L_C886D7) pause(15) call(L_C886D7) unfreeze_sprite(209) unfreeze_sprite(230) wait_movement freeze_sprite(209) freeze_sprite(230) unset(SKY_RUNNER_MUSIC) music(110) unfreeze_char(all) unfreeze_sprite(209) unfreeze_sprite(230) wait_movement unfocus_camera freeze_char(all) party_add(NESS) party_add(PAULA) party_remove(JEFF) call(SUB_FullHealAll) set(BROKEN_SKYRUNNER_THREED) create_sprite(13, 176, 255) warp(77) music_resume create_sprite(106, 175, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement unfocus_camera freeze_char(all) delete_sprite(13, 6) create_sprite(3, 177, 1) pause(1) freeze_sprite(3) window_open(1) // $C884D0 L_C884D0: "•Man,{pause(15)} oh,{pause(5)} man,{pause(20)} did that ever scare me!..." next "•The Sky Runner...{pause(20)} I guess it took a little damage while landing..." next "•Oh well..." prompt2 window_closeall unfreeze_sprite(3) wait_movement window_open(1) newline "•You don't have to explain a thing...{pause(20)} I'm {name(JEFF)}." next "•I came because you" linebreak " called me." next "•I'm not very strong,{pause(15)} really near-sighted,{pause(15)} kind of shy," next "•and I tend to be a little reckless.{pause(20)} This is just the way I am..." next "•I hope you want me to be your friend... okay?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C88650, L_C885E0) // $C885E0 L_C885E0: "•...So why did you call me?{pause(20)} Are you just making fun of me?" next "•This is just the way I am..." next "•I hope you want me to be your friend... okay?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C88650, L_C885E0) goto(L_C885E0) // $C88650 L_C88650: "•All right!{pause(20)} Let's get back to the journey, then!" prompt2 window_closeall pause(1) party_add(JEFF) hide_char(JEFF, 6) set_sprite_movement(3, 47) wait_movement delete_sprite(3, 6) show_char(JEFF, 1) music(11) pause(120) pause(120) pause(120) pause(60) music_resume window_open(1) "•{name(JEFF)} joined you." prompt2 window_closeall pause(1) create_sprite(441, 778, 1) set(JEFF_JOINS) set(BOOGEY_TENT_IN_THREED) set(flag 589) set(MEN_ABOUT_TO_ENTER_CIRCUS_TENT) set(BUBBLE_MONKEYS_WIFE_AT_WINTERS) set(SKY_RUNNER_AT_WINTERS_LAB) unset(BRICK_ROAD_OUTSIDE_DUNGEON) unset(PAULA_TELEPATHY_DREAM_JEFF) set_respawn_point(3) unset(ENEMY_SUPPRESS) reset_oss_flag restore_party eob // $C886D7 L_C886D7: sound(73) show_sprite_emote(209, LIGHTNING) pause(10) delete_sprite_emote(209) pause(3) show_sprite_emote(209, LIGHTNING) pause(10) delete_sprite_emote(209) pause(60) eob // $C886F5 L_C886F5: unset(MEN_ABOUT_TO_ENTER_CIRCUS_TENT) eob // $C886F9 L_C886F9: window_open(1) "•What happened?{pause(20)} It's not moving!" next "•Hey! Why don't you try pressing the button on the controller!" prompt2 window_closeall eob // $C88739 L_C88739: call(MUSIC_FastFadeOut) sound(96) music(155) set(ENEMY_SUPPRESS) set_npc_movement(531, 7) set_npc_movement(532, 7) set_npc_movement(533, 7) pause(120) goto(L_C8EB75) // $C88761 L_C88761: create_sprite(308, 593, 1) create_sprite(308, 594, 1) pause(120) eob // $C88772 L_C88772: window_closeall music(44) set(ENEMY_SUPPRESS) set_oss_flag create_sprite(441, 777, 1) hide_char(all, 6) create_sprite(308, 322, 255) " " create_sprite(308, 323, 255) " " warp(95) freeze_char(all) pause(120) pause(120) pause(30) create_sprite(308, 324, 255) " " create_sprite(308, 325, 255) " " create_sprite(308, 326, 255) " " warp(96) freeze_char(all) delete_npc(536, 6) pause(30) pause(30) pause(120) warp(97) freeze_char(all) pause(1) set_npc_movement(534, 327) " " set_npc_movement(535, 328) " {pause(120)}{pause(45)}" set(PEOPLE_IN_THREED_ABSENT) set(SLIMY_LITTLE_PILE_1_DEFEATED_AND_THREED_BLOND_GUY_BY_TENT_ABSENT) set(VISITED_FOURSIDE) create_sprite(308, 329, 255) " " create_sprite(308, 330, 255) " " create_sprite(308, 331, 255) " " create_sprite(308, 332, 255) " " create_sprite(364, 333, 255) " " create_sprite(308, 334, 255) " " warp(98) freeze_char(all) pause(120) pause(120) pause(30) unset(PEOPLE_IN_THREED_ABSENT) unset(SLIMY_LITTLE_PILE_1_DEFEATED_AND_THREED_BLOND_GUY_BY_TENT_ABSENT) unset(VISITED_FOURSIDE) warp(99) show_char(all, 1) set(ZOMBIE_GUARDS_AWAY) unset(ZOMBIE_PAPER_ON_TENT) set(ZOMBIES_ON_TENT_FLOOR) set(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) set(flag 780) unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) unfreeze_char(all) eob // $C8886A L_C8886A: goto_ifset(WATERFALL_WAIT_ENABLED, L_C88875) "•....." end // $C88875 L_C88875: "•Say the password!{pause(120)}{pause(60)}" create_sprite(106, 317, 1) eob // $C8888D L_C8888D: window_open(1) "•Okay... you may enter." prompt2 window_closeall pause(1) warp(100) set(CAN_ENTER_BELCHS_FACTORY) call(L_C9B112) eob // $C888AF L_C888AF: unfocus_camera create_sprite(205, 216, 255) warp(72) camera_focus_sprite(205) eob // $C888C0 L_C888C0: unset(CITY_BUS_MUSIC) music_resume create_sprite(82, 454, 1) " " window_open(1) "•Man!{pause(15)} It's bumper to bumper!" next "•My job is to drive,{pause(15)} so I can't get off the bus..." next "•It's up to you if you want to get off the bus and walk around in the desert..." next "•Hey,{pause(15)} it's a free country." prompt2 window_closeall delete_sprite(82, 6) create_sprite(106, 72, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement unfocus_camera freeze_char(all) unfreeze_sprite(205) wait_movement enable_hotspot(1, 6, L_C99EB1) unset(ENEMY_SUPPRESS) create_sprite(441, 778, 1) set(flag 370) eob // $C8897F L_C8897F: set_npc_movement(849, 120) wait_movement eob // $C88988 L_C88988: set_npc_movement(849, 121) wait_movement eob // $C88991 L_C88991: freeze_char(all) window_closeall music_effect(3) create_sprite(106, 356, 1) wait_movement call(L_C88A47) create_sprite(316, 438, 1) " " create_sprite(165, 439, 1) " " create_sprite(106, 355, 1) " {pause(1)}" camera_focus_sprite(106) eob // $C889C7 L_C889C7: unfreeze_char(all) " " music(80) set_sprite_movement(165, 442) wait_movement create_sprite(220, 440, 1) create_sprite(220, 441, 1) wait_movement create_sprite(174, 443, 1) wait_movement create_sprite(174, 444, 1) wait_movement show_sprite_emote(165, EXCLAMATION) pause(31) delete_sprite_emote(165) wait_movement create_sprite(109, 445, 1) create_sprite(109, 446, 1) wait_movement " " delete_sprite(220, 6) pause(1) delete_sprite(220, 6) pause(94) pause(94) music_resume create_sprite(106, 447, 1) eob // $C88A3B L_C88A3B: unfocus_camera delete_sprite(106, 6) " " eob // $C88A47 L_C88A47: window_open(1) "•Oh, baby{pause(5)} baby{pause(10)}" linebreak " ba{pause(5)}a{pause(5)}a{pause(5)}by{pause(5)}y{pause(5)}y!" next "•Don't make me hurt so bad!" next "•These guys are all stone cold gone for you..." next "•Ow!!{pause(20)} ...You cute,{pause(15)} sexy thing,{pause(15)} you!..." next "•Baby,{pause(10)} sing to me!...{pause(20)} Sing to me only!... Baby!!{pause(15)} Venus!" next "•Just sing, and I can die a happy man!... Baby!!..." next "•I wanna hold you tight!...{pause(15)} Venus!...{pause(20)} Baby!..." next "•*Boo,{pause(5)} hoo,{pause(5)} hoo* ...Venus!... *sob* *sob*" prompt2 window_closeall eob // $C88B6D L_C88B6D: window_closeall set(RUNAWAY_FIVE_FREE_MUSIC) music_resume create_sprite(149, 468, 1) " " create_sprite(150, 469, 1) create_sprite(185, 470, 1) create_sprite(186, 471, 1) create_sprite(187, 472, 1) wait_movement " " set_sprite_movement(149, 473) " " wait_movement freeze_sprite(149) window_open(1) "•Sorry about bein' such troublemakers!" prompt2 window_closeall unfreeze_sprite(149) " " wait_movement set_sprite_movement(150, 473) " " wait_movement freeze_sprite(150) window_open(1) "•We won't be so gullible anymore...{pause(20)} Well,{pause(15)} our fans are waitin', baby..." next window_closeall unfreeze_sprite(150) " " wait_movement set_sprite_movement(185, 473) " " wait_movement freeze_sprite(185) window_open(1) "•Let's just do this one last show and then get outta here..." next window_closeall unfreeze_sprite(185) " " wait_movement set_sprite_movement(186, 473) " " wait_movement freeze_sprite(186) window_open(1) "•All right!{pause(20)} Thanks again!" prompt2 window_closeall unfreeze_sprite(186) " " wait_movement set_sprite_movement(187, 474) " " wait_movement freeze_sprite(187) window_open(1) "•Money, that's what I want." linebreak " Money, that's what is hot." linebreak " Money, that's what I want." next "•Money, it's what we ain't got 'cept{pause(5)} freedom,{pause(15)} freedom," next "•freedom is what we've really sought!" next window_closeall unfreeze_sprite(187) " " wait_movement freeze_sprite(187) window_open(1) "•Money, that's what I want." linebreak " Money, that's what is hot." linebreak " Money, that's what I want..." prompt2 window_closeall create_sprite(149, 475, 1) " " wait_movement unfreeze_sprite(187) wait_movement " " eob // $C88D91 L_C88D91: freeze_char(all) music_effect(3) window_closeall create_sprite(106, 356, 1) wait_movement call(L_C88F35) create_sprite(316, 372, 1) create_sprite(106, 355, 1) " " create_sprite(273, 373, 1) " " create_sprite(273, 374, 1) " " create_sprite(346, 375, 1) " " create_sprite(186, 376, 1) " " create_sprite(185, 377, 1) " " create_sprite(187, 378, 1) " " create_sprite(253, 379, 1) " " create_sprite(149, 383, 1) " " create_sprite(150, 384, 1) " {pause(1)}" camera_focus_sprite(106) eob // $C88E0A L_C88E0A: set_sprite_movement(346, 380) set_sprite_movement(186, 381) set_sprite_movement(185, 381) set_sprite_movement(187, 381) set_sprite_movement(253, 381) pause(10) music(78) unfreeze_char(all) set_sprite_movement(346, 382) pause(30) set_sprite_movement(186, 382) pause(30) set_sprite_movement(185, 382) pause(30) set_sprite_movement(187, 382) pause(30) set_sprite_movement(149, 385) create_sprite(149, 397, 1) set_sprite_movement(150, 386) create_sprite(150, 398, 1) wait_movement create_sprite(184, 387, 1) wait_movement create_sprite(434, 388, 1) wait_movement show_sprite_emote(149, EXCLAMATION) pause(30) delete_sprite_emote(149) wait_movement set_sprite_movement(187, 399) wait_movement create_sprite(434, 390, 1) create_sprite(184, 389, 1) wait_movement create_sprite(434, 392, 1) create_sprite(184, 391, 1) wait_movement create_sprite(434, 394, 1) create_sprite(184, 393, 1) wait_movement create_sprite(434, 396, 1) create_sprite(184, 395, 1) wait_movement " " set_sprite_movement(346, 44) set_sprite_movement(186, 44) set_sprite_movement(185, 44) set_sprite_movement(253, 44) pause(30) create_sprite(106, 400, 1) music_resume eob // $C88EFE L_C88EFE: unfocus_camera delete_sprite(106, 6) delete_sprite(346, 6) delete_sprite(186, 6) delete_sprite(185, 6) delete_sprite(187, 6) delete_sprite(253, 6) delete_sprite(184, 6) delete_sprite(434, 6) delete_sprite(273, 6) pause(1) delete_sprite(273, 6) eob // $C88F35 L_C88F35: window_open(1) goto_ifset(RUNAWAY_FIVE_FREE_MUSIC, L_C88FB2) "•Have I got a bombshell for you tonight,{pause(15)} kids!" next "•aa{pause(5)}a{pause(5)}a{pause(5)}aA{pause(5)}A{pause(5)}A{pause(5)}A{pause(5)}AH!!!" next "•Ka-{pause(1)}Boom!!" linebreak " The Runaway Five!!! Yeah!!" next "•3##{pause(30)}2##{pause(30)}1##{pause(30)}GO!" prompt2 window_closeall eob // $C88FB2 L_C88FB2: "•aaaaaAAAAH!" next "•We've got huge talent tonight!{pause(20)} You get a beautiful soul show!" next "•Show your appreciation for the last great sinful pleasure..." next "•The Runaway Five!!!{pause(15)} Bring it on!{pause(5)} Yeah!" prompt2 window_closeall eob // $C89032 L_C89032: set(flag 55) eob // $C89036 L_C89036: set(ENEMY_SUPPRESS) music(85) pause(120) unfreeze_npc(795) wait_movement music_resume set_npc_movement(770, 259) wait_movement freeze_npc(770) window_open(1) goto(Npc0770) // $C8905B L_C8905B: eob // $C8905C Npc0770: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C89180) "•{name(NESS)}! Greetings!" next // $C89078 L_C89078: "•I'm George,{pause(15)} Gerardo Montague's brother." next "•Gerardo is in his mine," next "•but he hasn't found any buried treasure yet." next "•We did, however,{pause(15)} find a Diamond instead." next "•Gerardo told me to give it to {name(NESS)}." next "•Here it is... please take it." prompt2 notfull(any) goto_false(L_C891B7) give_return_slot(result, DIAMOND) call(SUB_KeyItemGet) next set(GOT_DIAMOND) "•Well, I've got to go..." next "•I'm busy working at the other mine...{pause(15)} busy, busy, busy!" prompt2 window_closeall // $C89160 L_C89160: unset(DIAMOND_TO_BE_DELIVERED) unfreeze_npc(770) wait_movement wait_movement music(85) set_npc_movement(795, 257) wait_movement music_resume unset(ENEMY_SUPPRESS) unset(flag 55) eob // $C89180 L_C89180: "•Greetings, {name(NESS)}!...{pause(20)} Well," next "•greetings to you since {name(NESS)} isn't here..." next goto(L_C89078) // $C891B7 L_C891B7: "•Hey!{pause(20)} You've got too many things with you..." next "•Well, I've got to go... I'm busy working at the other mine..." next "•I'll certainly hang on to your Diamond." next "•come and get it at the treasure hunter's excavation office." prompt2 window_closeall set(GEORGE_HAS_DIAMOND) goto(L_C89160) // $C89238 L_C89238: reset_oss_flag freeze_char(all) window_closeall music_effect(3) create_sprite(106, 356, 1) wait_movement window_open(1) "•Welcome to the final Runaway Five performance at the Topolla Theater!" prompt2 window_closeall create_sprite(316, 401, 1) create_sprite(273, 402, 1) create_sprite(273, 403, 1) create_sprite(346, 404, 1) create_sprite(186, 405, 1) create_sprite(185, 406, 1) create_sprite(187, 407, 1) create_sprite(253, 408, 1) " " create_sprite(106, 355, 1) " {pause(1)}" camera_focus_sprite(106) eob // $C892C3 L_C892C3: unfreeze_char(all) pause(60) window_open(1) "•It's going to be a great show!{pause(20)} We're so good it makes me..." next "•think that those kids by the exit will wet their pants!" next "•Those kids are hip,{pause(15)} baby!" wait window_closeall pause(30) music(76) set_sprite_movement(346, 430) set_sprite_movement(186, 431) set_sprite_movement(185, 432) set_sprite_movement(187, 433) set_sprite_movement(253, 434) pause(80) create_sprite(149, 411, 1) " " create_sprite(150, 410, 1) " " wait_movement create_sprite(184, 413, 1) " " create_sprite(434, 412, 1) " " wait_movement create_sprite(184, 415, 1) " " create_sprite(434, 414, 1) " " wait_movement create_sprite(184, 417, 1) " " create_sprite(434, 416, 1) " " wait_movement create_sprite(165, 435, 1) " {pause(90)}" set_sprite_movement(346, 44) set_sprite_movement(186, 44) set_sprite_movement(185, 44) set_sprite_movement(187, 44) set_sprite_movement(253, 44) wait_movement set_sprite_movement(346, 409) set_sprite_movement(186, 409) set_sprite_movement(185, 409) set_sprite_movement(187, 409) set_sprite_movement(253, 409) create_sprite(184, 419, 1) " " create_sprite(434, 418, 1) " " wait_movement create_sprite(434, 420, 1) " " wait_movement create_sprite(434, 422, 1) " " wait_movement create_sprite(184, 421, 1) " " create_sprite(434, 424, 1) " " wait_movement create_sprite(184, 423, 1) " " wait_movement create_sprite(184, 425, 1) " " create_sprite(434, 426, 1) " " wait_movement create_sprite(184, 427, 1) " " create_sprite(434, 426, 1) " " wait_movement create_sprite(243, 436, 1) " " wait_movement create_sprite(434, 428, 1) " " wait_movement create_sprite(184, 429, 1) " " wait_movement set_sprite_movement(346, 44) set_sprite_movement(186, 44) set_sprite_movement(185, 44) set_sprite_movement(187, 44) set_sprite_movement(253, 44) create_sprite(106, 400, 1) music_resume eob // $C89498 L_C89498: unfocus_camera delete_sprite(106, 6) delete_sprite(273, 6) pause(1) delete_sprite(273, 6) eob // $C894AC L_C894AC: unset(TEMP_2) unset(TEMP_3) set_npc_movement(866, 301) " " set_npc_movement(867, 303) " {pause(120)}{pause(60)}" set(TEMP_2) " " set(TEMP_3) create_sprite(106, 306, 1) " " call(L_C9B4B8) warp(87) " " create_npc(866, 302, 1) create_npc(867, 304, 1) create_sprite(106, 306, 1) " " call(L_C9B4B8) freeze_npc(866) freeze_npc(867) call(L_C89530) delete_sprite(106, 6) set_npc_movement(866, 305) " " wait_movement " " set_npc_movement(867, 305) " " wait_movement set(flag 625) eob // $C89530 L_C89530: window_open(1) "•You must never show your face around Master Pokey.{pause(20)} You got that?" prompt2 window_closeall eob // $C8955A L_C8955A: disable_hotspot(1) enable_hotspot(1, 10, L_C89566) eob // $C89566 L_C89566: counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C89580) counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C8955A) // $C89580 L_C89580: counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C8955A) music_effect(2) pause(10) music_stop set_map_pal(31, 0, 1) pause(20) set_map_pal(20, 1, 1) pause(20) set_map_pal(31, 0, 1) pause(1) set_map_pal(20, 1, 1) pause(1) set_map_pal(31, 0, 1) pause(1) music(177) pause(20) create_sprite(455, 665, 1) pause(50) hide_char(PAULA, 6) party_remove(PAULA) set_map_pal(20, 1, 1) pause(20) set_map_pal(31, 0, 1) delete_npc(920, 6) delete_npc(921, 6) delete_npc(931, 6) set(PAULA_AT_MONOTOLI_BUILDING) set(FOURSIDE_DEPT_BLACKOUT) set(FOURSIDE_DEPT_LIGHTS_OUT) unset(BLOND_GUY_IN_FOURSIDE) pause(30) pause(60) call(MUSIC_SlowFadeRestore) sound(114) pause(180) window_open(1) "•Your attention please," next "•would the customer from Onett,{pause(15)} Mr. {name(NESS)}," next "•please proceed to the office on the fourth floor." next "•That was customer {name(NESS)},{pause(15)} 4th floor office..." next "•Gwaaaaaaaaagh!" wait window_closeall disable_hotspot(1) enable_hotspot(1, 12, L_C896A7) hasitem(PAULA, PENCIL_ERASER) goto_false(L_C9992F) set(PAULA_KIDNAPPED_WITH_PENCIL_ERASER) take(PAULA, PENCIL_ERASER) eob // $C896A7 L_C896A7: sound(114) pause(180) window_open(1) "•{name(NESS)},{pause(15)} Customer {name(NESS)},{pause(15)} please hurry to {name(PAULA)}..." next "•Gwaaaaaaargh!" wait window_closeall disable_hotspot(1) enable_hotspot(1, 13, L_C896F0) eob // $C896F0 L_C896F0: sound(114) pause(180) window_open(1) "•{name(NESS)},{pause(15)} Customer {name(NESS)}..." next "•Gwaagh!{pause(20)} Gwaargh!!" wait window_closeall disable_hotspot(1) eob // $C8972A Npc0931: goto_ifset(DEPT_STORE_SPOOK_DEFEATED, L_C897A4) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C897F3) counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C89758) counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C897F3) // $C89758 L_C89758: "•(Somehow, I feel like the lights will get turned off in the department store." next "•I guess it's just a mouse's sixth sense...)" end // $C897A4 L_C897A4: "•(Somehow, I felt like the lights would get turned off in the department store." next "•I guess it's just a mouse's sixth sense...)" end // $C897F3 L_C897F3: "•(Hey you!" next "•I've got this eerie feeling... like there's a ghost walking along with you...)" end // $C8982A L_C8982A: window_closeall set_npc_movement(956, 244) wait_movement set_npc_movement(956, 44) eob // $C8983B L_C8983B: window_closeall set(ENEMY_SUPPRESS) delete_npc(952, 6) create_sprite(157, 249, 1) unset(TEMP_2) pause(40) set_npc_movement(953, 245) set_npc_movement(954, 246) pause(94) set(TEMP_2) wait_movement set_npc_movement(957, 247) set_npc_movement(958, 248) wait_movement set_npc_movement(957, 12) set_npc_movement(958, 12) set_npc_movement(953, 12) set_npc_movement(954, 12) set_npc_movement(955, 12) set_npc_movement(956, 12) unset(ENEMY_SUPPRESS) call(MUSIC_SlowFadeRestore) eob // $C8989F Npc0884: "•The room next door seems suspicious somehow..." end // $C898BC Npc0885: "•I thought that I heard a girl's voice..." end // $C898D4 Npc0887: "•We would like to pay you back...{pause(20)} We'll help you in whatever way we can..." end // $C89902 Npc0888: "•We don't have any money...{pause(15)} we are strong,{pause(15)} however..." end // $C89922 Npc0886: "•Let's break into the room next door..." next "•'Cept I need to go to the bathroom first..." end // $C8995A L_C8995A: set_oss_flag freeze_npc(872) window_open(1) "•Stop!{pause(20)} That's enough!{pause(20)} Please stop!" next "•I give up!{pause(15)} I really do!" prompt2 call(SUB_FullHealAll) sound(37) pause(90) window_closeall music_resume unfreeze_npc(872) pause(30) eob // $C899A6 L_C899A6: show_char_emote(PAULA, EXCLAMATION) pause(15) get_dir_from_char(NESS, PMEMBER, PAULA) char_direction(NESS, 0) get_dir_from_char(JEFF, PMEMBER, PAULA) char_direction(JEFF, 0) pause(45) music_effect(3) delete_char_emote(PAULA) create_sprite(106, 766, 1) wait_movement freeze_sprite(106) hide_char(NESS, 6) hide_char(JEFF, 6) pause(180) window_open(1) "•....." wait window_closeall pause(60) show_char(NESS, 1) show_char(JEFF, 1) pause(180) unfreeze_sprite(106) wait_movement music_resume window_open(1) "•Oooh... I was a little dizzy,{pause(15)} but now I'm okay." next "•...to get to Summers... we need to go back to Threed." next "•Yep, somehow I know that's where we must go..." wait window_closeall pause(60) unset(BROKEN_SKYRUNNER_THREED) set(FIXED_SKYRUNNER_THREED) set(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) set(FOURSIDE_FREE_FROM_MONOTOLI) call(L_C7DE60) set(RUNAWAY_FIVE_FREE_MUSIC) eob // $C89A71 L_C89A71: unset(TEMP_2) set_sprite_movement(149, 122) set_sprite_movement(150, 123) set_sprite_movement(185, 124) set_sprite_movement(186, 125) set_sprite_movement(187, 126) window_open(1) window_open(1) "•Wow!{pause(20)} You guys did a lot while I was in the bathroom! Ha ha ha ha..." next "•You want to get to Threed as soon as possible?" next "•We can take you to Threed in our tour bus." next "•I'll get the bus and wait for you just outside the building..." prompt2 window_closeall set(RUNAWAY_BUS_FROM_FOURSIDE_TO_THREED) unset(RUNAWAY_FIVE_AT_CLUMSY_ROBOT_ROOM) set(TEMP_2) wait_movement enable_hotspot(1, 51, L_C7AF57) eob // $C89B32 Npc0960: window_open(1) "•Okay!{pause(15)} You can get on the bus now..." prompt2 window_closeall eob // $C89B4F L_C89B4F: set_oss_flag show_npc_emote(960, SURPRISE) pause(60) delete_npc_emote(960) set_npc_movement(960, 187) wait_movement freeze_npc(960) get_dir_from_char(NESS, NPC, 960) char_direction(NESS, 0) get_dir_from_char(PAULA, NPC, 960) char_direction(PAULA, 0) get_dir_from_char(JEFF, NPC, 960) char_direction(JEFF, 0) window_open(1) "•Heh heh heh..." linebreak " There's no need to wait..." prompt2 window_closeall create_sprite(106, 189, 1) camera_focus_sprite(106) unfreeze_char(all) unfreeze_npc(960) wait_movement pause(60) delete_sprite(106, 6) unfocus_camera create_sprite(441, 777, 1) create_sprite(106, 191, 1) camera_focus_sprite(106) unfreeze_char(all) wait_movement hide_char(all, 6) unset(RUNAWAY_FIVE_FREE_MUSIC) set(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) music_resume freeze_char(all) unset(RUNAWAY_BUS_FROM_FOURSIDE_TO_THREED) set_npc_movement(960, 192) wait_movement window_open(1) "•All right... on to Threed!" next window_closeall set_npc_movement(994, 193) pause(60) camera_focus_npc(994) unfreeze_char(all) disable_hotspot(1) eob // $C89C1D L_C89C1D: unfocus_camera create_sprite(243, 194, 255) warp(75) camera_focus_sprite(243) eob // $C89C2E L_C89C2E: unfocus_camera create_sprite(243, 195, 255) warp(210) camera_focus_sprite(243) eob // $C89C3F L_C89C3F: unfocus_camera create_sprite(243, 196, 255) warp(211) camera_focus_sprite(243) eob // $C89C50 L_C89C50: unfocus_camera create_sprite(243, 197, 255) warp(73) camera_focus_sprite(243) eob // $C89C61 L_C89C61: unfocus_camera create_sprite(243, 198, 255) warp(71) camera_focus_sprite(243) eob // $C89C72 L_C89C72: unfocus_camera create_sprite(243, 199, 255) warp(212) camera_focus_sprite(243) eob // $C89C83 L_C89C83: unfocus_camera create_sprite(243, 200, 255) warp(213) camera_focus_sprite(243) eob // $C89C94 L_C89C94: unfocus_camera create_sprite(243, 201, 255) warp(69) camera_focus_sprite(243) eob // $C89CA5 L_C89CA5: music_effect(3) pause(60) unset(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) music_resume create_sprite(106, 74, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) unfreeze_char(all) wait_movement char_direction(NESS, 1) char_direction(PAULA, 1) char_direction(JEFF, 1) unfocus_camera freeze_char(all) create_sprite(149, 75, 1) wait_movement pause(30) freeze_sprite(149) call(L_C89D0A) pause(20) set_sprite_movement(149, 76) wait_movement pause(30) unfreeze_sprite(243) wait_movement unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C89D0A L_C89D0A: call(L_C7DE60) window_open(1) "•All right!{pause(20)} We made it!" next "•I'm sorry we couldn't do more for you." next "•Remember,{pause(15)} though... we're on your side." next "•When you're having a tough time," next "•just think of our songs and imagine the Runaway Five singing somewhere far," next "•far away..." next "•By the way,{pause(15)} why did you need to come back here?" next "•You must have forgotten some very important item or gadget here..." next "•How's that for a guess?{pause(20)} Am I close?" next "•Well,{pause(15)} you don't have to tell me..." next "•See you later and good luck!" prompt2 window_closeall eob // $C89E1B Npc0996: "•Didactically speaking,{pause(15)} seminal evidence seems to explicate the fact that" next "•your repudiation of entropy supports my theory of space-time synthesis." next "•Of this,{pause(15)} I am irrefutably confident." end // $C89EA8 Npc0997: "•Mmmmm." next "•I think it's a very complicated issue." next pause(60) linebreak "•.{pause(15)}.{pause(15)}.{pause(15)}.{pause(15)}.{pause(15)} Oh, sorry!" next "•I was sleeping..." end // $C89EF8 Npc0998: "•You guys can't envision the final collapse of capitalism?" next "•Incredible!" end // $C89F2D Npc0999: goto_ifset(MAGIC_CAKE_LADY_AT_BEACH, L_C8A023) "•You know, I really want to eat some Magic cake." next "•It's a mysterious work of art...{pause(15)} I can't get that cake off my mind." next "•There's only one woman who can make Magic cake..." next "•She's hanging out in this club." next "•Yeah, she's over there at the entrance..." next "•Anyway, the absolute irony and study of self-identification is..." next "•Blah, blah, blah..." next "•I don't know what to do!" wait goto_ifset(POO_JOINS, L_C9992F) set(MAGIC_CAKE_LADY_IDENTIFIED) eob // $C8A023 L_C8A023: "•The woman who sells magic cake" next "•seems to have been removed from the members list." end // $C8A056 Npc1000: "•You don't understand what the hey everyone is talking about, do you?" next "•I don't either, but I try to be patient with the customers." next "•They pay high prices just for a glass of water" next "•and the chance to have serious, intellectual discussions." next "•Actually, it's an easy business." next "•You want a drink?" next "•We only serve water, though..." end // $C8A11C Npc1001: "•The show?{pause(20)} It's already started." next "•Everyone stares at the stone on stage and philosophizes." next "•...Doesn't it sound stupid?" goto_ifset(POO_JOINS, L_C8A174) end // $C8A174 L_C8A174: next "•If you just want water, go to the drug store.{pause(20)} It's a lot cheaper there." end // $C8A1A0 Npc1003: "•Across the sea, there's a town called Scaraba." next "•It's a mysterious town.{pause(15)}" linebreak " It's my dream town." end // $C8A1E1 Npc1004: "•I'm a grave robber." next "•I was scared of the pyramid in Scaraba..." next "•so, I didn't go in..." next "•but I tell people that I saw mummy-type monsters with my very own eyes!" end // $C8A24C Npc1005: goto_ifset(MAGIC_CAKE_LADY_AT_BEACH, L_C8A2D5) "•Do you know the Stoic Club, in Summers?" next "•You need to call a secret number for a reservation if you want to get in." next "•What?" next "•Yeah, I'll give you the secret number." next "•I warn you though, it's a strange place..." wait sound(116) set(GOT_STOIC_CLUB_PHONE) set_oss_flag eob // $C8A2D5 L_C8A2D5: "•I think this is a nice town.{pause(20)} Come back when you grow up!" end // $C8A2F9 Npc1006: "•If you come closer,{pause(15)} I'll play the trumpet!" next "•....." next "•Uhhh, I don't know how to play yet." end // $C8A333 Npc1007: "•Bow..." next "•...now brown cow?" end // $C8A34B Npc1008: call(L_C5D47F) eob // $C8A351 Npc1011: call(L_C5D461) eob // $C8A357 Npc1012: "•There's a big monster living in the sea between here and Scaraba." next "•I've seen a picture of it." end // $C8A394 Npc1013: goto_ifset(POO_JOINS, L_C8A3DD) // $C8A39B L_C8A39B: "•How annoying!{pause(20)} Why are you are wandering around?" next "•Summers is a posh resort, made for adults." end // $C8A3DD L_C8A3DD: goto_ifset(GIYGAS_DEFEATED, L_C8A39B) counter(4) call(CHECK_PMemberIncapacitated) goto_true(L_C8A39B) "•That Kung Fu-like hairstyle!{pause(20)} You look so cool!" next "•I may fall in love with you.{pause(20)} Do you think I'm too forward?" end // $C8A43D Npc1016: "•Don't get too excited about this town.{pause(20)} It's a tourist trap." next "•Everyone seems to be nice,{pause(15)} but they're just doing it for the money." next "•I know from experience." end // $C8A49E Npc1017: "•Excuse me." end // $C8A4A9 Npc1018: goto_ifset(GOT_HIEROGLYPH_COPY, L_C8A4F0) "•I heard the security guard in the Scaraba Cultural Museum isn't very nice." next "•But he can be helpful." end // $C8A4F0 L_C8A4F0: "•Forget about the adventure,{pause(15)} come back again!" end // $C8A50C L_C8A50C: eob // $C8A50D Npc1024: "•I can't believe you pronounce Hotel as “Hotel.”" next "•In this country, Hotel is pronounced “otel.”" next "•...What?" next "•So then in your country, is otter pronounced as “Hotter”?" next "•'Ow should I know these things?" end // $C8A58F L_C8A58F: call(L_C680E2) eob // $C8A595 Npc1021: get_char(1) rtoarg "•Thank you again, Poke..." next "•Uhhh, " call(L_C8A5BC) " {name(argument)}." end // $C8A5BC L_C8A5BC: result_is(2) goto_true(L_C8A5C8) "Mr." eob // $C8A5C8 L_C8A5C8: "Miss." eob // $C8A5CE Npc1025: call(L_C5D46D) eob // $C8A5D4 Npc1026: "•{stat(FAVORITE_FOOD)}?" next "•Please... we do not have such trash on our menu." end // $C8A5FC Npc1027: "•Hey, talking to people at another table in a restaurant is like..." next "•breaking into their room and checking their drawers for valuables." next "•Yeah, other people on important adventures do such things," next "•but you have to admit that it's bizarre!" end // $C8A691 Npc1028: "•I like the atmosphere in this restaurant.{pause(20)} They have good food, too." end // $C8A6BF Npc1029: "•I'll have the Braised Boa Over Minced Baby Leeks..." next "•Oh, you're not the waiter." end // $C8A6F9 Npc1030: "•I have fake teeth, so I like soft foods." next "•Not like rocks or stones.{pause(20)} They're too hard." end // $C8A737 Npc1033: goto_ifset(PAID_MUSEUM_ENTRANCE_FEE, L_C8A88C) "•Right now, part of the Scaraba Cultural Museum is being remodeled." next "•Do you still want to enter?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8A7C5, L_C8A792) // $C8A792 L_C8A792: "•Since the Hieroglyph display is closed,{pause(15)} people haven't wanted to visit." end // $C8A7C5 L_C8A7C5: "•Three dollars per person." next "•Study hard." linebreak open_wallet add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8A805, L_C8A792) goto(L_C8A792) // $C8A805 L_C8A805: number_per_person(3) swap hasmoney(0) goto_true(L_C8A82E) sound(118) takemoney(0) open_wallet set(PAID_MUSEUM_ENTRANCE_FEE) goto_ifset(GIYGAS_DEFEATED, L_C9992F) disable_hotspot(1) eob // $C8A82E L_C8A82E: "•You don't have any money, right?" next "•Okay, since you kids look like you would study hard, you may enter," next "•free of charge!" next "•Oh wait... I can't do that! Good bye." end // $C8A88C L_C8A88C: "•Since the Hieroglyph display is closed,{pause(15)} people haven't wanted to visit." end // $C8A8BF Npc1037: "•This room is being remodeled, so I can't show it to you..." next goto_ifset(POO_JOINS, L_C8A997) // $C8A8E7 L_C8A8E7: "•I can't... well, I usually don't...{pause(20)} show this room..." next "•Once you hit adulthood, you'll understand." next "•I do,{pause(15)} however,{pause(15)} like jewelry." next "•Perhaps a little, shall we say, “under the table deal” would be in order..." end // $C8A976 L_C8A976: get_inventory(result, 0) swap result_is(208) goto_false(L_C7C6B6) counter(4) call(CHECK_PMemberIncapacitated) goto_true(L_C7C6B6) goto(L_C8A997) // $C8A996 L_C8A996: eob // $C8A997 L_C8A997: counter(4) call(CHECK_PMemberIncapacitated) goto_true(L_C8A8E7) "•Oh, the samurai kid is here." next "•Will " call(L_C8AABE) " be giving me that gem?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8AA7F, L_C8A9EC) // $C8A9EC L_C8A9EC: sound(118) "•Excuse me?" next "•So, what " call(L_C8AABE) " just handed me is not a gem." next "•Hah ha ha." next "•I'm going to really enjoy the “cookie” that I just got." next "•Let's pretend this conversation never took place..." next "•While I'm pretending, you go on in..." prompt2 goto(L_C8AACF) // $C8AA7E L_C8AA7E: eob // $C8AA7F L_C8AA7F: sound(118) "•You're such a good student." next "•I'm impressed by your passion for learning.{pause(20)} Come in." prompt2 goto(L_C8AACF) // $C8AABD L_C8AABD: eob // $C8AABE L_C8AABE: get_char(1) result_is(4) goto_true(L_C8AACC) "he" eob // $C8AACC L_C8AACC: "you" eob // $C8AACF L_C8AACF: npc_direction(1037, 1) pause(30) sound(8) delete_npc(1037, 6) take(any, TINY_RUBY) set(GAVE_RUBY_TO_HIEROGLYPHS_GUY) eob // $C8AAE6 Npc1038: goto_ifset(TEMP_10, L_C8ABB0) "•Excellent!" next "•Do you feel like you're really experiencing this great historical period?" next "•The experience is more valuable than a small gem... Ha ha ha!" next "•The other day, a rich kid came to Summers by helicopter..." next "•He also took a picture of the Hieroglyphs." next "•I got lots of money from him. Heh heh heh." end // $C8ABB0 L_C8ABB0: "•Here's a picture of the hieroglyphs, just for you." next "•It's a reward for studying so hard." next notfull(any) goto_false(L_C8AC30) give_return_slot(result, HIEROGLYPH_COPY) call(SUB_ItemGet) next "•Use it in your Human Civilization class. Ha ha ha!" wait set(GOT_HIEROGLYPH_COPY) unset(TEMP_10) goto_ifset(QUEST_TO_VENUS_AUTOGRAPH, L_C9992F) set(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) eob // $C8AC30 L_C8AC30: sound(5) "•Oh, you can't carry it 'cause you have too much stuff." next "•It's a pity.{pause(20)} You're such a hard worker." next "•Ha ha ha!" wait set(TEMP_10) eob // $C8AC6F L_C8AC6F: npc_direction(1038, 7) show_npc_emote(1038, EXCLAMATION) pause(60) delete_npc_emote(1038) set_npc_movement(1038, 770) wait_movement freeze_npc(1038) window_open(1) "•Wait one second." next "•Here's a picture of the hieroglyphs just for you." next "•It's a reward for studying so hard." next notfull(any) goto_false(L_C8AD22) give_return_slot(result, HIEROGLYPH_COPY) call(SUB_ItemGet) next "•Use it in your Human Civilization class." next "•Ha ha ha!" wait window_closeall unfreeze_npc(1038) wait_movement set(GOT_HIEROGLYPH_COPY) goto_ifset(QUEST_TO_VENUS_AUTOGRAPH, L_C9992F) set(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) eob // $C8AD22 L_C8AD22: sound(5) "•Oh, you can't carry it 'cause you have too much stuff." next "•It's a pity.{pause(20)} You're such a hard worker." next "•Ha ha ha!" wait window_closeall unfreeze_npc(1038) wait_movement set(TEMP_10) eob // $C8AD69 Npc1035: goto_ifset(GIYGAS_DEFEATED, L_C8AE72) goto_ifset(FOURSIDE_SEWERS_OPEN, L_C8AE3B) "•...mumble, mumble..." next "•Why would Mr. Spoon from the Fourside museum try to call me?" next "•I bet he just wants to brag about something..." next "•Well,{pause(15)} let him try...{pause(20)} I wonder what he wants to tell me?" next "•Bah!{pause(20)} I dare him to try and upstage me..." next "•Oh!{pause(20)} Pardon me...{pause(20)} I was just talking to myself... *cough*" wait sound(114) end // $C8AE3B L_C8AE3B: "•It must be something teeny weeny that Mr. Spoon has found." next "•I don't need to know the specifics." end // $C8AE72 L_C8AE72: "•You have a good reputation." next "•Wouldn't you like to focus your hard working energy" next "•in the exciting field of archaeology?" end // $C8AEC1 Npc1036: goto_ifset(GIYGAS_DEFEATED, L_C8AF0F) "•I saw a chubby kid about your age here." next "•He looked like he was awfully wealthy. He was being extravagant!" end // $C8AF0F L_C8AF0F: "•It's nice seeing you in such good shape." next "•I wonder what porky Pokey's doing." next "•Yeah, that's the boy I met before." end // $C8AF57 Npc1047: call(L_C900D5) eob // $C8AF5D Npc1049: call(L_C9006F) eob // $C8AF63 Npc1050: "•My cousin is a nurse in Twoson." next "•She's not good at administering shots." next "•The one she gave me was painful." end // $C8AFAD Npc1051: "•Wake up in the morning, fall in love." next "•Eat lunch, fall in love..." next "•And at night,{pause(15)} fall in love again..." next "•That's my dream life." end // $C8B008 Npc1052: "•The guy next to me is really bugging me.{pause(20)} He keeps following me around." end // $C8B038 Npc1053: "•I wonder why such serious looking kids as you would come to this resort town..." next "•You guys are spoiling the atmosphere..." end // $C8B07F Npc1054: "•I'm actually a surfer.{pause(20)} But you can't surf at this beach." next "•Should I become a porter so that I can get tips from all the old folks?" end // $C8B0D4 Npc1055: "•Are you from Eagleland?" next "•If you like adventure,{pause(15)} this isn't your kind of place." next "•You should travel across the sea to Scaraba from Toto, the port town." end // $C8B130 Npc1056: goto_ifset(POO_JOINS, L_C8B158) // $C8B137 L_C8B137: "•Don't talk to me." next "•My mind is a complete blank." end // $C8B158 L_C8B158: goto_ifset(GIYGAS_DEFEATED, L_C8B137) counter(4) call(CHECK_PMemberIncapacitated) goto_true(L_C8B137) "•Asian boy, you're so cool..." next "•Don't look at me like that..." end // $C8B191 Npc1069: goto_ifset(GIYGAS_DEFEATED, L_C8B22F) goto_ifset(POO_JOINS, L_C65015) set_oss_flag "•I don't know who told you." next "•You came from far off just to eat my Magic cake?..." next "•I thought making cakes would be the best career for me." next "•Dig in!" next "•I used all leftover materials.{pause(20)} This is a very special Magic cake!" prompt2 window_closeall unset(MAGIC_CAKE_LADY_IDENTIFIED) goto(L_C920A2) // $C8B22E L_C8B22E: eob // $C8B22F L_C8B22F: "•I can't make anymore Magic cakes." next "•If you want to try something tastier..." next "•I have a “{itemname(MAGIC_TART)}.”" next "•Try it." next wait notfull(any) goto_false(L_C8B292) give_return_slot(any, MAGIC_TART) sound(116) "•...I could make one extra good today." end // $C8B292 L_C8B292: "•You seem to have too much stuff to carry." next "•Come back after you get rid of something." end // $C8B2BC Npc1057: "•You look so serious..." next "•You're in Summers, a dream paradise." next "•Relax, and have some fun." end // $C8B2F8 Npc1058: "•The sky's blue and the sun is high." next "•The prices here are so high, it'll make your face turn blue!" next "•That's Summers!" end // $C8B342 Npc1059: "•If you're bored, go check out the “Scaraba Cultural Museum.”" next "•It may be helpful to you." next "•They have a hieroglyph from a pyramid." end // $C8B39D Npc1060: "•Another nice day." next "•Summers always has sunny days." end // $C8B3C0 L_C8B3C0: call(L_C65009) eob // $C8B3C6 Npc1062: "•(It's a Myna bird!)" next rand_range(5) switch(Npc1052, Npc1056, Npc1055, Npc1059, Npc1063) goto(Npc1051) // $C8B3F7 L_C8B3F7: eob // $C8B3F8 Npc1063: goto_ifset(VISITED_SCARABA, L_C8B460) "•To go to Scaraba,{pause(15)} you need to cross the sea." next "•However a monster named Kraken lives in the open sea." next "•He attacks ships that pass through." next "•Are you scared?" end // $C8B460 L_C8B460: "•I'm a mighty sailor man" next "•A mountain man I'm not" next "•The open sea is home for me" next "•And mountains aren't worth snot" next "•...I'm writing a song for sailors." end // $C8B4C9 Npc1064: "•Dinosaurs existed!{pause(20)} I saw one!" next "•It had been out of the underground when it dried out." next "•Of course, it was dead!" next "•Believe what I'm saying!" end // $C8B52A Npc1065: goto_ifset(VISITED_SCARABA, L_C8B851) goto_ifset(POO_JOINS, L_C8B680) goto_ifset(TEMP_10, L_C8B64E) "•Would you like a boat ride?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8B57E, L_C8B568) // $C8B568 L_C8B568: "•Ok, I understand." isset(TEMP_10) goto_false(L_C8B57C) end // $C8B57C L_C8B57C: next // $C8B57E L_C8B57E: "•I don't feel like sending a ship out." next "•I'm worried about my wife..." next "•I'm not afraid of the Kraken!" next "•....." next pause(60) linebreak "•My wife's totally ignoring her Magic cake business." next "•These days she spends her time hanging out in a strange club." next "•We no longer have any mutual interests to discuss." next "•Is our relationship over?" next "•...*Sigh*" wait set(TEMP_10) eob // $C8B64E L_C8B64E: "•Do you wanna hear the same story again?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8B57E, L_C8B568) goto(L_C8B568) // $C8B680 L_C8B680: goto_ifset(READY_TO_SAIL_TO_SCARABA, L_C8B6D5) "•Thank you!{pause(20)}" linebreak " You made my wife wake up." next "•She quit talking about all that serious crap..." next "•Yeah!{pause(20)} Let's work hard!" next set(READY_TO_SAIL_TO_SCARABA) // $C8B6D5 L_C8B6D5: "•If you're courageous, get on this boat." next "•You'll probably see the Kraken and experience getting seasick!" next "•After all, it could only cost you your life, and you got that for free!" next "•Luck will determine the outcome of this voyage." next "•So, do you want to sail the seas to Scaraba?" next // $C8B77B L_C8B77B: "•Twenty bucks per person is fine with me." linebreak open_wallet add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8B7E4, L_C8B7B4) // $C8B7B4 L_C8B7B4: "•I understand." next "•Stay here and shiver in fear for your future!" next "•Ha ha ha ha ha ha!" end // $C8B7E4 L_C8B7E4: number_per_person(20) swap hasmoney(0) goto_true(L_C8B82E) sound(118) takemoney(0) open_wallet "•Ready!{pause(20)} We're reckless, baby!" next "•Bon Voyage!" wait window_closeall goto(L_C92C70) // $C8B82D L_C8B82D: eob // $C8B82E L_C8B82E: "•What?{pause(20)} You have no money?!" next "•Come back after you make some money." end // $C8B851 L_C8B851: "•Compared to the olden days, this boat ride is like being on a luxury liner." next "•Do you want another ride?" next "•I'll give you a ride if you want, since you destroyed the Kraken." next goto(L_C8B77B) // $C8B8C0 Npc1067: "•Fsst Fsst." end // $C8B8CD Npc1068: "•Meow." end // $C8B8D5 Npc1002: "•I've finally awakened the inner me, the true self." next "•The patrons of this club are able to stare into their own soul hard" next "•enough to burn a hole in their psyche." next "•I'm now comfortable enough to stare at the real me, the true self," next "•and burn the impression into my super-ego." next "•I want to be in this comfort zone at any time, all the time or at no time." next "•My id is telling me..." goto_ifset(MAGIC_CAKE_LADY_IDENTIFIED, L_C8B9C4) end // $C8B9C4 L_C8B9C4: next "•What? What?{pause(15)} Magic Cake?" next "•You came all this way just to eat my Magic Cake?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8BA45, L_C8BA12) // $C8BA12 L_C8BA12: "•Okay then,{pause(20)} don't get in my way while I search for the little girl within me..." end // $C8BA45 L_C8BA45: "•I{pause(15)} see...{pause(30)} okay..." next "•Why don't you stop by a little cart out on the beach later?" wait pause(60) linebreak window_closeall set_npc_movement(1002, 682) wait_movement set(MAGIC_CAKE_LADY_AT_BEACH) eob // $C8BA82 Npc1066: "•Only a tanning pro like me is able to get an actual suntan on the palms of his hands!" end // $C8BAB9 Npc1070: "•I'm just trying to take a nap in the shade.{pause(20)} Don't bother me!" end // $C8BAE0 Npc1031: "•Pooooweeeet!{pause(60)}" linebreak " Oooo... sorry..." next "•Y'know, I can't quite describe it..." next "•Drinking glass after glass of ice coffee is... well..." next "•Buuuurp!{pause(90)}" linebreak " Oooo... 'scuse me..." end // $C8BB5B Npc1077: "•(East of here is the port town of Toto)" next "•...No, no..." linebreak " I'm not a billboard..." wait next eob // $C8BB91 L_C8BB91: "•(Have a fantastic vacation!" next "•At least until you run out of money." linebreak " Hotel Du Summers)" end // $C8BBD2 L_C8BBD2: "•There is graffiti on the board... The handwriting is hard to read..." next "•({name(NESS)} can eat my shorts!{pause(20)}" linebreak " For a neighbor, he's a loser!)" end // $C8D9ED Npc0456: goto_ifset(VISITED_FOURSIDE, L_C8DAEE) goto_ifset(MASTER_BELCH_DEFEATED, L_C8DAD5) goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C8DA5D) goto_ifset(GOT_ZOMBIE_PAPER, L_C8DA31) "•How can we defeat the zombies?{pause(20)} ...Oh... Uh... I just don't know!" end // $C8DA31 L_C8DA31: "•We should try Zombie Paper or some kind of trap.{pause(20)} We have to do something!" end // $C8DA5D L_C8DA5D: "•Just imagine... when we wake up tomorrow morning..." next "•Ugh! *shiver* It'll be really gross." end // $C8DAA0 Npc0542: "•Yuck!{pause(15)} We caught a lot of zombies!{pause(20)} Ugh! *shiver* It's really gross." end // $C8DAD5 L_C8DAD5: "•The monsters are no longer in the tunnel!" end // $C8DAEE L_C8DAEE: "•Since the tunnel was cleared,{pause(15)} many cars have started driving through it." next "•It's incredibly noisy." end // $C8DB32 Npc0457: goto_ifset(MASTER_BELCH_DEFEATED, L_C8DC2F) goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C8DBBE) goto_ifset(GOT_ZOMBIE_PAPER, L_C8DB92) "•Why don't we get all the zombies in this tent and then set it on fire?" next "•We may all get munched before we have a chance to do anything..." end // $C8DB92 L_C8DB92: "•Maybe a good idea would be to try to get all the zombies into a single spot." end // $C8DBBE L_C8DBBE: "•Hey! Stupid zombies!{pause(20)} Come out, come out wherever you are!" next "•The suspense is killing me..." end // $C8DBF8 Npc0540: "•I was able to arrest" linebreak " many zombies because of your help." next "•“Arrest” sounds strange, doesn't it..." end // $C8DC2F L_C8DC2F: "•It became really quite peaceful compared to before." end // $C8DC4F Npc0458: goto_ifset(VISITED_FOURSIDE, L_C8DD12) goto_ifset(MASTER_BELCH_DEFEATED, L_C8DCF9) goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C8DCB2) goto_ifset(GOT_ZOMBIE_PAPER, L_C8DC8D) "•I'm glad you're going to help us,{pause(20)} but you're pretty young." end // $C8DC8D L_C8DC8D: "•Well, we'll give it a try.{pause(20)} It's better than nothing, I guess." end // $C8DCB2 L_C8DCB2: "•Here, zombie, zombie, zombie... I have a nice bone for you..." end // $C8DCD6 Npc0541: "•You might not understand my saying this,{pause(10)} but,{pause(10)} poor zombies..." end // $C8DCF9 L_C8DCF9: "•Now you can go through the tunnel anytime you want!" end // $C8DD12 L_C8DD12: "•Actually, I'm kind of glad I got to see real zombies." end // $C8DD35 Npc0459: goto_ifset(VISITED_FOURSIDE, L_C8DF28) goto_ifset(MASTER_BELCH_DEFEATED, L_C8DE88) goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C8DE2C) goto_ifset(GOT_ZOMBIE_PAPER, L_C8DE13) goto_ifset(JEFF_JOINS, L_C8DD98) "•The zombies are slowly advancing toward the tent." next "•Everyone, I repeat--{pause(15)}the zombies are on the move!" end // $C8DD98 L_C8DD98: "•So, this weird object was flying around and crashed in the graveyard..." next "•It looked like it was straight out of a{pause(20)} Saturday morning cartoon!" next "•Wow! Did you come here in that flying contraption?" end // $C8DE13 L_C8DE13: "•So you're going to use this tent as a trap..." end // $C8DE2C L_C8DE2C: "•Hey, hey, hey! ...stupid zombies... come on over!" end // $C8DE4A Npc0539: "•We did it!{pause(15)} Did you look in the tent?" next "•Ya ha! We taught those stupid zombies a lesson!" end // $C8DE88 L_C8DE88: "•That round flying object... a kid with glasses was on board." next "•The craft landed near the graveyard, right?" next "•Can you fix it?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8DEF6, L_C8DF0D) // $C8DEF6 L_C8DEF6: "•It was heavily damaged, though, right?" end // $C8DF0D L_C8DF0D: "•It's such a waste, but we can't do much about it..." end // $C8DF28 L_C8DF28: "•I didn't like fighting the zombies,{pause(15)} but those days were never dull!" end // $C8DF51 Npc0477: "•We painted over all the damaged parts of the Sky Runner." next "•Now I wonder how you start this thing up?" end // $C8DF8A Npc0478: "•I want you to stay,{pause(15)} but if you can't ...so long!" next "•Thanks for every little ol' thing." end // $C8DFBB L_C8DFBB: call(L_C680E2) eob // $C8DFC1 Npc0498: goto_ifset(MASTER_BELCH_DEFEATED, L_C8DFF7) "•Be careful while walking around outside,{pause(15)} especially near the graveyard." end // $C8DFF7 L_C8DFF7: "•Especially near the graveyard,{pause(15)} it's dangerous." next "•But now it's been cleaned up, so it's safe, {pause(20)}just to let you know." end // $C8E044 Npc0499: call(L_C900BD) eob // $C8E04A Npc0500: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E07C) "•I'm stronger than a zombie,{pause(15)} but a bunch of zombies ganged up on me." end // $C8E07C L_C8E07C: "•If you would have taken me along to hunt zombies or something," next "•I would have been a big help." end // $C8E0AD Npc0502: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E0D8) "•The zombies got me..." next "•I should have gotten some zombie insurance." end // $C8E0D8 L_C8E0D8: "•I'm not afraid of no zombie." next "•When they come out, I'll beat them by myself." next "•Actually I don't want them to come out.{pause(20)} They're way too scary." end // $C8E132 Npc0503: call(L_C9002B) eob // $C8E138 Npc0504: call(L_C5D317) eob // $C8E13E Npc0505: call(L_C5D323) eob // $C8E144 Npc0509: call(L_C5D341) eob // $C8E14A Npc0515: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E176) "•Zombies and ghosts are on the loose here.{pause(20)} Welcome to Threed." end // $C8E176 L_C8E176: "•Zombies and ghosts are{pause(20)} not on the loose anymore." next "•Oh yeah, you guys got rid of the monsters. Ooops! He he." end // $C8E1BD Npc0516: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E251) goto_ifset(ZOMBIES_ON_TENT_FLOOR, L_C8E218) "•Zombies and ghosts are on the loose here, so I can't get to Twoson or Fourside." next "•Maybe the hidden road in the graveyard is safe..." end // $C8E218 L_C8E218: "•You guys got rid of the zombies," next "•'cept the ghosts in the tunnel seem scarier than ever!" end // $C8E251 L_C8E251: "•If you weren't here,{pause(15)} I might have had to be friendly with the zombies!" end // $C8E275 Npc0517: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E2C7) "•This town seems very dark, right?" next "•The people are mostly living at the center of town." next "•I wonder how we should get the town back from the zombies?" end // $C8E2C7 L_C8E2C7: "•This town used to be dark,{pause(15)} but thanks to you, now it's bright." end // $C8E2EA Npc0518: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E33B) "•Hey, you don't look so happy,{pause(15)} you'd better cheer up, or you'll become a zombie." next "•Some people have already become tools of the zombies." end // $C8E33B L_C8E33B: get_char(1) result_is(2) "•I'm so glad you wiped out the zombies.{pause(15)} Let me give you a kiss." next "•*smooch* Tee hee hee... I'm blushing." end // $C8E388 Npc0519: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E42A) goto_ifset(ZOMBIES_ON_TENT_FLOOR, L_C8E3FB) "•The headquarters of the Zombie Relief Corps" next "•is in the circus tent at the center of town." next "•We want to crush the zombies, except I think they'll crush us." end // $C8E3FB L_C8E3FB: "•I thought the zombies were gone... But look at the surroundings..." next "•It's still dark!" end // $C8E42A L_C8E42A: "•We won because of our brains,{pause(15)} guts,{pause(15)} and togetherness." next "•Wow!{pause(15)} What a rush!" end // $C8E467 Npc0520: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E501) "•There's a rumor that there is an underground path at the edge of the graveyard" next "•that takes you somewhere." next "•When you get through the path," next "•you'll meet a dirty,{pause(15)} stinky,{pause(15)} ugly,{pause(15)} powerful monster." next "•I wet my pants just thinking about it." end // $C8E501 L_C8E501: "•You've been through some tough battles!" end // $C8E515 Npc0521: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E5A4) goto_ifset(BOOGEY_TENT_DEFEATED, L_C8E576) "•?{pause(5)}?{pause(5)}? There's been a circus tent at the center of town for a long time." next "•I saw another tent to the south. I wonder when it went up?" end // $C8E576 L_C8E576: "•That strange tent...{pause(20)} It was a monster!" next "•I'm glad I didn't go inside!" end // $C8E5A4 L_C8E5A4: "•Visit Threed again!" end // $C8E5B1 Npc0522: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E5F7) goto_ifset(ZOMBIES_ON_TENT_FLOOR, L_C8E5F7) "•I'm so scared of the zombies, I spend all of my time running from them." next "•I can't even get home!" end // $C8E5F7 L_C8E5F7: "•I had to run all over to escape the zombies." next "•Now I can't remember where my house is..." end // $C8E62C Npc0511: "•Hey, do you remember me?" next "•I had to run all over to escape the zombies." next "•Now I can't remember where my house is..." next "•I told you this before, remember?" next "•Huh? I never saw you before?" next "•I guess I can't remember anything right." end // $C8E6A9 Npc0523: "•(You're awfully kind taking time out to talk to a mouse.{pause(20)} This mouse loves you!)" end // $C8E6E3 Npc0524: "•Owoooo!" prompt2 eob // $C8E6ED Npc0525: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E715) "•How can you smile like that in a dangerous place like this?" end // $C8E715 L_C8E715: "•I thought there was something more to you than just your smile." end // $C8E734 Npc0526: goto_ifset(MASTER_BELCH_DEFEATED, L_C8E7B3) "•I saw a beat-up tour bus going to Fourside.{pause(20)} We can't go through the tunnel." next "•The band was really noisy,{pause(15)} so the ghosts didn't approach the bus." next "•It must be great to be so happy-go-lucky, huh!" end // $C8E7B3 L_C8E7B3: "•I wanted to catch one of the ghosts in the tunnel and keep it as a pet." next "•I'm just teasin'. I can tease like that now that they're gone." end // $C8E804 Npc0527: goto_ifset(GIYGAS_DEFEATED, L_C8E9E8) goto_ifset(MASTER_BELCH_DEFEATED, L_C8E95D) "•I'm only telling you this because you look like you're just passing through." next "•The truth is,{pause(15)} I work for the monsters." next "•The humans seem to be losing," next "•so I'm on the zombies' side for my own protection." next "•The zombies' leader likes Fly Honey. He makes his followers collect it." next "•You know--bees make bee honey and flies make Fly Honey." next "•The zombie leader is strong because" next "•he always eats peanut butter and Fly Honey sandwiches..." goto_ifset(BOOGEY_TENT_DEFEATED, L_C8E95B) next "•I got lots of Fly Honey stored in the tent to the south." next "•I'll deliver it to the zombie leader soon." end // $C8E95B L_C8E95B: end // $C8E95D L_C8E95D: "•I heard that you beat the zombie leader" next "•after you got some important info from me." next "•Heh heh heh..." next "•You should at least thank me... or how about a shoulder massage..." next "•Why are you giving me such a dirty look, you brat!{pause(10)} Ptooie!" end // $C8E9E8 L_C8E9E8: "•...Since then, I've really matured." next "•I am doing well in the health food business." next "•People can get over any illness they might catch." next "•Don't you think it's a great business?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8EA79, L_C8EA6A) // $C8EA6A L_C8EA6A: "•Okay... so it's not for you." end // $C8EA79 L_C8EA79: "•I could make you believe anything..." end // $C8EA8B Npc0528: "•After the buses started running again," next "•I decided to come see my boyfriend... I really shouldn't have, though." end // $C8EACE Npc0529: "•Wo! Dude!{pause(15)} Like,{pause(15)} my old girlfriend from Twoson hunted me down, man." next "•I'm totally bummed, 'cause I have another girlfriend here in Threed." end // $C8EB2C Npc0530: "•Ha ha ha ...check him out." next "•I think he's the bee's knees,{pause(15)} oops, I mean way cool.{pause(20)} He used to be in a band." end // $C8EB75 L_C8EB75: window_open(1) "•Ga{pause(5)}a{pause(5)}o{pause(5)}o{pause(1)}o{pause(1)}o{pause(1)}r{pause(1)}r{pause(1)}g{pause(1)}g!!!" prompt2 window_closeall pause(1) unset(BOOGEY_TENT_IN_THREED) call(L_C68538) goto_true(L_C8EBDD) delete_npc(531, 9) delete_npc(532, 9) delete_npc(533, 9) pause(120) set(FLY_HONEY_TRASH_CAN_VISIBLE) set(BOOGEY_TENT_DEFEATED) unset(flag 373) pause(1) warp(160) pause(1) freeze_char(all) call(L_C88761) unset(ENEMY_SUPPRESS) goto(L_C7A2F7) // $C8EBDD L_C8EBDD: unset(ENEMY_SUPPRESS) set(BOOGEY_TENT_IN_THREED) eob // $C8EBE4 Npc0534: window_open(1) "•(He stares into your soul.)" prompt2 window_closeall goto_ifset(JEFF_JOINS, L_C9992F) set(ZOMBIE_CHICK_OUTSIDE_HOTEL) set(ZOMBIE_CHICK_HOTEL_MUSIC) set(flag 588) eob // $C8EC0F L_C8EC0F: get_dir_from_npc(534, PMEMBER, leader) npc_direction(534, 0) show_npc_emote(534, EXCLAMATION) pause(30) delete_npc_emote(534) window_open(1) "•(He stares into your soul.)" prompt2 window_closeall sound(114) pause(60) set_npc_movement(535, 759) wait_movement freeze_npc(535) get_dir_from_npc(535, PMEMBER, NESS) npc_direction(535, 0) show_npc_emote(535, EXCLAMATION) pause(30) delete_npc_emote(535) window_open(1) "•(He looks you over.)" prompt2 window_closeall unfreeze_npc(535) goto_ifset(JEFF_JOINS, L_C9992F) set(ZOMBIE_CHICK_OUTSIDE_HOTEL) set(ZOMBIE_CHICK_HOTEL_MUSIC) set(flag 588) eob // $C8EC90 Npc0535: window_open(1) "•(He looks you over.)" prompt2 window_closeall goto_ifset(JEFF_JOINS, L_C9992F) set(ZOMBIE_CHICK_OUTSIDE_HOTEL) set(ZOMBIE_CHICK_HOTEL_MUSIC) set(flag 588) eob // $C8ECB4 Npc0536: call(L_C5D32F) eob // $C8ECBA Npc0537: "•Take a look at that chick in front of the hotel." next "•Regardless of some of the people I've seen her hanging out with," next "•I think I'd like to spend some time with her!" end // $C8ED1E Npc0513: goto_ifset(VISITED_FOURSIDE, L_C8EDCC) goto_ifset(MASTER_BELCH_DEFEATED, L_C8ED87) "•I overheard the zombies whisper," next "•“Master Belch will give us our lives back.”" next "•...Master Belch is the zombie leader.{pause(15)} He must be really pukey." end // $C8ED87 L_C8ED87: "•Like I told you, there was a barfy bad guy named Belch." next "•Thank you for giving him the big flush." end // $C8EDCC L_C8EDCC: "•This town has completely changed from the first time you were here." next "•Can you feel the love?" end // $C8EE02 Npc0514: goto_ifset(GIYGAS_DEFEATED, L_C8EEB4) goto_ifset(MASTER_BELCH_DEFEATED, L_C8EE6E) "•That's right, there is a rumor that a monster called Belch is screwing up the town." next "•Belch!{pause(20)} That's a gross,{pause(15)} twisted name even for a monster!" end // $C8EE6E L_C8EE6E: "•Bu{pause(5)}u{pause(5)}u{pause(5)}u{pause(5)}rp!" next "•Oops... now I'll get “Belch” for a nickname. Hee hee hee... uh... crud." end // $C8EEB4 L_C8EEB4: "•Isn't your backpack worn out?{pause(20)} Oh, if only those straps could talk..." end // $C8EEE5 Npc0512: "•Yeah, I worked for the zombies," next "•but I betrayed them too.{pause(20)} I'm a con man, so I know the score." next "•Belch gives life to the zombies, but Belch works for Giygas," next "•who I heard might be female." next "•Well, I'm not really sure whether Giygas is a male or a female." next "•I'm a helpful con man, don't you think?" end // $C8EF99 Npc0551: "•I saw a suspicious woman talking with the zombies around here." end // $C8EFB9 Npc0475: goto_ifset(MASTER_BELCH_DEFEATED, L_C8F0D2) goto_ifset(ZOMBIES_ON_TENT_FLOOR, L_C8F086) goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C8F066) goto_ifset(GOT_ZOMBIE_PAPER, L_C8F031) "•Frankly, I'm running scared." next "•I don't mean that I actually run around.{pause(20)} I just mean I am frightened." next "•Conditions in the town are getting worse." end // $C8F031 L_C8F031: "•This guy at the pizza joint told me about a new product called “Zombie Paper.”" end // $C8F066 L_C8F066: "•“Zombie Paper” is a stupid product name." end // $C8F086 L_C8F086: "•Zombie Paper really works, so I hope someone comes up with “pretty girl paper.”" next "•Oops,{pause(15)} that wasn't a nice thing to say." end // $C8F0D2 L_C8F0D2: "•You made our lives peaceful. I can sleep again." next "•It's like you used a bunch of “peace paper,” right? Ha ha ha." end // $C8F11B Npc0476: goto_ifset(MASTER_BELCH_DEFEATED, L_C8F208) goto_ifset(ZOMBIES_ON_TENT_FLOOR, L_C8F1B5) goto_ifset(GOT_ZOMBIE_PAPER, L_C8F193) "•People used to call me evil, but these zombies are much more scary." next "•I left my wife and kids at home to escape to this tent." next "•That's how scary the zombies are." end // $C8F193 L_C8F193: "•You can do whatever you want--" next "•just save my life." end // $C8F1B5 L_C8F1B5: "•Those zombies stuck to the floor..." next "•I wonder if they could still get me." next "•I don't care what happens to anyone else,{pause(15)} I just want to save my own skin!" end // $C8F208 L_C8F208: "•The town is at peace,{pause(15)} but my wife and kids won't speak to me." next "•What's the problem?" end // $C8F240 Npc0491: "•A few days ago, the zombies got some kids at this hotel." next unset(flag 589) counter(1) call(CHECK_PMemberIncapacitated) goto_false(L_C8F296) "•The boy had a red cap...{pause(30)} or was it a blue cap?" end // $C8F296 L_C8F296: "•The boy had a red cap...{pause(30)} Hey!{pause(15)} It was you!" end // $C8F2B7 Npc0552: "•Thank you for bringing peace and happiness back to Threed. Thanks!" next "•Peace!{pause(20)} Love!" end // $C8F2EF Npc0553: "•I really didn't think those kids could have saved the town." next "•Who would have ever imagined it?" end // $C8F324 Npc0554: "•I won't forget you." next "•Won't you come back to Threed sometime?" end // $C8F344 Npc0555: "•Since the leader of the monsters is gone," next "•the ghosts in the tunnel have disappeared." next "•The buses can get through the tunnel now." end // $C8F392 Npc0556: "•I want to go through the desert and on to the big city." next "•I want to see the city," linebreak " and I want to smell like the big city." next "•I'm a real urban-type of guy." end // $C8F3EB Npc0557: "•From the bus stop at the hotel all the way to Fourside..." next "•is how much? Do you remember?" end // $C8F41F Npc0558: get_char(1) rtoarg "•Thank you!" end // $C8F42A Npc0559: "•You're heroes.{pause(20)} That rocks!" end // $C8F43F Npc0560: "•Sweet!" end // $C8F448 Npc0561: "•All righty!" end // $C8F450 Npc0485: "•I came from Fourside by bus." next "•Buffalo?{pause(15)} Oh yeah, I saw lots.{pause(20)} It's awesome." end // $C8F48A Npc0486: goto_ifset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER, L_C8F4D8) "•A girl in Fourside called me." next "•There is a really popular band there now." next "•I think they're called the “Runway Fire.”" end // $C8F4D8 L_C8F4D8: "•I told you the wrong band name before. I said “Runway Fire.”" next "•The real name is “Runaway Five.”" next "•My girlfriend corrected me..." end // $C8F535 Npc0562: goto_ifset(GIYGAS_DEFEATED, L_C8F590) "•I heard there is a guy who is digging for buried treasure in Dusty Dunes desert." next "•A share of that treasure “share” would be nice." end // $C8F590 L_C8F590: "•Hey! I heard you got a share of the treasure found in the desert." next "•It didn't seem to change you at all, though." end // $C8F5D0 Npc0563: "•I'm a detective from Twoson." next "•The statue called Mani Mani or something or other" next "•was stolen from the Happy-Happyism headquarters." next "•Do you have any clues for me?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C8F656, L_C8F64D) // $C8F64D L_C8F64D: "•Oh, I see..." end // $C8F656 L_C8F656: "•Don't try to feed me your lies!" end // $C8F66A Npc0464: "•If I try to get away, my body will just fall apart." next "•It's because I'm a zombie..." end // $C8F69D Npc0460: "•I'll blame you for the rest of my “life.”" end // $C8F6B5 Npc0461: "•I'll blame you after my “death.”" end // $C8F6CA Npc0462: "•You're the enemy of all zombies!" next "•You monster!" end // $C8F6E2 Npc0470: "•Could... you... help me?{pause(20)} ...Maybe not." end // $C8F701 Npc0471: "•You humans are such cowards!" end // $C8F715 Npc0472: "•*Gasp* *Gasp*" end // $C8F725 Npc0474: "•I don't care if I pass away..." next "•Ha! I'm dead already!" end // $C8F748 L_C8F748: "Message of the broken SkyWalker." // $C8F75E Npc0481: "•(It's impossible to fix... for the time being.)" end // $C8F77D L_C8F77D: newline "•{target}'s offense" linebreak " went up by {delta}!" sound(40) prompt2 eob // $C8F79A L_C8F79A: newline "•{target}'s defense" linebreak " went up by {delta}!" sound(40) prompt2 eob // $C8F7B8 L_C8F7B8: newline "•{target}'s IQ" linebreak " went up by {delta}!" sound(40) prompt2 eob // $C8F7D2 L_C8F7D2: newline "•{target}'s guts" linebreak " went up by {delta}!" sound(40) prompt2 eob // $C8F7EE L_C8F7EE: newline "•{target}'s guts" linebreak " went down by {delta}!" sound(41) prompt2 eob // $C8F80A L_C8F80A: newline "•Amazingly enough," linebreak " {target}'s guts became {delta}!" sound(40) prompt2 eob // $C8F82F L_C8F82F: newline "•{target}'s speed" linebreak " went up by {delta}!" sound(40) prompt2 eob // $C8F84C L_C8F84C: newline "•{target}'s vitality" linebreak " went up by {delta}!" sound(40) prompt2 eob // $C8F86B L_C8F86B: newline "•{target}'s luck" linebreak " went up by {delta}!" sound(40) prompt2 eob // $C8F885 L_C8F885: newline "•{target}'s offense" linebreak " went down by {delta}!" sound(41) prompt2 eob // $C8F8A2 L_C8F8A2: newline "•{target}'s defense" linebreak " went down by {delta}!" sound(41) prompt2 eob // $C8F8C0 L_C8F8C0: newline "•{user} opened" linebreak " the jar of “Fly Honey”!" next "•Master Belch grabbed" linebreak " the “Fly Honey”!" prompt2 eob // $C8F8FD L_C8F8FD: newline "•{user} opened" linebreak " the jar of “Fly Honey”!" next "•It didn't smell like" linebreak " something " call(TEXT_AttackerPronoun) " would like!" prompt2 eob // $C8F935 L_C8F935: newline "•A mysterious light enveloped" linebreak " " call(TEXT_PartyDescription) "!" prompt2 eob // $C8F956 L_C8F956: newline "•A warm light surrounded" linebreak " " call(TEXT_PartyDescription) "!" prompt2 eob // $C8F973 L_C8F973: newline "•A dazzling light enveloped" linebreak " " call(TEXT_PartyDescription) "!" prompt2 eob // $C8F992 L_C8F992: newline "•Some heavy air flowed" linebreak " into the area!" prompt2 eob // $C8F9B3 L_C8F9B3: newline "•The dazzling light chased" linebreak " the enemy!" prompt2 eob // $C8F9CE L_C8F9CE: newline "•A very subtle light engulfed" linebreak " " call(TEXT_PartyDescription) "!" prompt2 eob // $C8F9F0 L_C8F9F0: newline "•A golden light poured" linebreak " over the area!" prompt2 eob // $C8FA0D L_C8FA0D: newline "•Rainbow colored light" linebreak " shone into the area!" prompt2 eob // $C8FA2F L_C8FA2F: newline "•A mysterious aroma wafted" linebreak " into the area!" prompt2 eob // $C8FA51 L_C8FA51: newline "•A terrible, heaven rending sound," linebreak " echoed in the area!" prompt2 eob // $C8FA7B L_C8FA7B: newline "•" call(TEXT_PartyDescription) " lost their PP!" prompt2 eob // $C8FA90 L_C8FA90: newline "•" call(TEXT_PartyDescription) " recovered" linebreak " completely!" prompt2 eob // $C8FAAA L_C8FAAA: newline "•Not enough PP!" prompt2 eob // $C8FAB8 L_C8FAB8: newline is_attacker_enemy goto_false(L_C8FACA) sound(55) goto(L_C8FACD) // $C8FACA L_C8FACA: sound(29) // $C8FACD L_C8FACD: "•{user}" get_action_argument swap " tried" linebreak " {psiname(0)}!" next "•But, " call(TEXT_AttackerPronoun) " didn't have enough PP." prompt2 eob // $C8FAF6 L_C8FAF6: newline "•It didn't hit anyone!" prompt2 eob // $C8FB05 L_C8FB05: newline "•{target} does not" linebreak " have any PP!" prompt2 eob // $C8FB1B L_C8FB1B: window_closetop pause(40) window_open(1) newline set_prompt(0) "•I understand you guys are already claiming to be heroes." prompt linebreak "•Well, it is a gazillion years too early for you to oppose Giygas!" prompt linebreak "•You must feel pretty stupid to keep fighting without even knowing" prompt linebreak "•what Giygas looks like!" prompt linebreak "•If you were to ever see Giygas, you'd be so petrified with fear," prompt linebreak "•you'd never be able to run away!" prompt linebreak "•...That's how scary it is!" prompt linebreak "•So, do you want me to turn off the “Devil's Machine?”" prompt linebreak "•Well, prepare to be amazed!" sound(74) pause(150) window_closetop eob // $C8FC2E L_C8FC2E: newline pause(80) window_open(1) set_prompt(0) "•So, isn't this terrifying?{pause(30)}" linebreak " I'm terrified, too." prompt linebreak "•Giygas cannot think rationally any more," prompt linebreak "•and he isn't even aware of what he is doing now." prompt linebreak "•His own mind was destroyed by his incredible power." prompt linebreak "•What an all-mighty idiot!{pause(30)}" prompt linebreak "•Yep, that's what he is!" prompt linebreak "•Heh heh heh heh...{pause(30)}" linebreak " and you... you will be...{pause(30)}" linebreak " just another meal to him!{pause(150)}" window_closetop window_open(14) eob // $C8FD11 L_C8FD11: window_closetop pause(60) window_open(1) set_prompt(0) newline "•Heh heh heh heh.{pause(30)}" linebreak " You must really be" linebreak " at the end of your rope." prompt linebreak "•In this bizarre dimension," linebreak " you four are the only force fighting for justice..." prompt linebreak "•And here you stand," prompt linebreak "•waiting to be burned up with all the rest of the garbage of this universe..." prompt linebreak "•Haaaaah!{pause(30)}" linebreak " That's so sad. I can't help" linebreak " but shed a tear." prompt linebreak "•You know, my heart is beating incredibly fast,{pause(30)}" linebreak prompt linebreak "•...I must be experiencing absolute terror!" prompt linebreak "•Do you want to scream for" linebreak " help here in the dark?!" prompt linebreak "•Ha ha ha ha ha!" prompt linebreak "•Why not call your mommy," linebreak " {stat(NESS_NAME)}!" prompt linebreak "•Say, “Mommy! Daddy!" linebreak " I'm so frightened! {pause(30)}I think" linebreak " I'm gonna wet my pants!”" prompt linebreak "•I know you have telepathy, or something, so just try and call for help," prompt linebreak "•you pathetically weak" linebreak " heroes of so-called justice!" prompt linebreak "•No one will help you now!" prompt linebreak "•Ha ha ha haah..." prompt linebreak "•Don't worry, your pitiful suffering will be over soon!{pause(150)}" window_closetop window_open(14) eob // $C8FF31 L_C8FF31: window_closetop pause(60) window_open(1) set_prompt(0) "•{stat(NESS_NAME)}!{pause(30)} Now, I..." linebreak " well... {pause(20)}It's going to seem like" linebreak " I'm running away." prompt linebreak "•But perhaps I'll just sneak away to another era to think about my next plan." prompt linebreak "•It's a good bet that we will see each other again..." prompt pause(30) linebreak "•All right! I'll be seeing you!" prompt linebreak "•So now which one of us do you think is the cool guy?!{pause(150)}" sound(65) window_closetop eob // $C90000 L_C90000: counter(20) call(L_C90FEC) eob // $C90008 L_C90008: counter(30) call(L_C90FEC) eob // $C90010 Npc0409: counter(35) goto_ifset(CARPAINTER_DEFEATED, L_C90025) "•Blue... blue." next // $C90025 L_C90025: call(L_C90FEC) eob // $C9002B L_C9002B: counter(40) call(L_C90FEC) eob // $C90033 L_C90033: counter(45) "•I'm a roaming doctor." linebreak " Let me know if you're not feeling well." next call(L_C90FEC) eob // $C90067 L_C90067: counter(60) call(L_C90FEC) eob // $C9006F L_C9006F: counter(70) call(L_C90FEC) eob // $C90077 L_C90077: counter(80) call(L_C90FEC) eob // $C9007F L_C9007F: counter(60) set(MOONSIDE_SWITCH_YES_NO) call(L_C90FEC) unset(MOONSIDE_SWITCH_YES_NO) eob // $C9008D L_C9008D: counter(50) call(L_C9128D) eob // $C90095 L_C90095: counter(100) call(L_C9128D) eob // $C9009D Npc0410: set(TEMP_10) counter(110) goto_ifset(CARPAINTER_DEFEATED, L_C900B7) "•Blue... blue..." next // $C900B7 L_C900B7: call(L_C9128D) eob // $C900BD L_C900BD: counter(120) call(L_C9128D) eob // $C900C5 L_C900C5: counter(135) call(L_C9128D) eob // $C900CD L_C900CD: counter(150) call(L_C9128D) eob // $C900D5 L_C900D5: counter(180) call(L_C9128D) eob // $C900DD L_C900DD: set(TEMP_10) counter(200) call(L_C9128D) eob // $C900E8 L_C900E8: set(TEMP_10) set(MOONSIDE_SWITCH_YES_NO) counter(150) call(L_C9128D) unset(MOONSIDE_SWITCH_YES_NO) eob // $C900F9 L_C900F9: "•Humm dee dum dum dum." linebreak " I'm hunting for mushrooms!" next call(L_C91A91) goto_false(L_C901A8) "•Hey! Would you be willing to sell that mushroom on your head for $50?" next call(MENU_MakeYesNoWithHPBox) menu clearline switch(L_C9017F, L_C90165) // $C90165 L_C90165: "•Ohhh..." linebreak " It's your special mushroom." end // $C9017F L_C9017F: call(L_C91B6F) newline "•Thank you." linebreak " Such a great mushroom." linebreak " I'm so happy I got it." end // $C901A8 L_C901A8: "•I'm going to collect a ton!" end // $C901BB L_C901BB: newline font_saturn goto_ifset(TEMP_2, L_C9029F) "•I'm" linebreak " Dr. Saturn." linebreak " Zoom!" next "•and I can" linebreak " repair" linebreak " your body." next "•Boing!" next "•Do you" linebreak " want me" next "•to operate" linebreak " on you?" linebreak " Ding?" next font_normal add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9026F, L_C9023D) // $C9023D L_C9023D: font_saturn "•Are you" linebreak " kay-o?" next "•If you" linebreak " all right," linebreak " that's great." next "•zoomer!" wait font_normal eob // $C9026F L_C9026F: call(SUB_FullHealAllWithSFX) font_saturn "•You aaaaaaall" linebreak " fixed up." next "•Goody!" linebreak " Boing!" wait font_normal set(TEMP_2) eob // $C9029F L_C9029F: "•Healthy," linebreak " healthy." wait font_normal eob // $C902B5 L_C902B5: "•“Goodnight Bench”" next "•Your fatigue will leave you, and your energy and power will return." wait call(SUB_SpendNight) eob // $C902F2 L_C902F2: "•Hi! How are you today?" linebreak " Oh, you're not feeling well?" linebreak " Be healthy!" end // $C90322 L_C90322: "•(This is a $healstone.)" wait call(SUB_FullHealAllRest) eob // $C90339 Npc0058: goto_ifset(JUST_RESTED, L_C9038D) number_per_person(35) swap "•Welcome to Hotel Onett." next call(L_C90F3B) menu clearline switch(L_C9036B, L_C90365) // $C90365 L_C90365: call(L_C90FB2) eob // $C9036B L_C9036B: hasmoney(0) goto_true(L_C90387) call(L_C90F67) music_resume warp(11) call(SUB_RecoverHPPP) eob // $C90387 L_C90387: call(L_C90FBE) eob // $C9038D L_C9038D: call(L_C90FD4) eob // $C90393 Npc0256: goto_ifset(JUST_RESTED, L_C903E7) number_per_person(50) swap "•Welcome to Hotel Twoson." next call(L_C90F3B) menu clearline switch(L_C903C5, L_C903BF) // $C903BF L_C903BF: call(L_C90FB2) eob // $C903C5 L_C903C5: hasmoney(0) goto_true(L_C903E1) call(L_C90F67) music_resume warp(19) call(SUB_RecoverHPPP) eob // $C903E1 L_C903E1: call(L_C90FBE) eob // $C903E7 L_C903E7: call(L_C90FD4) eob // $C903ED L_C903ED: number_per_person(50) swap goto_ifset(CARPAINTER_DEFEATED, L_C9058D) goto_ifset(JUST_RESTED, L_C90554) "•We're all like one big, happy family here in Happy Happy Village!" next "•Basically, our policy is to only allow family members to stay here in the village." next "•However, if you are interested in learning about Happy Happyism," next "•we may make an exception and let you stay for ${number(argument)}." linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C904E3, L_C904BA) // $C904BA L_C904BA: "•Never have I heard such disrespect!" linebreak " Get out and stay out!" end // $C904E3 L_C904E3: hasmoney(0) goto_true(L_C9052E) takemoney(0) open_wallet sound(118) "•Very well... be sure to do your “blue... blue...”" linebreak " chant before bed time." wait call(SUB_SpendNight) warp(39) eob // $C9052E L_C9052E: "•No faith..." linebreak " No money..." linebreak " You are a hopeless case." end // $C90554 L_C90554: "•Are you prepared to show the proper respect to Mr. Carpainter now?" next "•Blue... blue..." wait unset(JUST_RESTED) eob // $C9058D L_C9058D: goto_ifset(JUST_RESTED, L_C90663) get_char(1) swap "•Greetings, {name(argument)}." linebreak " Please forgive my lecture earlier." next "•You are now welcome to stay free of charge." next "•Would you like to stay?" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C90615, L_C905FD) // $C905FD L_C905FD: "•Very well. Please come again, any time." end // $C90615 L_C90615: "•Excellent. Please make yourself comfortable, on your blue sheets..." next "•No, no, I'm just kidding! Ha ha hah!" wait call(SUB_SpendNight) warp(39) eob // $C90663 L_C90663: "•Good morning." linebreak " Take care and good luck." end // $C9067D Npc0483: goto_ifset(JUST_RESTED, L_C906E0) number_per_person(60) swap "•Welcome to the Threed Sunset Hotel." next call(L_C90F3B) menu clearline switch(L_C906B6, L_C906B0) // $C906B0 L_C906B0: call(L_C90FB2) eob // $C906B6 L_C906B6: hasmoney(0) goto_true(L_C906D9) call(L_C90F67) goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C906E6) music_resume warp(17) call(SUB_RecoverHPPP) eob // $C906D9 L_C906D9: call(L_C90FBE) end // $C906E0 L_C906E0: call(L_C90FD4) eob // $C906E6 L_C906E6: call(SUB_RecoverHPPP) goto(L_C88772) // $C906F0 L_C906F0: eob // $C906F1 Npc0748: goto_ifset(JUST_RESTED, L_C907BE) number_per_person(70) swap "•We are also running an inn, mister." next "•It's ${number(argument)} a night if you want to stay here." next "•Do you want to stay?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C90774, L_C90748) // $C90748 L_C90748: "•That's probably for the best." next "•You see... our beds are really old and dusty." end // $C90774 L_C90774: hasmoney(0) goto_true(L_C907B0) takemoney(0) open_wallet sound(118) "•Well, have a good rest. You'll wake up refreshed!" wait call(SUB_SpendNight) warp(43) eob // $C907B0 L_C907B0: "•You... don't have enough money." end // $C907BE L_C907BE: "•When you travel though the desert, you may be hit by sunstroke." next "•If you see flashing lights before your eyes, you may have sunstroke!" next "•But don't worry too much." next "•If you have a Wet towel, you'll be all right." end // $C9083A Npc0890: goto_ifset(JUST_RESTED, L_C908B6) number_per_person(75) swap goto_ifset(GIYGAS_DEFEATED, L_C90878) "•Welcome to the Monotoli Grand Hotel." next // $C90861 L_C90861: call(L_C90F3B) menu clearline switch(L_C90894, L_C90872) // $C90872 L_C90872: call(L_C90FB2) eob // $C90878 L_C90878: "•Welcome to the Enrich Grand Hotel." next goto(L_C90861) // $C90894 L_C90894: hasmoney(0) goto_true(L_C908B0) call(L_C90F67) music_resume warp(2) call(SUB_RecoverHPPP) eob // $C908B0 L_C908B0: call(L_C90FBE) eob // $C908B6 L_C908B6: call(L_C90FD4) eob // $C908BC Npc1020: goto_ifset(JUST_RESTED, L_C90A62) number_per_person(150) swap "•Welcome to" linebreak " L'hotel de Summers." next "•My name is" linebreak " Risosha Richmonde," next "•and I am the assistant manager." next "•I'm sorry " get_char(1) call(TEXT_PMemberPolite) ", but I'm afraid" linebreak " that we do not have any reservation under your name." next "•However, we can offer you a room at ${number(argument)} a night." next "•Would you be interested in a room?" linebreak call(L_C90F61) menu clearline switch(L_C909D3, L_C90999) // $C90999 L_C90999: "•That's too bad, " get_char(1) call(TEXT_PMemberPolite) "." next "•Please keep us in mind the next time you come here on your holiday." end // $C909D3 L_C909D3: hasmoney(0) goto_true(L_C90A31) takemoney(0) open_wallet sound(118) "•Excellent choice, " get_char(1) call(TEXT_PMemberPolite) "!" next "•We hope you enjoy our wonderful ocean view." wait call(SUB_RestFadeOut) music_resume warp(14) call(SUB_RecoverHPPP) eob // $C90A31 L_C90A31: "•If you do not have enough cash with you," next "•please feel free to use the ATM just over there." end // $C90A62 L_C90A62: "•Did you have a relaxing sleep?" next "•The sound of the ocean waves didn't disturb you, I trust." end // $C90A9B Npc1124: goto_ifset(JUST_RESTED, L_C90C03) "•Welcome to the “Great Southern International Resort Hotel.”" next "•Our rooms range in price" linebreak " from" number_per_person(15) swap " ${number(argument)}" number_per_person(100) swap " to ${number(argument)}" linebreak " a night." next "•Right now, though, we only have our super deluxe suite available." next "•Would you like to stay?" linebreak call(L_C90F61) menu clearline switch(L_C90B90, L_C90B53) // $C90B53 L_C90B53: "•We are very sorry" next "•that we do not have any of our less expensive rooms available at this time." end // $C90B90 L_C90B90: hasmoney(0) goto_true(L_C90BFD) takemoney(0) open_wallet sound(118) "•Please let us know if you find any scorpions..." next "•It's very unlikely that they will come out, but you never can tell..." wait window_closeall pause(1) call(SUB_RestFadeOut) music_resume warp(13) call(SUB_RecoverHPPP) eob // $C90BFD L_C90BFD: call(L_C90B53) eob // $C90C03 L_C90C03: "•Good morning!" next "•This sure is some nice weather we're having in Scaraba lately." end // $C90C38 Npc1372: goto_ifset(JUST_RESTED, L_C90D1E) number_per_person(75) swap "•This is the Dark Moon Hotel." next "•One sleep period is ${number(argument)}." next "•Do you want to sleep?" linebreak call(L_C90F61) menu clearline switch(L_C90C90, L_C90CB4) goto(L_C90CB4) // $C90C90 L_C90C90: "•You're actually going to try to stay up...? Hah hah hah!" end // $C90CB4 L_C90CB4: hasmoney(0) goto_true(L_C90CE8) takemoney(0) open_wallet sound(118) "•All right. Here we go!" wait call(SUB_RestFadeOut) music_resume warp(162) call(SUB_RecoverHPPP) eob // $C90CE8 L_C90CE8: "•Money rules here in Moonside, too." next "•And you do not seem to have any at this moment." end // $C90D1E L_C90D1E: "•Thanks." end // $C90D23 L_C90D23: goto_ifset(JUST_RESTED, L_C90DBA) "•The monkeys run the inn in the forest. You can stay here for free!" next "•Do you want to spend the night?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C90D87, L_C90D6D) // $C90D6D L_C90D6D: "•I swear, it doesn't smell like monkeys." end // $C90D87 L_C90D87: "•You're sure to have fond memories of the monkey's inn after your trip..." wait call(SUB_SpendNight) warp(49) unset(JUST_RESTED) // $C90DBA L_C90DBA: freeze_char(all) window_open(1) "•Didn't you think it was comfortable? Take care and good bye." wait window_closeall unfreeze_char(all) eob // $C90DEA L_C90DEA: goto_ifset(JUST_RESTED, L_C90E3D) "•In the hole, inn we have." next "•Free. Stay?" linebreak call(MENU_MakeYesNoWithWallet) menu clearline switch(L_C90E26, L_C90E22) // $C90E22 L_C90E22: "•....." end // $C90E26 L_C90E26: "•Okay. You stay." wait call(SUB_SpendNight) warp(50) eob // $C90E3D L_C90E3D: "•Nice stay?" wait unset(JUST_RESTED) eob // $C90E4A Npc1298: number_per_person(100) swap "•Thank you for coming all the way into this primitive country." next "•You must be tired." linebreak " To stay," linebreak " it'll run you ${number(argument)}." next "•You are going to stay, aren't you?" linebreak call(L_C90F61) menu clearline switch(L_C90ED4, L_C90EBF) // $C90EBF L_C90EBF: "•Please come again..." linebreak " Mr. Traveler." end // $C90ED4 L_C90ED4: hasmoney(0) goto_true(L_C90F0B) takemoney(0) open_wallet sound(118) "•Well, make yourself comfortable." wait window_closeall call(SUB_SpendNight) warp(54) unset(JUST_RESTED) eob // $C90F0B L_C90F0B: "•Money rules even at the end of the world." next "•We cannot accept a guest who has no money." end // $C90F3B L_C90F3B: "•A one night stay will cost you ${number(argument)}." next "•Would you like to stay?" linebreak // $C90F61 L_C90F61: call(MENU_MakeYesNoWithWallet) eob // $C90F67 L_C90F67: takemoney(0) open_wallet sound(118) "•Have a nice stay." wait // $C90F7D // "Take a rest" fadeout SUB_RestFadeOut: window_closeall pause(1) set(JUST_RESTED) music_effect(3) create_sprite(106, 633, 1) wait_movement // $C90F90 L_C90F90: goto_ifset(PAULA_TELEPATHY_DREAM_1, L_C68C3F) goto_ifset(PAULA_TELEPATHY_DREAM_2, L_C68CC3) goto_ifset(PAULA_TELEPATHY_DREAM_JEFF, L_C68D5A) goto_ifset(ZOMBIE_PAPER_ON_TENT, L_C90FB1) call(L_C685DA) // $C90FB1 L_C90FB1: eob // $C90FB2 L_C90FB2: "•See you next time." end // $C90FBE L_C90FBE: "•It looks like you don't have" linebreak " ${number(argument)}..." end // $C90FD4 L_C90FD4: "•Good morning." linebreak " Did you sleep well?" end // $C90FEC L_C90FEC: ctoarg store_registers "•I can examine each one of you for ${number(argument)}." linebreak save_window_context open_hp open_wallet add_option("Yes, please") add_option("No, thanks") build_menu_horizontal(2) call(MENU_HandleYesNo) switch(L_C9105F, L_C91041) // $C91041 L_C91041: "•You really don't need any treatment?" linebreak " All right." // $C91058 L_C91058: call(L_C9115D) end // $C9105F L_C9105F: hasmoney(0) goto_true(L_C910C9) check_party_size(2) goto_true(L_C910C1) "•Who is sick?" open_hp select_char(L_000000, L_000000, L_000000, L_000000, 1) linebreak goto_false(L_C91041) // $C91099 L_C91099: store_registers get_status(0, PERSISTENT) switch(L_C910E7, L_C91113, L_C91140, L_C91140, L_C91245, L_C91233, L_C91222, L_C91214) // $C910C1 L_C910C1: get_char(1) goto(L_C91099) // $C910C9 L_C910C9: "•You don't have enough money." linebreak " Go home, and then come again." goto(L_C91058) // $C910E7 L_C910E7: load_registers get_status(0, PERSISTENT_SPECIAL) switch(L_C910FB, L_C91140, L_C91140) // $C910FB L_C910FB: "•I don't think there is anything wrong with you." goto(L_C91058) // $C91113 L_C91113: "•I don't think anyone has anything like that." next "•Or Is it just my misunderstanding?" goto(L_C91058) // $C91140 L_C91140: "•I can only treat an illness." linebreak " Sorry." call(L_C91058) // $C9115D L_C9115D: has_status(NESS, HOMESICKNESS, HOMESICK) goto_false(L_C91213) next "•{pause(15)}...{pause(15)}by the way," next "•What a sad look in your eyes... you, the boy in a red cap." next "•You must be homesick." next "•That's nothing you need to be ashamed of." next "•Anybody who is on a long trip will miss home." next "•In this case," next "•the best thing to do is to call home and hear your mom's voice." end // $C91214 L_C91214: "•You have a cold." goto(L_C91259) // $C91222 L_C91222: "•You have sunstroke." goto(L_C91259) // $C91233 L_C91233: "•You've been poisoned." goto(L_C91259) // $C91245 L_C91245: "•You must feel nauseous." goto(L_C91259) // $C91259 L_C91259: load_registers inflict(result, PERSISTENT, NONE) load_registers takemoney(0) open_wallet sound(37) pause(50) next "•You're all well now." linebreak " What a great doctor I am!" goto(L_C91058) // $C9128D L_C9128D: ctoarg call(L_C9155B) goto_false(L_C9142C) "•Who do you want to see?" open_hp select_char(L_000000, L_000000, L_000000, L_000000, 1) linebreak goto_false(L_C913DD) store_registers has_status(result, PERSISTENT, KO) goto_false(L_C913A4) load_registers swap "•{name(argument)} was just brought in, and is still unconscious." next swap "•Please pay ${number(argument)} for the doctor's fee." linebreak add_option("Yes") add_option("No") open_wallet build_menu_horizontal(2) call(MENU_HandleYesNo) switch(L_C91345, L_C9132E) // $C9132E L_C9132E: "•Your friend, right?... It's very serious." end // $C91345 L_C91345: hasmoney(0) goto_true(L_C913C4) takemoney(0) open_wallet load_registers inflict(result, PERSISTENT, NONE) load_registers inflict(result, PERSISTENT_SPECIAL, NONE) load_registers inflict(result, HOMESICKNESS, NOT_HOMESICK) load_registers swap heal_percent(argument, 100) recoverpp_percent(argument, 100) sound(37) pause(50) "•I'm so glad that you recovered, {name(argument)}." next "•Come back any time you need." end // $C913A4 L_C913A4: load_registers swap "•We don't have a person like that in our hospital." end // $C913C4 L_C913C4: "•You don't have enough money...?" linebreak " That's too bad." end // $C913DD L_C913DD: goto_ifset(TEMP_10, L_C91401) "•If you are the patient, come into the back room." end // $C91401 L_C91401: "•You need to be examined?" linebreak " Then, you need to see the doctor... not me." end // $C9142C L_C9142C: "•I'm not busy right now." next "•Shall I explain about the hospital system?" linebreak call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(L_C91486, L_C9146D) // $C9146D L_C9146D: "•Yeah, well, I am actually pretty busy." end // $C91486 L_C91486: "•If a good friend of yours becomes unconscious," next "•come to the hospital right away." next "•As long as you have money for the doctor's fee," next "•you'll be able to see your friend completely recovered in no time." next "•Besides being unconscious, whenever" next "•you don't feel so well, come and talk to a doctor." next "•Everything I just told you applies to hospitals all over the world." end // $C9155B L_C9155B: has_status(NESS, PERSISTENT, KO) goto_true(L_C91581) has_status(PAULA, PERSISTENT, KO) goto_true(L_C91581) has_status(JEFF, PERSISTENT, KO) goto_true(L_C91581) has_status(POO, PERSISTENT, KO) // $C91581 L_C91581: eob // $C91582 // Recover HP/PP, incapacitated characters are not affected SUB_RecoverHPPP: counter(1) // $C91584 L_C91584: ctoarg check_party_size(0) goto_true(L_C915BE) get_char(0) store_registers has_status(result, PERSISTENT, KO) goto_true(L_C915B8) load_registers has_status(result, PERSISTENT, DIAMOND) goto_true(L_C915B8) load_registers swap heal_percent(argument, 100) recoverpp_percent(argument, 100) // $C915B8 L_C915B8: inc goto(L_C91584) // $C915BE L_C915BE: call(SUB_ExpandDesertMineIfNeeded) unset(PHASE_DISTORTER_V2_BEING_FINISHED) eob // $C915C7 // Expand the mine in Dusty Dunes Desert, if needed SUB_ExpandDesertMineIfNeeded: goto_ifset(DESERT_MINE_TO_EXPAND_NEXT_NIGHT, L_C915CF) eob // $C915CF L_C915CF: set(DESERT_MINE_EXPANDED) unset(DESERT_MINE_TO_EXPAND_NEXT_NIGHT) eob // $C915D6 // "Take a rest" fanfare (don't know what to call this really) SUB_FanfareTakeARest: music(12) pause(200) music_resume pause(1) eob // $C915E1 // "Take a rest" + full heal everyone SUB_FullHealAllRest: call(SUB_FullHealAll) call(SUB_FanfareTakeARest) call(SUB_ExpandDesertMineIfNeeded) unset(PHASE_DISTORTER_V2_BEING_FINISHED) eob // $C915F4 // Full heal eveyone (HP/PP + status) SUB_FullHealAll: counter(1) // $C915F6 L_C915F6: ctoarg swap store_registers result_is(5) goto_true(L_C9162B) load_registers inflict(result, PERSISTENT, NONE) goto_false(L_C91625) inflict(result, PERSISTENT_SPECIAL, NONE) inflict(result, HOMESICKNESS, NOT_HOMESICK) swap heal_percent(argument, 100) recoverpp_percent(argument, 100) // $C91625 L_C91625: inc goto(L_C915F6) // $C9162B L_C9162B: eob // $C9162C // Full heal everyone with sound effect SUB_FullHealAllWithSFX: counter(1) // $C9162E L_C9162E: ctoarg check_party_size(0) goto_true(L_C91674) get_char(0) store_registers has_status(result, PERSISTENT, KO) goto_false(L_C9165A) load_registers inflict(result, PERSISTENT, NONE) swap heal_percent(argument, 100) recoverpp_percent(argument, 100) // $C9165A L_C9165A: load_registers inflict(result, PERSISTENT, NONE) inflict(result, PERSISTENT_SPECIAL, NONE) inflict(result, HOMESICKNESS, NOT_HOMESICK) sound(37) inc goto(L_C9162E) // $C91674 L_C91674: eob // $C91675 // Full heal single party member SUB_FullHealSingle: ctoarg swap inflict(result, PERSISTENT, NONE) inflict(result, PERSISTENT_SPECIAL, NONE) inflict(result, HOMESICKNESS, NOT_HOMESICK) swap heal_percent(argument, 100) recoverpp_percent(argument, 100) eob // $C91693 // Spend the night with fadeout + HP/PP heal SUB_SpendNight: call(SUB_RestFadeOut) call(SUB_FanfareTakeARest) call(SUB_RecoverHPPP) eob // $C916A3 Npc0111: set(flag 226) call(L_C91805) unset(flag 226) eob // $C916AF Npc0265: set(flag 227) call(L_C91805) unset(flag 227) eob // $C916BB Npc0501: set(flag 228) call(L_C91805) unset(flag 228) eob // $C916C7 Npc0774: set(flag 229) call(L_C91805) unset(flag 229) eob // $C916D3 Npc0915: set(flag 230) call(L_C91805) unset(flag 230) eob // $C916DF Npc1048: set(flag 231) call(L_C91805) unset(flag 231) eob // $C916EB Npc1133: set(flag 232) call(L_C91805) unset(flag 232) eob // $C916F7 Npc1367: set(flag 233) set(MOONSIDE_SWITCH_YES_NO) call(L_C91805) unset(flag 233) unset(MOONSIDE_SWITCH_YES_NO) eob // $C91709 L_C91709: set(HEALER_SOFTEN) goto_ifset(flag 226, L_C91745) goto_ifset(flag 227, L_C91748) goto_ifset(flag 228, L_C9174B) goto_ifset(flag 229, L_C9174E) goto_ifset(flag 230, L_C91751) goto_ifset(flag 231, L_C91754) goto_ifset(flag 232, L_C91757) goto_ifset(flag 233, L_C9175A) eob // $C91745 L_C91745: counter(70) eob // $C91748 L_C91748: counter(80) eob // $C9174B L_C9174B: counter(90) eob // $C9174E L_C9174E: counter(100) eob // $C91751 L_C91751: counter(100) eob // $C91754 L_C91754: counter(120) eob // $C91757 L_C91757: counter(150) eob // $C9175A L_C9175A: counter(100) eob // $C9175D L_C9175D: set(HEALER_RESTORE_FEELING) goto_ifset(flag 226, L_C91799) goto_ifset(flag 227, L_C9179C) goto_ifset(flag 228, L_C9179F) goto_ifset(flag 229, L_C917A2) goto_ifset(flag 230, L_C917A5) goto_ifset(flag 231, L_C917A8) goto_ifset(flag 232, L_C917AB) goto_ifset(flag 233, L_C917AE) eob // $C91799 L_C91799: counter(60) eob // $C9179C L_C9179C: counter(70) eob // $C9179F L_C9179F: counter(80) eob // $C917A2 L_C917A2: counter(90) eob // $C917A5 L_C917A5: counter(90) eob // $C917A8 L_C917A8: counter(110) eob // $C917AB L_C917AB: counter(140) eob // $C917AE L_C917AE: counter(90) eob // $C917B1 L_C917B1: set(HEALER_PURIFY) goto_ifset(flag 226, L_C917ED) goto_ifset(flag 227, L_C917F0) goto_ifset(flag 228, L_C917F3) goto_ifset(flag 229, L_C917F6) goto_ifset(flag 230, L_C917F9) goto_ifset(flag 231, L_C917FC) goto_ifset(flag 232, L_C917FF) goto_ifset(flag 233, L_C91802) eob // $C917ED L_C917ED: counter(50) eob // $C917F0 L_C917F0: counter(60) eob // $C917F3 L_C917F3: counter(70) eob // $C917F6 L_C917F6: counter(80) eob // $C917F9 L_C917F9: counter(80) eob // $C917FC L_C917FC: counter(100) eob // $C917FF L_C917FF: counter(130) eob // $C91802 L_C91802: counter(80) eob // $C91805 L_C91805: call(L_C91BB8) call(L_C91A91) goto_false(L_C91A47) call(L_C91ABE) call(L_C91C1B) // $C9181F L_C9181F: call(MENU_MakeYesNo) call(MENU_HandleYesNo) switch(L_C91838, L_C919F6) goto(L_C919F6) // $C91838 L_C91838: "•What do you want me to do?" linebreak save_window_context open_hp window_open(37) add_option("Soften") add_option("Restore feeling") add_option("Purify") build_menu_vertical(1) menu store_registers_global window_closetop window_switch(1) load_registers_global goto_false(L_C919F6) switch_call(L_C91709, L_C9175D, L_C917B1) ctoarg "•I need to charge you ${number(argument)}." linebreak call(MENU_MakeYesNoWithWallet) call(MENU_HandleYesNo) switch(L_C918DA, L_C918BE) // $C918BE L_C918BE: newline "•Mmm, come back when necessary." wait call(L_C91BAE) eob // $C918DA L_C918DA: hasmoney(0) goto_true(L_C91A11) check_party_size(2) goto_false(L_C918F7) get_char(1) goto(L_C9191E) // $C918F7 L_C918F7: "•Who needs healing?" // $C91905 L_C91905: select_char(L_000000, L_000000, L_000000, L_000000, 1) goto_false(L_C918BE) // $C9191E L_C9191E: store_registers goto_ifset(HEALER_PURIFY, L_C91966) goto_ifset(HEALER_RESTORE_FEELING, L_C9194E) goto_ifset(HEALER_SOFTEN, L_C91936) eob // $C91936 L_C91936: has_status(result, PERSISTENT, DIAMOND) goto_false(L_C9197E) load_registers inflict(result, PERSISTENT, NONE) call(L_C91A51) eob // $C9194E L_C9194E: has_status(result, PERSISTENT, NUMBNESS) goto_false(L_C9199E) load_registers inflict(result, PERSISTENT, NONE) call(L_C91A51) eob // $C91966 L_C91966: has_status(result, PERSISTENT_SPECIAL, POSSESSION) goto_false(L_C919B5) load_registers inflict(result, PERSISTENT_SPECIAL, NONE) call(L_C91A51) eob // $C9197E L_C9197E: load_registers swap newline "•{name(argument)} isn't hard like a diamond." goto(L_C919CE) // $C9199E L_C9199E: load_registers swap newline "•{name(argument)} isn't numb." goto(L_C919CE) // $C919B5 L_C919B5: load_registers swap newline "•{name(argument)} isn't possessed." goto(L_C919CE) // $C919CE L_C919CE: swap check_party_size(2) goto_true(L_C919EF) newline " Who needs to be healed?" goto(L_C91905) // $C919EF L_C919EF: wait call(L_C91BAE) eob // $C919F6 L_C919F6: "•Mmm, come back when necessary." wait call(L_C91BAE) eob // $C91A11 L_C91A11: newline "•If you don't have any money, you'll just have to keep on going in your current state." wait call(L_C91BAE) eob // $C91A47 L_C91A47: call(L_C91C2E) goto(L_C9181F) // $C91A51 L_C91A51: takemoney(0) open_wallet load_registers sound(37) pause(30) swap newline "•There! You're already healed!" linebreak " Can I do my job well, or what!" wait call(L_C91BAE) eob // $C91A91 L_C91A91: get_party_size counter(1) // $C91A95 L_C91A95: ctoarg check_party_size(0) goto_true(L_C91ABB) get_char(0) goto_false(L_C91ABA) has_status(result, PERSISTENT_SPECIAL, MUSHROOM) goto_true(L_C91ABA) inc goto(L_C91A95) // $C91ABA L_C91ABA: eob // $C91ABB L_C91ABB: result_is(0) eob // $C91ABE L_C91ABE: "•Hey, now that I notice," next "•could you sell me the mushroom growing on top of your head?" next "•Come on, let's make a deal." next add_option("Sell") add_option("No") open_wallet build_menu_horizontal(2) menu clearline switch(L_C91B3D, L_C91B24) // $C91B24 L_C91B24: "•Hmmmmm....." linebreak " That's too bad." prompt2 eob // $C91B3D L_C91B3D: "•Thanks." linebreak " I'll pay you $50 for each mushroom." next "•All right, let's do it!" prompt2 call(L_C91B6F) eob // $C91B6F L_C91B6F: counter(1) // $C91B71 L_C91B71: ctoarg check_party_size(0) goto_true(L_C91BAC) get_char(0) store_registers goto_false(L_C91BAC) has_status(result, PERSISTENT_SPECIAL, MUSHROOM) goto_false(L_C91BA6) load_registers inflict(result, PERSISTENT_SPECIAL, NONE) rtoarg givemoney(50) open_wallet sound(37) pause(30) // $C91BA6 L_C91BA6: inc goto(L_C91B71) // $C91BAC L_C91BAC: newline eob // $C91BAE L_C91BAE: unset(HEALER_SOFTEN) unset(HEALER_RESTORE_FEELING) unset(HEALER_PURIFY) eob // $C91BB8 L_C91BB8: "•Though you may not believe it, I'm a healer." next "•If you have some illness that can not be treated at the hospital," next "•it's my job to cure you." next eob // $C91C0F L_C91C0F: newline "•Do you need any help?" linebreak eob // $C91C1B L_C91C1B: newline "•By the way, do you need any help?" linebreak eob // $C91C2E L_C91C2E: newline "•Do you need some help?" linebreak eob // $C91C3A Npc0480: counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C91F9C) window_closeall get_char(1) get_dir_from_char(argument, NPC, 482) swap store_registers result_is(1) goto_true(L_C91CC1) load_registers result_is(2) goto_true(L_C91CC1) load_registers result_is(8) goto_true(L_C91CC1) get_dir_from_char(JEFF, NPC, 482) char_direction(JEFF, 0) show_char_emote(JEFF, SURPRISE) pause(60) delete_char_emote(JEFF) window_open(1) "•I can't see where the problem is from this vantage point." next "•I need to be in the front." wait linebreak window_closeall pause(30) eob // $C91CC1 L_C91CC1: call(SUB_CancelTimedEvents) set(ENEMY_SUPPRESS) set_oss_flag hide_char(JEFF, 6) create_sprite(3, 270, 1) wait_movement freeze_sprite(3) show_sprite_emote(3, EXCLAMATION) pause(60) delete_sprite_emote(3) window_open(1) "•Ah!{pause(20)} Here's the problem, and it's not too tough to fix." next "•Hang on for a second or two..." prompt2 window_closeall pause(30) unfreeze_sprite(3) wait_movement music(179) set_npc_movement(482, 272) wait_movement freeze_npc(482) music_effect(2) pause(60) music_resume window_open(1) "•There!" next "•That should do it!" next "•Now, if " call(L_C91FBA) " board,{pause(15)} the Sky Runner will take " call(L_C91FDB) next "•back to Winters." next "•With Dr. Andonuts' help,{pause(15)} I can modify the machine to fly to Summers." next "•...If Dad, I mean Dr. Andonuts," next "•is not available, I'll have to figure it out by myself." next "•Anyway, let's go back to the lab in Winters." next "•...That's it...{pause(20)}" linebreak " Go, machine,{pause(15)} go!" prompt2 window_closeall create_sprite(106, 271, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement hide_char(all, 6) set(SKY_RUNNER_MUSIC) call(MUSIC_SlowFadeRestore) unfocus_camera freeze_char(all) unfreeze_npc(482) wait_movement pause(15) delete_npc(480, 6) pause(90) create_sprite(209, 162, 255) create_sprite(230, 165, 255) warp(194) camera_focus_sprite(230) unfreeze_char(all) pause(1) wait_movement unfocus_camera create_sprite(209, 150, 255) warp(187) camera_focus_sprite(209) wait_movement unfocus_camera create_sprite(209, 158, 255) create_sprite(230, 160, 255) warp(192) camera_focus_sprite(230) wait_movement unfocus_camera create_sprite(209, 151, 255) warp(187) camera_focus_sprite(209) wait_movement unfocus_camera create_sprite(209, 154, 255) create_sprite(230, 156, 255) warp(190) camera_focus_sprite(230) wait_movement unfocus_camera create_sprite(209, 152, 255) warp(187) camera_focus_sprite(209) wait_movement unfocus_camera create_sprite(209, 166, 255) warp(186) camera_focus_sprite(209) wait_movement unfocus_camera set(MONKEYS_AT_WINTERS_LAB) warp(218) create_npc(623, 167, 1) pause(100) create_npc(621, 168, 1) wait_movement unset(SKY_RUNNER_MUSIC) call(MUSIC_SlowFadeRestore) create_sprite(106, 169, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) wait_movement unfocus_camera freeze_char(all) set_npc_movement(617, 141) wait_movement freeze_npc(615) freeze_npc(617) freeze_npc(618) call(Npc0617) set_npc_movement(618, 142) wait_movement freeze_npc(618) call(Npc0618) set_npc_movement(618, 144) wait_movement set_npc_movement(617, 143) wait_movement set_respawn_point(6) unset(MONKEYS_AT_WINTERS_LAB) unset(SKY_RUNNER_AT_WINTERS_LAB) unset(FIXED_SKYRUNNER_THREED) unset(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) set(BUBBLE_MONKEY_AT_LAKE_TESS) unset(ENEMY_SUPPRESS) reset_oss_flag unfreeze_char(all) eob // $C91F9C L_C91F9C: "•(Only {name(JEFF)} is able to fix the Sky Runner.)" end // $C91FBA L_C91FBA: get_char(2) has_status(result, PERSISTENT, KO) goto_true(L_C91FD9) get_char(2) has_status(result, PERSISTENT, DIAMOND) goto_true(L_C91FD9) "we" eob // $C91FD9 L_C91FD9: "I" eob // $C91FDB L_C91FDB: get_char(2) has_status(result, PERSISTENT, KO) goto_true(L_C91FFA) get_char(2) has_status(result, PERSISTENT, DIAMOND) goto_true(L_C91FFA) "us" eob // $C91FFA L_C91FFA: "me" eob // $C91FFD L_C91FFD: set(ENEMY_SUPPRESS) set_oss_flag create_sprite(441, 777, 1) call(SUB_CancelTimedEvents) unfreeze_npc(623) wait_movement pause(30) delete_npc(621, 6) wait_movement create_sprite(209, 146, 255) warp(186) wait_movement unfocus_camera create_sprite(209, 147, 255) warp(188) camera_focus_sprite(209) wait_movement unfocus_camera create_sprite(209, 170, 255) create_sprite(230, 171, 255) warp(195) camera_focus_sprite(230) wait_movement unset(SKY_RUNNER_MUSIC) set(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) music_resume wait_movement music(110) wait_movement show_char(all, 1) unfocus_camera create_sprite(241, 172, 255) create_sprite(241, 173, 255) create_sprite(241, 174, 255) unset(RUNAWAY_BUS_OR_SKY_RUNNER_FALLING_MUSIC) warp(78) unfreeze_char(all) pause(1) set_respawn_point(7) set(SKY_RUNNER_AT_WINTERS_LAB) set(VISITED_SUMMERS) unset(ENEMY_SUPPRESS) reset_oss_flag create_sprite(441, 778, 1) eob // $C920A2 L_C920A2: call(SUB_CancelTimedEvents) music(111) create_sprite(106, 763, 1) wait_movement hide_char(all, 6) warp(81) pause(120) window_open(1) get_char(1) rtoarg "•({name(argument)} had a dream, it was a very clear,{pause(15)} and very strange,{pause(5)} dream.)" prompt2 create_sprite(106, 633, 1) wait_movement window_closeall backup_party party_add(POO) party_remove(NESS) party_remove(PAULA) party_remove(JEFF) hide_char(all, 6) set(ENEMY_SUPPRESS) music_effect(3) pause(60) warp(202) create_sprite(106, 645, 1) call(L_C9B4B8) warp(203) create_sprite(106, 646, 1) call(L_C9B4B8) show_char(all, 1) warp(79) freeze_char(all) freeze_npc(1089) freeze_npc(1090) pause(120) music_effect(3) pause(120) npc_direction(1089, 3) music(119) pause(120) set(POO_STARTS_HIS_JOURNEY) window_open(1) "•Prince {name(POO)},{pause(15)} the time has now come for you to undertake your final trial." next "•Go to the “Place of Emptiness” and endure this final test." next "•I am praying for your success in this final stage of your training." wait window_closeall set(flag 150) set(TEMP_10) enable_hotspot(1, 1, L_C92203) unset(ENEMY_SUPPRESS) reset_oss_flag set(VISITED_DALAAM) set_respawn_point(9) music_effect(3) pause(60) music_resume unfreeze_char(all) eob // $C92203 L_C92203: set(ENEMY_SUPPRESS) create_sprite(106, 339, 1) " " call(L_C9B4B8) music_effect(2) pause(60) char_direction(POO, 3) pause(4) char_direction(POO, 4) pause(4) char_direction(POO, 5) pause(4) hide_char(all, 6) create_sprite(362, 340, 1) music(60) unset(TEMP_2) " " wait_movement " " goto_ifset(TEMP_2, L_C92417) " " freeze_sprite(362) create_sprite(163, 341, 1) " " wait_movement " " freeze_sprite(163) call(L_C92461) " " unfreeze_sprite(163) " " wait_movement unfreeze_sprite(362) wait_movement " " goto_ifset(TEMP_2, L_C92417) " " create_sprite(365, 342, 1) " " unset(TEMP_3) " " set(TEMP_4) " " wait_movement " " goto_ifset(TEMP_2, L_C9242E) " " set(TEMP_3) wait_movement " " open_hp " " set_sprite_movement(365, 343) " " unset(TEMP_3) " " unset(TEMP_5) " " call(L_C9254A) goto_ifset(TEMP_2, L_C9242E) " " call(L_C925E3) goto_ifset(TEMP_2, L_C9242E) " " call(L_C9268E) goto_ifset(TEMP_2, L_C9242E) " " call(L_C92723) goto_ifset(TEMP_2, L_C9242E) " " set(TEMP_5) wait_movement call(L_C927EA) goto_ifset(TEMP_2, L_C9242E) " " set(TEMP_3) " " wait_movement " " delete_sprite(365, 6) " " show_char(all, 1) " {pause(1)}" music_resume create_sprite(88, 341, 1) wait_movement " " freeze_sprite(88) char_direction(POO, 7) call(L_C92958) " " unfreeze_sprite(88) " " wait_movement eob // $C9237E L_C9237E: set(POO_TELEPORTING_TO_SUMMERS) music_effect(3) pause(120) music(13) create_sprite(4, 344, 1) hide_char(all, 6) wait_movement party_add(NESS) party_add(PAULA) party_add(JEFF) party_remove(POO) warp(101) freeze_char(all) set_respawn_point(7) show_char(all, 1) " " // $C923B4 L_C923B4: create_sprite(4, 345, 1) wait_movement unset(POO_TELEPORTING_TO_SUMMERS) music(4) freeze_sprite(4) freeze_npc(1051) call(L_C929CA) window_closeall party_add(POO) hide_char(POO, 6) set_sprite_movement(4, 47) wait_movement delete_sprite(4, 6) show_char(POO, 1) music(11) pause(120) pause(120) pause(120) pause(60) music_resume window_open(1) "•{name(POO)} joined you." prompt2 window_closeall unset(ENEMY_SUPPRESS) set(PHOTO_POOS_PALACE_INSIDE_AVAILABLE) restore_party unfreeze_char(all) eob // $C92417 L_C92417: show_char(all, 1) " " delete_sprite(362, 6) heal_percent(POO, 100) text_blips(1) music_resume eob // $C9242E L_C9242E: heal_percent(POO, 100) text_blips(1) set(TEMP_3) pause(1) goto_ifset(TEMP_4, L_C9242E) " " unset(TEMP_2) delete_sprite(365, 6) " " show_char(all, 1) " " eob // $C92458 L_C92458: enable_hotspot(1, 1, L_C92203) eob // $C92461 L_C92461: window_open(1) "•Ah!{pause(15)} Prince {name(POO)}..." next "•I am a messenger from your master..." next "•He sent me to tell you that you must stop your meditation immediately." next "•Prince {name(POO)}!" next "•You must come back with me instead of staying in a place such as this." next "•Your Master wishes it...{pause(15)} please rise, Prince..." next "•Your highness, you must give up this trial for now... believe what I say," next "•it is the truth..." wait window_closeall eob // $C9254A L_C9254A: window_open(1) "•Prince {name(POO)}..." next "•I am the spirit of your ancient lineage." next "•To complete your trial,{pause(15)} I am going to break your legs." next "•You will lose the use of them." next "•Do you accept this?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C925DB, L_C925D0) // $C925D0 L_C925D0: set(TEMP_2) window_closeall sound(32) pause(100) eob // $C925DB L_C925DB: call(L_C92909) window_closetop eob // $C925E3 L_C925E3: window_open(1) "•So, Prince {name(POO)}..." next "•you cannot walk, as your legs are broken." next "•Next, I will tear your arms off..." next "•I shall then take your arms and feed them to the crows." next "•The taking of your arms..." next "•Do you accept this?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C92686, L_C925D0) goto(L_C925D0) // $C92686 L_C92686: call(L_C92924) window_closetop eob // $C9268E L_C9268E: window_open(1) "•Ah, Prince {name(POO)}..." next "•Without legs and arms, you can only lie there..." next "•Now, I'll cut your ears off." next "•You do not mind my taking your hearing away, do you?" next "•Do you accept this?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9271B, L_C925D0) goto(L_C925D0) // $C9271B L_C9271B: call(L_C9293F) window_closetop eob // $C92723 L_C92723: text_blips(3) window_open(1) "•(So, Prince {name(POO)}." next "•No legs, no arms and no sound..." next "•By floating words through the air,{pause(15)} I must ask you..." next "•Do you care if I take your eyes?" next "•Do you want to live in eternal darkness?" next "•I shall steal your sight..." next "•Do you accept this?)" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C927E2, L_C925D0) goto(L_C925D0) // $C927E2 L_C927E2: call(L_C92955) window_closetop eob // $C927EA L_C927EA: window_open(1) "•(So, Prince {name(POO)}." next "•Now, I can only communicate directly with your mind." next "•Your mind is all you have left..." next "•In the end, I will take your mind," next "•though you probably don't want to allow that, do you?" next "•So... you can't answer?{pause(20)} You can't even move?" next "•Are you sad, are you lonely?" next "•If you lose your mind,{pause(15)}" linebreak " you also lose any feelings of sadness..." next "•Do you accept this?" next "•I will take your mind, Prince {name(POO)},{pause(20)} know that I will possess it...)" prompt2 pause(20) window_closeall set(MU_TRAINING_COMPLETE) heal_percent(POO, 100) text_blips(1) set(STAR_MASTER_NEXT_TO_MU) eob // $C92909 L_C92909: window_close(1) sound(63) pause(10) open_hp hurt_percent(POO, 80) sound(61) pause(90) sound(46) pause(30) eob // $C92924 L_C92924: window_close(1) sound(63) pause(10) open_hp hurt_percent(POO, 80) sound(61) pause(90) sound(47) pause(30) eob // $C9293F L_C9293F: window_close(1) sound(63) pause(10) sound(61) pause(90) music_effect(2) music_stop eob // $C92955 L_C92955: window_closeall eob // $C92958 L_C92958: window_open(1) "•Prince {name(POO)}!" next "•You have now completed your training!" next "•The old Master must be so pleased!{pause(20)} Hurry,{pause(15)} now,{pause(15)} and return to the palace." prompt2 window_closeall eob // $C929AE Npc1103: window_open(1) call(L_C9D523) window_closeall delete_npc(1103, 6) sound(99) create_sprite(169, 667, 6) wait_movement eob // $C929CA L_C929CA: window_open(1) "•My name is {name(POO)}.{pause(20)} I am the one who will fight beside you." next "•I am the servant of {name(NESS)}.{pause(15)} I will obey {name(NESS)}." next "•{name(NESS)}!{pause(20)}" linebreak " My life is in your hands." prompt2 counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C92A48) window_closeall set(POO_JOINS) set(PHOTO_TOTO_AVAILABLE) set(PHOTO_POOS_PALACE_OUTSIDE_AVAILABLE) eob // $C92A48 L_C92A48: newline "•....." next "•I just communicated" linebreak " with {name(NESS)}'s soul.{pause(20)} Do not mind me..." prompt2 window_closeall set(POO_JOINS) set(PHOTO_POOS_PALACE_INSIDE_AVAILABLE) set(PHOTO_POOS_PALACE_OUTSIDE_AVAILABLE) eob // $C92A82 L_C92A82: set(ENEMY_SUPPRESS) goto_ifset(LAKE_TESS_WIND_BLOWING, L_C92AB9) set(LAKE_TESS_WIND_BLOWING) create_npc(655, 485, 1) create_npc(656, 486, 1) create_npc(642, 487, 1) create_npc(643, 488, 1) create_npc(644, 489, 1) create_npc(654, 490, 1) // $C92AB9 L_C92AB9: create_sprite(367, 495, 1) create_sprite(367, 496, 1) create_sprite(367, 496, 1) create_sprite(367, 496, 1) call(MUSIC_SlowFadeOut) music(146) unfreeze_npc(655) unfreeze_npc(656) delete_npc(630, 6) " " create_sprite(49, 252, 1) wait_movement delete_sprite(49, 6) create_sprite(50, 479, 1) wait_movement " " create_sprite(252, 480, 1) " " wait_movement " " unset(TEMP_2) delete_sprite(50, 6) create_sprite(46, 481, 1) wait_movement " " freeze_sprite(252) freeze_sprite(46) unset(LAKE_TESS_WIND_BLOWING) " " delete_npc(642, 6) delete_npc(643, 6) delete_npc(644, 6) delete_npc(654, 6) set_npc_movement(655, 491) set_npc_movement(656, 492) pause(120) unfreeze_sprite(46) unfreeze_sprite(252) wait_movement " " freeze_sprite(252) set(TESSIE_MUSIC) call(MUSIC_SlowFadeOut) music_resume create_sprite(106, 483, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement " " set(TEMP_2) " {pause(60)}" unfreeze_sprite(252) " " wait_movement " " freeze_sprite(252) set_sprite_movement(106, 484) " " unset(TEMP_2) " " wait_movement unfocus_camera freeze_char(all) pause(60) unfreeze_sprite(252) " " wait_movement " " delete_sprite(252, 6) unset(ENEMY_SUPPRESS) unset(TESSIE_MUSIC) music_resume set_respawn_point(6) eob // $C92BE3 L_C92BE3: window_closeall pause(60) music(145) pause(140) create_sprite(439, 355, 1) pause(1) camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 675, 1) wait_movement unfocus_camera freeze_char(all) delete_sprite(439, 6) set_map_pal(27, 4, 180) get_char(1) rtoarg window_open(1) "•When you defeated the Starman DX, the Stonehenge base ceased functioning." prompt2 window_closeall set(STARMAN_DX_DEFEATED) set(LEARNED_ABOUT_SHYNESS_BOOK) set(SHYNESS_BOOK_AT_LIBRARY) set(flag 55) set(EXIT_MOUSE_DISAGREEABLE) isset(VISITED_TENDA_VILLAGE) goto_false(L_C9992F) set(flag 538) music_resume eob // $C92C70 L_C92C70: set_oss_flag set(ENEMY_SUPPRESS) set_npc_movement(1065, 291) create_sprite(106, 292, 1) call(L_C9B4B8) hide_char(all, 6) call(MUSIC_SlowFadeOut) set(SAILING_OR_SUBMARINE_MUSIC) music_resume set_npc_movement(1088, 293) camera_focus_npc(1088) unfreeze_char(all) wait_movement unfocus_camera freeze_char(all) warp(89) create_sprite(261, 294, 1) pause(1) camera_focus_sprite(261) unfreeze_char(all) wait_movement freeze_sprite(261) call(L_C92DEE) unfreeze_sprite(261) wait_movement create_sprite(295, 295, 1) wait_movement freeze_sprite(261) goto_ifset(VISITED_SCARABA, L_C92D92) set(SAILING_POST_KRAKEN_MUSIC) unset(SAILING_OR_SUBMARINE_MUSIC) window_open(1) "•H...{pause(5)} h...{pause(1)} here it coooomes!" next window_closeall call(L_C685AD) goto_true(L_C92DDE) set_sprite_movement(295, 635) pause(60) window_open(1) "•Oh, man!" next "•I thought you guys were just everyday little kids," next "•but you defeated the Kraken!" next "•I also helped in the battle..." next "•I threw my slippers at the beast...{pause(20)} Maybe you didn't notice." wait window_closeall pause(1) // $C92D92 L_C92D92: unfreeze_sprite(261) wait_movement unfocus_camera freeze_char(all) warp(90) create_sprite(212, 296, 1) pause(1) camera_focus_sprite(212) unfreeze_char(all) wait_movement create_sprite(106, 297, 1) pause(1) camera_focus_sprite(106) show_char(all, 1) wait_movement unfocus_camera unset(SAILING_OR_SUBMARINE_MUSIC) unset(SAILING_POST_KRAKEN_MUSIC) music_effect(3) pause(60) music_resume unset(ENEMY_SUPPRESS) reset_oss_flag set(VISITED_SCARABA) eob // $C92DDE L_C92DDE: unfocus_camera show_char(all, 1) unset(SAILING_OR_SUBMARINE_MUSIC) unset(ENEMY_SUPPRESS) reset_oss_flag eob // $C92DEE L_C92DEE: window_open(1) "•WA{pause(5)}A{pause(5)}A{pause(5)}AIT! Wait!{pause(15)} Wait..." next "•I need to stop the boat." next "•It's been a long time since I was out on the open sea,{pause(20)} so I feel seasick..." next "•Oh, man, what am I going to do?{pause(15)} A sailor who gets seasick?" next next pause(60) linebreak "•So how come you guys are all right?" next goto_ifset(GIYGAS_DEFEATED, L_C92F88) goto_ifset(POO_LEARNING_STARSTORM, L_C92FB4) // $C92E9E L_C92E9E: "•So... that bald guy over there..." next "•your buddy, right?...{pause(20)} He came from Dalaam?" next "•You guys must be quite the adventurers!" next goto_ifset(GOT_MELODY_PINK_CLOUD, L_C92F88) "•Aren't there times when you'd just like to go back home?" next "•So, you're not some mama's boy..." next "•Well, it wouldn't hurt you to go back and visit once in a while." next hasitem(any, CARROT_KEY) goto_false(L_C92F88) "•Hey, that's an awfully strange carrot.{pause(20)} What kind of bunny would eat that?" next // $C92F88 L_C92F88: "•Hahaha!{pause(20)} I'm feeling much better now!" next "•Anchors aweigh!" prompt2 window_closeall eob // $C92FB4 L_C92FB4: goto_ifset(MASTER_BARF_DEFEATED, L_C92E9E) goto(L_C92F88) // $C92FC0 L_C92FC0: goto_ifset(PYRAMID_OPEN, L_C9310C) goto_ifset(TEMP_7, L_C92FD3) call(L_C87202) // $C92FD3 L_C92FD3: goto_ifset(PYRAMID_DANCE_IN_PROGRESS, L_C92FDB) // $C92FDA L_C92FDA: eob // $C92FDB L_C92FDB: goto_ifset(TEMP_6, L_C93005) goto_ifset(TEMP_5, L_C930F7) goto_ifset(TEMP_4, L_C930F7) goto_ifset(TEMP_3, L_C930F7) goto_ifset(TEMP_2, L_C92FDA) set(TEMP_2) sound(105) eob // $C93005 L_C93005: sound(110) pause(180) window_open(1) set(PYRAMID_OPEN) call(L_C87280) window_closetop pause(1) sound(121) set_npc_movement(1143, 635) set_npc_movement(1154, 635) eob // $C93029 L_C93029: goto_ifset(PYRAMID_OPEN, L_C9310C) goto_ifset(PYRAMID_DANCE_IN_PROGRESS, L_C93038) eob // $C93038 L_C93038: goto_ifset(TEMP_6, L_C930F7) goto_ifset(TEMP_5, L_C930F7) goto_ifset(TEMP_4, L_C930F7) goto_ifset(TEMP_3, L_C92FDA) goto_ifset(TEMP_2, L_C93060) goto(L_C930F7) // $C93060 L_C93060: set(TEMP_3) sound(106) eob // $C93067 L_C93067: goto_ifset(PYRAMID_OPEN, L_C9310C) goto_ifset(PYRAMID_DANCE_IN_PROGRESS, L_C93076) eob // $C93076 L_C93076: goto_ifset(TEMP_6, L_C930F7) goto_ifset(TEMP_5, L_C930F7) goto_ifset(TEMP_4, L_C92FDA) goto_ifset(TEMP_3, L_C93097) goto(L_C930F7) // $C93097 L_C93097: set(TEMP_4) sound(107) eob // $C9309E L_C9309E: goto_ifset(PYRAMID_OPEN, L_C9310C) goto_ifset(PYRAMID_DANCE_IN_PROGRESS, L_C930AD) eob // $C930AD L_C930AD: goto_ifset(TEMP_6, L_C930F7) goto_ifset(TEMP_5, L_C92FDA) goto_ifset(TEMP_4, L_C930C7) goto(L_C930F7) // $C930C7 L_C930C7: set(TEMP_5) sound(108) eob // $C930CE L_C930CE: goto_ifset(PYRAMID_OPEN, L_C9310C) goto_ifset(PYRAMID_DANCE_IN_PROGRESS, L_C930DD) eob // $C930DD L_C930DD: goto_ifset(TEMP_6, L_C92FDA) goto_ifset(TEMP_5, L_C930F0) goto(L_C930F7) // $C930F0 L_C930F0: set(TEMP_6) sound(109) eob // $C930F7 L_C930F7: sound(74) unset(TEMP_6) unset(TEMP_5) unset(TEMP_4) unset(TEMP_3) unset(TEMP_2) pause(120) eob // $C9310C L_C9310C: eob // $C9310D Npc1143: "•(The door of the pyramid is firmly sealed...)" end // $C9312E L_C9312E: goto_ifset(PYRAMID_HOLE_OPEN, L_C93180) window_open(1) "•(Someone must have stepped on a switch!)" next sound(117) "•(It sounds like something up above is moving.)" wait window_closeall sound(114) set(PYRAMID_HOLE_OPEN) eob // $C93180 L_C93180: eob // $C93181 L_C93181: goto_ifset(GOT_HAWK_EYE, L_C93234) "•(There is something on the platform." next "•Do you want to get it?)" linebreak call(MENU_MakeYesNo) menu clearline switch(L_C931D3, L_C931B7) // $C931B7 L_C931B7: "•(Wasn't it the whole reason you came here?)" end // $C931D3 L_C931D3: notfull(any) goto_false(L_C931F1) give_return_slot(result, HAWK_EYE) call(SUB_KeyItemGet) wait set(GOT_HAWK_EYE) pause(10) delete_npc(1195, 6) eob // $C931F1 L_C931F1: "•(It's unbelievable that you would get this far," next "•and not claim your prize just because you have too much stuff.)" end // $C93234 L_C93234: goto(L_C7C59E) // $C93239 L_C93239: end // $C9323B Npc1193: "•(This casket seems a little suspicious...)" end // $C93258 L_C93258: sound(99) create_sprite(169, 318, 1) " " wait_movement delete_sprite(169, 6) create_sprite(98, 8, 1) get_dir_from_obj(98, PMEMBER, POO) set_sprite_direction(98, 0) call(L_C5739F) party_remove(POO) create_sprite(4, 319, 1) " " wait_movement freeze_sprite(4) goto(L_C573DC) // $C9329B L_C9329B: call(L_C932F6) unfreeze_sprite(4) " " wait_movement freeze_sprite(4) set_sprite_direction(4, 1) call(L_C5749A) delete_sprite(98, 6) " " sound(99) create_sprite(169, 320, 1) delete_sprite(4, 6) " " create_sprite(169, 321, 1) wait_movement set_respawn_point(8) unset(ENEMY_SUPPRESS) call(L_C7DE60) hasitem(POO, HAWK_EYE) goto_false(L_C9992F) set(POO_LEFT_WITH_HAWK_EYE) take(POO, HAWK_EYE) eob // $C932F6 L_C932F6: set_sprite_direction(4, 1) window_open(1) "•It is important that I study and learn the “Starstorm”..." next "•It will be most helpful to us." next "•...Once I learn it,{pause(15)} I'll meet up with you, {name(NESS)}." next "•Trust me...{pause(20)} I will see you again." prompt2 window_closeall set(POO_LEARNING_STARSTORM) eob // $C93378 L_C93378: warp(159) pause(1) set_respawn_point(8) eob // $C93381 L_C93381: pause(20) window_open(1) "•Guargh!{pause(20)} Oh no! I... am..." next "•getting caught in the palm trees!{pause(20)} Mmm... I cannot move." next "•Well,{pause(20)} if I cannot move, it is okay." next get_char(1) rtoarg "•{name(argument)}, it makes me sad," next "•but I must say goodbye here,{pause(20)} at my eternal resting place." prompt2 window_closeall pause(20) party_remove(DUNGEON_MAN) create_npc(1152, 8, 1) set(DUNGEON_MAN_AT_PALM_TREES) call(L_C7DE60) unset(DUNGEON_MAN_IN_PARTY) sound(17) unset(DUNGEON_MAN_DESERT_MUSIC) unfreeze_char(all) pause(20) sound(5) call(MUSIC_SlowFadeOut) music_resume eob // $C9344F Npc1152: goto_ifset(VISITED_DEEP_DARKNESS, L_C934E4) window_open(1) goto_ifset(QUEST_TO_SUBMARINE, L_C934A4) "•I believe it is impossible for me to move from this spot." next "•Do not worry about me...{pause(20)} Please continue on." wait window_closeall eob // $C934A4 L_C934A4: "•A submarine?" next "•I believe...{pause(15)} that I have one in my old vehicle collection." next "•Please enter..." wait window_closeall pause(1) // $C934E4 L_C934E4: warp(159) call(L_C9B112) eob // $C934ED L_C934ED: set(ENEMY_SUPPRESS) set_oss_flag freeze_char(all) music_effect(3) create_sprite(106, 633, 1) wait_movement pause(60) window_open(1) "•({name(NESS)} and his friends carried out the submarine that {name(JEFF)} fixed.)" prompt2 window_closeall hide_char(all, 6) create_sprite(245, 298, 255) warp(91) freeze_sprite(245) call(MUSIC_SlowFadeOut) set(SAILING_OR_SUBMARINE_MUSIC) music_resume camera_focus_sprite(245) unfreeze_char(all) unfreeze_sprite(245) wait_movement unfocus_camera freeze_char(all) create_sprite(245, 299, 255) warp(92) " " camera_focus_sprite(245) unfreeze_char(all) wait_movement " " unfocus_camera freeze_char(all) call(MUSIC_SlowFadeOut) unset(SAILING_OR_SUBMARINE_MUSIC) music_resume show_char(all, 1) create_sprite(106, 300, 1) " " call(L_C9B4B8) unset(ENEMY_SUPPRESS) set(VISITED_DEEP_DARKNESS) unset(DUNGEON_MAN_GOODBYE_EXIT_SIGN) set_respawn_point(10) reset_oss_flag eob // $C935B1 L_C935B1: set_map_pal(6, 3, 120) eob // $C935B7 L_C935B7: window_open(1) "•Hey, you!{pause(20)} I have a happy little question for you..." next "•....." next "•" call(TEXT_PlayersName) "..." next "•" call(TEXT_PlayersName) "," next "•are you sure this is the correct player's name?" next "•If it's not right,{pause(15)} you can change it..." prompt2 window_closeall // $C93625 L_C93625: music_effect(2) pause(30) music(2) register_player_name music_effect(2) pause(30) music_resume window_open(1) "•" call(TEXT_PlayersName) "," next "•Are you sure it's what you want?" next "•Are you happy with the name?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C93696, L_C93679) // $C93679 L_C93679: "•Here's your chance to change it..." prompt2 window_closeall goto(L_C93625) // $C93696 L_C93696: "•Are you absolutely certain?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C936CA, L_C93679) goto(L_C93679) // $C936CA L_C936CA: "•Yeah, I thought that you had made up your mind..." wait window_closeall eob // $C936E6 Npc1258: goto_ifset(TENDA_VILLAGE_UNDERGROUND_OPEN, L_C9378A) goto_ifset(TENDAS_NOT_SHY, L_C9370D) "•.....{pause(20)}" linebreak " Shy...{pause(15)}" linebreak " that we are..." end // $C9370D L_C9370D: "•Powerful...{pause(20)} I..." next "•so... show...{pause(30)} everyone..." prompt2 window_closeall npc_direction(1258, 3) set_npc_movement(1263, 596) wait_movement freeze_npc(1263) window_open(1) "•Hu{pause(15)}u{pause(5)}u{pause(1)}up!{pause(15)} I got it!{pause(15)} I got it! Eeeee yeah!!!" prompt2 window_closeall unfreeze_npc(1263) wait_movement delete_npc(1263, 6) sound(121) set(TENDA_VILLAGE_UNDERGROUND_OPEN) eob // $C9378A L_C9378A: "•My... power...{pause(20)} awe-inspiring!" end // $C937A3 L_C937A3: window_open(1) "•Hey!{pause(15)} Hey!... Talk to me!{pause(20)}" linebreak " Hey, hey, hey!{pause(5)}" linebreak " Heeeeeey!!" wait window_closeall eob // $C937D9 L_C937D9: "•I'm {name(NESS)}...•It's been a long road getting here...•Soon, I'll be...•Soon, I'll be...•Soon, I'll be...•What will happen to us?•W...what's happening?•My thoughts are being written out on the wall...•or are they?" eob // $C93853 Npc0303: "•Welcome!" next goto_ifset(GIYGAS_DEFEATED, L_C939B9) "•Would you like me to tell you about Twoson?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C938A6, L_C93891) // $C93891 L_C93891: "•It's too much trouble for me too." end // $C938A6 L_C938A6: "•Twoson has a modern, clean hotel." next "•There is a hospital and the wonderful Chaos Theater." next "•There is the Polestar preschool,{pause(15)} and a nice bus station." next "•If you're curious,{pause(15)} you might want to check out Burglin Park.{pause(20)} It's exciting." next "•East of the town,{pause(15)} you find the Peaceful Rest Valley." next "•On the other side of the valley is Happy-Happy Village." next "•There's also a pizza parlor." next "•Do you want to know anything else?" next pause(60) linebreak "•Well, tee hee,{pause(15)} I don't know anything else." end // $C939B9 L_C939B9: "•I've been giving out info about Twoson for years now." next "•I'll quit this job and I'll, tee hee,{pause(15)} get married." end // $C93A00 Npc0304: "•Burglin Park seems kind of dangerous,{pause(15)} but there's some great stuff there." end // $C93A2E Npc0305: goto_ifset(PAULA_AT_HER_ROOM, L_C93AC1) goto_ifset(PAULA_AT_MONOTOLI_BUILDING, L_C93AC1) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C93A82) goto_ifset(PAULA_JOINS, L_C93A82) "•I hear that a girl named {name(PAULA)} was kidnapped" next "•while helping out at the Polestar preschool." end // $C93A82 L_C93A82: counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C93AC1) "•I heard that you, {name(PAULA)},{pause(15)} beat up the kidnapper.{pause(15)} You're my favorite!" end // $C93AC1 L_C93AC1: "•I heard that {name(PAULA)} beat up the kidnapper.{pause(20)} She's my favorite!" end // $C93AED Npc0306: goto_ifset(PAULA_JOINS, L_C93B33) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C93B33) "•I saw some weird bad guy following {name(PAULA)}.{pause(20)} This guy gave me the creeps." end // $C93B33 L_C93B33: "•Kidnapping is wrong!" next "•I'll be careful not to kidnap anyone!" end // $C93B60 Npc0307: goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C93BA4) goto_ifset(PAULA_JOINS, L_C93BA4) "•I see that you're young but have had some adventures." next "•I think that {name(PAULA)} would be a good friend for you." end // $C93BA4 L_C93BA4: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C93BE3) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C93BE3) "•Just as I thought,{pause(15)} you two make such a nice couple!" end // $C93BE3 L_C93BE3: counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C93C38) "•Just as I thought,{pause(15)} you two make such a nice couple!" next "•Well, I think you're cute..." next "•But I'm near-sighted, too..." end // $C93C38 L_C93C38: get_char(1) rtoarg "•My grandson is playing a game called “EarthBound.”" next "•He's now talking to a plain,{pause(15)} old lady in Twoson." next "•I heard that the game has some messages that are just there for fun." end // $C93CA7 Npc0308: goto_ifset(CARPAINTER_DEFEATED, L_C93D19) "•If you go to the east,{pause(15)} you could run into trouble." next "•Peaceful Rest Valley and Happy-Happy Village are waiting for you." next "•I've also heard that there are UFO's in the Peaceful Rest Valley." end // $C93D19 L_C93D19: "•Well, my thoughts on happiness have changed..." end // $C93D31 Npc0309: goto_ifset(CARPAINTER_DEFEATED, L_C93D91) "•People in Happy-Happy Village are fanatical about a strange religion." next "•Maybe they've got some sort of bad fever.{pause(20)} Be careful." end // $C93D91 L_C93D91: "•I'm glad to see you so healthy." end // $C93DA9 Npc0310: goto_ifset(PAULA_JOINS, L_C93DEC) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C93DEC) "•(There was a kidnapping!" next "•Believe me,{pause(15)} even though I'm just a dog.{pause(20)}" linebreak " Woof!)" end // $C93DEC L_C93DEC: "•(You're fantastic...you even take time to talk to animals.)" end // $C93E16 Npc0311: call(L_C5D2B7) eob // $C93E1C Npc0312: goto_ifset(GOT_FOR_SALE_SIGN, L_C93F69) "•I own an antique shop." next "•No one is buying or selling anything," next "•so I was thinking of selling the “For Sale” Sign that sits in front of me." next "•It's only 98 dollars.{pause(20)} Please buy it." linebreak open_wallet " " add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C93ED2, L_C93EBA) // $C93EBA L_C93EBA: "•I bet you'll regret not buying it." end // $C93ED2 L_C93ED2: hasmoney(98) goto_true(L_C93F2E) notfull(any) goto_false(L_C93F51) give_return_slot(result, FOR_SALE_SIGN) store_registers takemoney(98) open_wallet sound(120) pause(1) "•If you want to sell something,{pause(15)} use this “For Sale” Sign." next "•Customers will flock to you." wait set(GOT_FOR_SALE_SIGN) eob // $C93F2E L_C93F2E: "•Oh, you can't buy it 'cause you're poor.{pause(20)} That's too bad." end // $C93F51 L_C93F51: "•I can't help you if you're carrying too many things..." end // $C93F69 L_C93F69: "•So, did the “For Sale” Sign help you?" next "•Yeah,{pause(15)} I was the one that sold it to you." end // $C93FA0 Npc0313: "•Hey,{pause(15)} why don't you buy the world's greatest Ruler." linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C93FFA, L_C93FD8) // $C93FD8 L_C93FD8: "•Do you think it's hot?{pause(20)} Look,{pause(15)} I didn't steal it..." end // $C93FFA L_C93FFA: get_item_price(RULER) swap "•Thank you!{pause(20)}" linebreak " That's {number(argument)} clams!" linebreak store_registers open_wallet open_hp add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9403E, L_C93FD8) goto(L_C93FD8) // $C9403E L_C9403E: load_registers hasmoney(0) goto_true(L_C94077) notfull(any) goto_false(L_C94096) give_return_slot(result, RULER) load_registers takemoney(0) open_wallet sound(120) "•Here you go,{pause(15)} one Ruler!" end // $C94077 L_C94077: newline "•You said yes,{pause(15)} even though you need a lot more money." end // $C94096 L_C94096: "•You said “yes” - that's short and to the point.{pause(20)} But you don't have any more room..." next "•Get rid of something and come back.{pause(20)} I'll be here." end // $C940E3 Npc0314: "•I sell fresh eggs.{pause(20)} They're nutritious!" next "•Please buy this beautiful, beautiful egg!{pause(15)} Please?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C941CD, L_C94143) // $C94143 L_C94143: "•You won't get through your teen years without at least one egg." next "•Please buy this beautiful egg.{pause(20)} Please!" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C941CD, L_C9419F) // $C9419F L_C9419F: "•Ok,{pause(15)} but your teen years will be ruined just because you didn't buy an Egg." end // $C941CD L_C941CD: get_item_price(FRESH_EGG) swap "•You're concerned about your health, even though you're young." next "•That'll be {number(argument)} big ones." next store_registers open_wallet open_hp add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C94231, L_C94143) goto(L_C94143) // $C94231 L_C94231: load_registers hasmoney(0) goto_true(L_C94270) notfull(any) goto_false(L_C94288) give_return_slot(result, FRESH_EGG) load_registers takemoney(0) open_wallet sound(120) "•Okay,{pause(15)} here you are... one egg to go!" prompt2 eob // $C94270 L_C94270: newline "•Hey,{pause(15)} I'm not just giving it away..." end // $C94288 L_C94288: newline sound(5) "•Eggs are easily broken." next "•There's no way to stuff it in with your other things if you have no more room..." end // $C942C7 Npc0315: goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C94359) goto_ifset(PAULA_JOINS, L_C94359) "•The boss of Burglin Park is Everdred." next "•He's got ties to burglaries and kidnappings in this area." next "•He's a scary guy." end // $C9432B L_C9432B: "•Everdred is asking for you.{pause(20)} He has a present to give you.{pause(20)} Please..." end // $C94359 L_C94359: isset(GOT_WAD_OF_BILLS) goto_false(L_C9432B) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C943BD) "•I heard that the kidnapped girl was saved." next "•What?{pause(20)} You saved her?" next "•That's hard to believe.{pause(20)} You don't seem like the hero-type to me." end // $C943BD L_C943BD: "•Will you give me 1,000 dollars?" next "•I'll give you all my support." linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9442C, L_C94402) // $C94402 L_C94402: "•I'm glad you turned me down." next "•I just want to be an unknown little punk." end // $C9442C L_C9442C: "•You shouldn't give away 1,000 dollars so easily." next "•Let me give it back to you." next "•Do you think I'm really an honest, reliable person?" end // $C94479 Npc0316: call(L_C5D2C9) eob // $C9447F Npc0317: "•It makes me feel good to just sit and look at my pots..." isset(GOT_FOR_SALE_SIGN) goto_false(L_C944AB) end // $C944AB L_C944AB: next "•...I like pots,{pause(15)} but what I really want is the tool shop “For Sale” Sign." next "•It's right there.{pause(20)} Should I steal it?{pause(15)} Hmmm..." end // $C94503 Npc0318: call(L_C5D2ED) eob // $C94509 Npc0319: "•Are you looking for that so-called genius, Apple Kid?" next "•As a true genius,{pause(15)} I'll tell you that he's in Burglin Park, looking for you." end // $C9455F L_C9455F: eob // $C94560 Npc0344: "•Wo{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}o!{pause(20)}" linebreak " (Go back,{pause(15)} go back!)" prompt2 window_closeall pause(1) warp(18) eob // $C94594 Npc0356: "•(Happy-Happy Village ahead.)" end // $C945A9 Npc0324: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C945F4) "•Of course,{pause(15)} Everdred isn't a good person," next "•but he's actually quite warm-hearted for a crime boss." end // $C945F4 L_C945F4: "•What?{pause(15)} Everdred is gone?{pause(20)} That's crap!{pause(15)} Don't believe it." end // $C9461F Npc0325: goto_ifset(TALKED_TO_DYING_EVERDRED, L_C9466C) "•Everdred has always watched over Burglin Park." next "•That's why we don't have to bribe any crooked cops." end // $C9466C L_C9466C: "•Even if Everdred has passed on,{pause(15)} he'll keep watch over us from..." next "•from...wherever he's at." end // $C946B1 Npc0326: "•I'm starting a line here.{pause(20)} I want a ticket for today's show,{pause(15)} but I may not get it." end // $C946E6 Npc0327: "•I love standing in a queue.{pause(20)} I also love words that start with “Q.”" next "•Queen,{pause(15)} quiet,{pause(15)} quick..." end // $C94730 Npc0322: "•If I had some connections,{pause(15)} I could waltz right in,{pause(15)} but I'm just a regular joe." end // $C94769 Npc0373: "•(Runaway Five tour bus.)" end // $C9477D Npc0328: goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C947E7) goto_ifset(PAULA_JOINS, L_C947E7) "•We--that's right--{pause(15)}we are the Runaway Five." next "•We're popular, but not rich." next "•We're bein' cheated by this theater,{pause(15)} and we're really deep in debt!" end // $C947E7 L_C947E7: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C94870) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C9484C) "•You're with a girl today.{pause(20)} Ya must be pretty popular." next "•How about introducin' her to my bandmate? He's right there." end // $C9484C L_C9484C: "•Thanks for talking to me." next "•Didn't ya go off looking for some girls?" end // $C94870 L_C94870: "•Hey,{pause(15)} someone was looking for ya." end // $C94883 Npc0329: goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C948DC) goto_ifset(PAULA_JOINS, L_C948DC) "•We may be popular," next "•but that girl who lives at the house with the preschool is the talk of the town." next "•I wanna see her someday." end // $C948DC L_C948DC: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C949A2) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C949CE) goto_ifset(GOT_BACKSTAGE_PASS, L_C94A1C) "•Hey,{pause(15)} ya came with {name(PAULA)}!" next "•Then you deserve a present, playboy." next "•Here's a {itemname(BACKSTAGE_PASS)}.{pause(20)} You can get into our shows with this!" next notfull(any) goto_false(L_C94966) give_return_slot(result, BACKSTAGE_PASS) call(SUB_ItemGet) wait set(GOT_BACKSTAGE_PASS) set(PHOTO_CHAOS_THEATER_AVAILABLE) eob // $C94966 L_C94966: "•It seems like you've got an awful lot of junk." next "•Get rid of somethin' and come back for the pass." end // $C949A2 L_C949A2: "•Hey,{pause(15)} you're {name(PAULA)}!" next "•A boy with a red cap seemed to be lookin' for ya." end // $C949CE L_C949CE: "•I heard you're workin' hard tryin' to find the girl who lives at the preschool." next "•If ya find her,{pause(15)} bring her to our concert." end // $C94A1C L_C94A1C: "•With that {itemname(BACKSTAGE_PASS)},{pause(15)} you can even get into our dressing room." next "•Come with your girlfriend... We'll be waitin'." end // $C94A63 Npc0230: goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C94A95) "•You want to see Poochyfud, the manager?" next "•Right through this door, please." end // $C94A95 L_C94A95: "•I'm not sure what happened,{pause(15)} but it looked like it was good news." end // $C94ABC Npc0320: "•Let's go to Threed!" next "•Our tour bus is too loud for any ghosts to bother us." next "•Do you want a ride?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C94B32, L_C94B15) // $C94B15 L_C94B15: "•If ya change your mind,{pause(15)} come back anytime." end // $C94B32 L_C94B32: "•Oh yeah!{pause(15)} Let's go!{pause(20)} Get on the bus!" wait set_npc_movement(373, 181) eob // $C94B57 Npc0331: goto_ifset(VISITED_THREED, L_C94BAD) goto_ifset(PAULA_JOINS, L_C94B8E) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C94B8E) "•I heard {name(PAULA)} was kidnapped, but it's still unconfirmed." end // $C94B8E L_C94B8E: "•Congratulations on solving the kidnapping." end // $C94BAD L_C94BAD: "•This town feels so much more peaceful and safe..." end // $C94BC9 Npc0332: goto_ifset(VISITED_THREED, L_C94C2E) "•I'm nuts about this one kid inventor." next "•No,{pause(15)} not that airheaded, dweeby Apple Kid." next "•I'm talking about the incredibly hot Orange Kid!" end // $C94C2E L_C94C2E: "•The Orange Kid is deep into a world-class invention." next "•It must be hard being an ultra-genius." end // $C94C6D Npc0333: goto_ifset(FOURSIDE_FREE_FROM_MONOTOLI, L_C94CC8) "•That stupid slob, the Apple Kid, always asks me for something to eat." next "•He's the inventor--he should invent some food for himself." end // $C94CC8 L_C94CC8: "•That stupid slob, the Apple Kid, is suddenly missing." next "•I think the town seems cleaner somehow." end // $C94D0C L_C94D0C: goto_ifset(RECEIVED_APPLE_KID_CALL_ABOUT_PENCIL_ERASER, L_C94D5B) "•A while ago,{pause(15)} I saw an inventor, the something-or-other kid," next "•buying junk for a {itemname(PENCIL_ERASER)}, or something-or-other." end // $C94D5B L_C94D5B: "•Even though it's junk,{pause(15)} someone could use it for something." end // $C94D7A Npc0268: goto_ifset(MASTER_BELCH_DEFEATED, L_C94DF6) "•I got bit by zombies in Threed,{pause(15)} the next town over,{pause(15)} so I'm stuck in this hospital." next "•I left something good at the Threed Hospital," next "•but now I can't go get it{pause(10)} because the bus can't get through the tunnel." end // $C94DF6 L_C94DF6: "•I'm in perfect, tip-top health now.{pause(20)} I just wish I had more visitors." next "•*cough* *hack, hack* *cough*" end // $C94E44 L_C94E44: get_inventory(result, 0) swap result_is(206) goto_false(L_C7C6B6) "•Thank you!{pause(15)} You've made me so happy!" next "•After my life,{pause(15)} this is the second most important thing to me!" next "•Because you're so kind,{pause(15)} I want to give you this {itemname(MAGIC_TRUFFLE)}." next "•It's a souvenir from Scaraba." next take(any, INSIGNIFICANT_ITEM) give_return_slot(result, MAGIC_TRUFFLE) call(SUB_ItemGet) end // $C94ED9 Npc0269: goto_ifset(CARPAINTER_DEFEATED, L_C94F01) "•I had an argument with my friend about Happy-Happyism." end // $C94F01 L_C94F01: "•My friend who joined the Happy-happy religion came to see me a while ago." next "•We've became friends again." end // $C94F42 Npc0270: goto_ifset(MASTER_BELCH_DEFEATED, L_C94F88) // $C94F49 L_C94F49: "•I wanted to see the circus in Threed, the next town over," next "•but I hurt my leg in the Peaceful Rest Valley." end // $C94F88 L_C94F88: "•You look healthy,{pause(15)} but you spend a lot of time at the hospital." next "•My story is the same.{pause(20)} Do you want to hear it again?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C94FF9, L_C94FE8) // $C94FE8 L_C94FE8: "•Well, it's not important." end // $C94FF9 L_C94FF9: "•Okay,{pause(15)} you asked for it..." next "•ready?" next goto(L_C94F49) // $C95019 Npc0330: "•It's just a hunch," next "•but I think the ghosts in the tunnel don't like anything upbeat and cheerful." next "•When I was driving in the tunnel," next "•I was playing some grooving tunes and the ghosts moved slower." next "•I think the ghosts can't stand anything positive." end // $C950B2 Npc0219: "•{name(NESS)},{pause(15)} I guess it's time for you to go home." next "•Everyone is probably worried about you." end // $C950E8 Npc0239: "•Hey, you " call(TEXT_KidPluralize) "... how did you get " call(L_C95124) "?{pause(15)} What are you," next "•the owner's " call(TEXT_KidPluralize) " or something?" end // $C95124 L_C95124: get_char(2) has_status(result, PERSISTENT, KO) goto_true(L_C95147) get_char(2) has_status(result, PERSISTENT, DIAMOND) goto_true(L_C95147) "tickets" eob // $C95147 L_C95147: "a ticket" eob // $C9514F Npc0240: "•I came here because it's tough to get in,{pause(15)} but I'm kind of disappointed." next "•There are no good-looking waitresses," next "•and there is no room for me to show off my latest dance moves." end // $C951B7 Npc0241: "•Y'know, I think it's pretty tacky to entertain" next "•our company's business partner by taking him to a Runaway Five show." next "•...But since I'm new to the company, I better just toe the line." end // $C9522B Npc0242: "•Well, well...{pause(20)} I got a little kid here talking to me like " get_char(1) result_is(2) goto_true(L_C95257) "he' s " // $C95257 L_C95257: "an adult." next "•I give you one thing---you got guts, kid..." end // $C9527C Npc0243: "•They seem too proud... I mean," next "•they just filled up this little music hall after all..." end // $C952B2 Npc0244: "•My boyfriend lost the ticket that I gave him." next "•He's waiting outside the entrance." next "•He's got butter fingers, but he's nice." end // $C95306 Npc0245: "•La la La la" next "•I just love ragtime!" end // $C95324 Npc0246: "•La la Mi mi I'm tone-deaf.{pause(20)}" linebreak " My daughter brought me here." next "•Fa la La mi." end // $C95365 Npc0369: "•(One of the biggest markets you'll ever find--now in Burglin Park.)" end // $C95393 Npc0357: "•I always see you walking around." next "•Walking is good for your health." end // $C953BF Npc0247: "•I'm so excited!{pause(20)} I might just wet myself.{pause(20)} My heart is going pitter patter!" end // $C953F7 Npc0248: goto_ifset(TEMP_3, L_C954B3) goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C954B3) "•Shaba do wap, diddly dee da.{pause(20)} Shaba di doo bee, bop wah." next "•I got those debt blues," linebreak " hm mm mm." next "•If I had 10,000 dollars,{pause(15)} I could pay off my debts and move on to the next town." next "•I wonder if our bus still runs.{pause(20)} It may be rusted out..." end // $C954B3 L_C954B3: "•Mr. Poochyfud,{pause(15)} the Manager, is looking for you.{pause(20)} I wonder what he wants?" end // $C954E1 L_C954E1: get_inventory(result, 0) swap result_is(180) goto_false(L_C7C6B6) "•Don't try to use your play money here, kid." next "•Oh... my... gosh...!{pause(20)} That's not real money,{pause(15)} is it?{pause(15)} Wow!" end // $C95532 Npc0249: goto_ifset(TEMP_3, L_C9569A) goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C9560B) "•Well,{pause(15)} yeah, in the old days,{pause(15)} there was lots o' dancers and acts at this theater." next "•'cept now,{pause(15)} we're the only act playin' here." next "•We even gone into debt here,{pause(15)} so we're pretty near stuck, hyuk, hyuk, hyuk." next "•The folks of Twoson'll enjoy the Runaway Five show for quite a few years," next "•it looks like ta me." end // $C9560B L_C9560B: "•So, whaddya think?" next "•Do ya wanna see one more show?" linebreak " " add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C95673, L_C9564F) // $C9564F L_C9564F: "•So, our sound is too much for ya, right?{pause(20)} I figured as much." end // $C95673 L_C95673: "•This is your chance fer a once in a lifetime event." wait unset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER) set(TEMP_3) eob // $C9569A L_C9569A: "•Ya got a once in a lifetime opportunity.{pause(20)} How 'bout watchin'{pause(15)} one more show?" end // $C956D6 L_C956D6: get_inventory(result, 0) swap result_is(180) goto_false(L_C7C6B6) "•Well, hello! Ya got cash!{pause(20)} And some nice stuff ta boot! Hyuk, hyuk, hyuk." end // $C9571E Npc0250: goto_ifset(TEMP_3, L_C9575E) goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C9575E) "•Hey,{pause(15)} ya get to see our show, you lucky kid!{pause(20)} I hope ya pay attention." end // $C9575E L_C9575E: "•That was a great gig!" next "•We can't be this good all the time, can we? " end // $C95786 L_C95786: get_inventory(result, 0) swap result_is(180) goto_false(L_C7C6B6) "•If you give him a chance,{pause(15)} the theater manager will cheat you out of your money," next "•he he he." end // $C957CB Npc0252: goto_ifset(TEMP_3, L_C95881) goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C95881) goto_ifset(TEMP_2, L_C957FF) "•I wrote the lyrics to most of the Runaway Five songs." next // $C957FF L_C957FF: "•Money, {pause(20)}that's what I want{pause(20)}" linebreak " money, {pause(20)}that's what is hot{pause(20)}" linebreak " money, {pause(20)}that's what I want" next "•money, {pause(20)}it's what we ain't got 'cept freedom, freedom," next "•freedom is what we've really sought!" wait set(TEMP_2) eob // $C95881 L_C95881: "•Cash, {pause(20)}that's what I want{pause(20)}" linebreak " cash, {pause(20)}that's what is hot{pause(20)}" linebreak " cash, {pause(20)}that's what I want" next "•...hey, I just made up a new song." end // $C958D7 L_C958D7: get_inventory(result, 0) swap result_is(180) goto_false(L_C7C6B6) "•Wow! 10,000 dollars!{pause(20)}" linebreak " I can make another song now." next "•Ten G's,{pause(20)} ten G's.{pause(20)}" linebreak " That's dollars,{pause(20)} baby, dollars.{pause(20)}" linebreak " Yeah yeah yeah." end // $C9594D Npc0251: goto_ifset(TEMP_3, L_C95988) goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C95988) "•I want some bread." next "•I need the coinage." next "•I want more dough all the time." end // $C95988 L_C95988: "•I didn't make a spectacle of myself, did I?" end // $C959A5 L_C959A5: get_inventory(result, 0) swap result_is(180) goto_false(L_C7C6B6) "•That is exactly what I want." next "•I can't believe that you have that much..." end // $C959DB Npc0253: goto_ifset(QUEUE_OUTSIDE_CHAOS_THEATER, L_C95BA0) // $C959E2 L_C959E2: goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C95A5F) "•The Runaway Five owe me a lot of money." next "•They'll stay here until they pay me back." next "•They might be here for 100 years," next "•unless you decide to pay off their debt... Heh, heh, heh." end // $C95A5F L_C95A5F: "•The Runaway Five are free to leave." next "•I've got no complaints now that I have my money." end // $C95A8D L_C95A8D: get_inventory(result, 0) swap result_is(180) goto_true(L_C95AA0) goto(L_C7C6B6) // $C95AA0 L_C95AA0: isset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER) goto_false(L_C95BA0) get_char(1) get_dir_from_char(argument, NPC, 253) swap store_registers result_is(1) goto_true(L_C95B64) load_registers result_is(2) goto_true(L_C95B64) load_registers result_is(8) goto_true(L_C95B64) sound(118) get_dir_from_npc(253, PMEMBER, NESS) npc_direction(253, 0) "•Yipes!{pause(60)} You surprised me.{pause(20)} Now I'm not sure what to do." next take(any, WAD_OF_BILLS) "•I got the money, of course,{pause(15)} and now the Runaway Five are free to leave." next "•I've got no complaints now that I have my money." prompt2 set(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER) set(RUNAWAY_BUS_FROM_TWOSON_TO_THREED) unset(EVERDRED_AT_HIS_HOUSE) goto(L_C799D7) // $C95B63 L_C95B63: eob // $C95B64 L_C95B64: "•'scuse me?{pause(15)} What's that you got there? Let me take a" linebreak " re{pause(5)}e{pause(5)}e{pause(5)}e{pause(5)}al close look." end // $C95BA0 L_C95BA0: goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C959E2) "•Pardon?{pause(30)} You want to talk about money?" next "•How about later, after the show, even if we're talking big bucks." next "•I've got definite rules about how I handle my money matters..." end // $C95C0E Npc0254: goto_ifset(GOT_WAD_OF_BILLS, L_C960D7) goto_ifset(PAULAS_PARENTS_KNOW_ABOUT_HH_RESCUE, L_C95F0A) goto_ifset(PAULA_JOINS, L_C95DF9) goto_ifset(EVERDRED_DEFEATED, L_C95DC6) "•Wah ha ha ha ha!{pause(20)}" linebreak " Why don't we chat later-after we've locked horns!" prompt2 call(L_C6846B) goto_true(L_C683DE) window_open(1) "•Yes, I'm Everdred, boss of Burglin Park." next "•When I jumped off the roof,{pause(15)} I twisted my ankle." next "•Anyway, I lost and nothing will change that." next "•You know,{pause(15)} you're pretty strong." next "•Yeah, I know that you want to find out about a girl named {name(PAULA)}." next "•She went off to a secret hideout in the Peaceful Rest Valley." next "•A chubby boy and a weird guy in a blue outfit have kidnapped her, though." next "•They said that they were going to make {name(PAULA)} some sort of human sacrifice." next "•They were definitely hard-core strange." next "•You know, she might be gone already.{pause(20)}" linebreak " You'd better hurry." next // $C95DC6 L_C95DC6: "•If you save {name(PAULA)},{pause(15)} be sure to come back here, okay?{pause(15)} Don't{pause(20)} forget!" wait window_closeall set(EVERDRED_DEFEATED) eob // $C95DF9 L_C95DF9: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C95E73) counter(2) call(CHECK_PMemberIncapacitated) goto_true(L_C95EA5) "•First, you must take her to her parents.{pause(20)} They're really worried." next "•I also have something to give you,{pause(15)} so be sure to come back here." next "•Promise?{pause(20)} All right." end // $C95E73 L_C95E73: "•{stat(PAULA_NAME)}!" next "•I thought you were with your little hero, the kid in the red cap." next "•You seem cold." end // $C95EA5 L_C95EA5: "•I heard that you've been pretty proud of yourself since you saved {name(PAULA)}'s life." next "•Think about it,{pause(15)} you didn't actually save her." next "•Come back when you've accomplished something." end // $C95F0A L_C95F0A: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C960AB) "•I was going to ask you to be my partner," next "•but I know you'll refuse.{pause(20)} It's written all over your face." next "•If you accepted,{pause(15)} I was going to give you some money." next "•Actually, I can't keep the money now anyway.{pause(20)} Let me give this to you." next "•It's 10,000 dollars." next "•Use the money any way you like.{pause(20)} You cannot refuse my generosity.{pause(20)} Just accept it." next "•Now I plan on looking for the evil Mani Mani Statue" next "•that Lier X. Agerate unearthed in Onett." next "•I'll see you at another time, in another space." prompt2 notfull(any) goto_false(L_C9605D) give_return_slot(result, WAD_OF_BILLS) call(SUB_KeyItemGet) set(GOT_WAD_OF_BILLS) end // $C9605D L_C9605D: pause(60) linebreak sound(5) "•Your backpack is filled with junk.{pause(20)} Get rid of something!" next "•I'll put the money in a safe place until you get back." end // $C960AB L_C960AB: "•I need to talk to {name(NESS)}." next "•Even if you're his friend,{pause(15)} I won't talk to you." end // $C960D7 L_C960D7: counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C960AB) "•Please use the 10,000 dollars any way you wish." next "•You cannot refuse my generosity,{pause(15)} just accept it." end // $C96124 Npc0255: goto_ifset(GIYGAS_DEFEATED, L_C96267) goto_ifset(GOT_MACH_PIZZA_PHONE, L_C961D1) "•Welcome to Mach Pizza!" next "•We don't sell pizza here.{pause(20)} We only deliver." next "•Let me give you our number so you can place an order sometime." next "•The best pizza is Mach Pizza.{pause(20)} The number is... *psst psst psst*." next "•You got that?" wait sound(116) set(GOT_MACH_PIZZA_PHONE) eob // $C961D1 L_C961D1: goto_ifset(TEMP_10, L_C9623F) "•*Munch*{pause(30)}munch*{pause(30)}gulp*" next "•Uh... no,{pause(15)} I didn't take a piece of pizza.{pause(20)} I would never think of doing that!" next "•It was delicious, though.{pause(20)} Enjoy!" next // $C9623F L_C9623F: "•As you may know,{pause(15)} you need to order by phone, okay?" wait set(TEMP_10) eob // $C96267 L_C96267: "•I wonder if we're going out of business?" next "•I thought business was pretty good." next "•Oh well,{pause(15)} I don't think I want to deliver pizza.{pause(20)} I'd just get too tired..." end // $C962C2 L_C962C2: call(L_C680E2) eob // $C962C8 Npc0257: "•You must be quite a rich boy to stay at such a nice,{pause(15)} first class hotel like this one." end // $C96304 Npc0262: goto_ifset(TEMP_1, L_C963CE) "•Do I have a mushroom on my head?" linebreak " " add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9633E, L_C9639F) // $C9633E L_C9633E: newline set(TEMP_1) "•That's what I thought..." next "•Recently,{pause(15)} I couldn't walk quite right.{pause(20)} It was because of this mushroom." next "•It's actually kind of fun, so I'll leave it there." end // $C9639F L_C9639F: newline "•You're one of those people that says “no” right off the bat to any question, right?" end // $C963CE L_C963CE: "•Don't you think I look stylish with the mushroom?" end // $C963EA Npc0264: call(L_C90095) eob // $C963F0 Npc0266: call(L_C90008) eob // $C963F6 Npc0267: "•My shot didn't hurt." next "•I'm sure everyone is talking about it,{pause(20)} but don't worry about me." end // $C96425 Npc0339: goto_ifset(MASTER_BELCH_DEFEATED, L_C96479) "•I'm thinking about catching a bus to Threed.{pause(20)} I heard there are ghosts along the way." next "•I wonder if the bus will have to turn around and come back." end // $C96479 L_C96479: "•To get to Threed,{pause(15)} the bus is most convenient." end // $C9649A Npc0271: goto_ifset(MASTER_BELCH_DEFEATED, L_C964D9) "•To take the bus, or not to take the bus... hmmm." next "•I get scared pretty easily..." end // $C964D9 L_C964D9: "•To take the bus, or not to take the bus... hmm." next "•I get sick pretty easily..." end // $C9650F Npc0272: "•I was in the last war,{pause(20)} so I'm not scared of ghosts." next "•Actually,{pause(15)} I'm more scared of my old lady, ha!" end // $C96552 Npc0273: "•This town's bus system is a little strange." next "•Be sure to check the bus stop signs.{pause(20)} I wonder who came up with this system?" end // $C965A4 Npc0274: "•That's right,{pause(15)} I'm a bus driver.{pause(20)} For now,{pause(15)} I'm resting." next "•Life is long... take it easy,{pause(15)}" get_char(1) switch_call(L_C96650, L_C96657, L_C96661, L_C96667) next hasitem(any, TOWN_MAP) goto_false(L_C96625) "•Why don't you check out your town map and learn about this area." end // $C96625 L_C96625: "•You don't have a town map?{pause(15)} You didn't borrow one from the Onett library?" end // $C96650 L_C96650: " chubs." eob // $C96657 L_C96657: " girlie girl." eob // $C96661 L_C96661: " specs." eob // $C96667 L_C96667: " pajama boy." next eob // $C96675 Npc0277: goto_ifset(GOT_SIGNED_BANANA, L_C966D6) "•My daughter left for the big city to become a superstar." next "•She's using a stage name--{pause(20)}Vein... oh, vein something... she's working hard." end // $C966D6 L_C966D6: "•I got a letter from my daughter.{pause(20)} She wants me to see her next show." next "•A book of photographs of her is coming out soon." next "•I really hope she kept her clothes on...{pause(20)} Times have sure changed..." end // $C9675A Npc0279: goto_ifset(GIYGAS_DEFEATED, L_C9680E) goto_ifset(CARPAINTER_DEFEATED, L_C967AA) "•Dad and Mom have left for Happy-Happy Village." next "•They wanna meet with the founder of the religion there." end // $C967AA L_C967AA: "•Dad and Mom said they won't go to Happy-Happy Village." next "•I'm not sure why, but now I'm happy." end // $C967E7 Npc0281: "•You woke me from that nightmare." end // $C967FB Npc0282: "•I'm sorry that I made you worry..." end // $C9680E L_C9680E: "•Now I get it.{pause(20)} You're not from this town." next "•So, where do you come from?{pause(15)} Can you play with me again someday?" end // $C9684F Npc0283: goto_ifset(GOT_PENCIL_ERASER, L_C9688A) "•Did you know that two young inventors live in this town?" next "•I want to invent something, too." end // $C9688A L_C9688A: "•The other day,{pause(15)} did you speak to a boy who invents stuff?" end // $C968AE Npc0218: "•Meow." end // $C968B6 Npc0288: call(L_C64DD0) eob // $C968BC Npc0289: goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C969B2) "•Do you want to buy a ticket for the Runaway Five show?" linebreak " " add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9690D, L_C968F6) // $C968F6 L_C968F6: "•Oh, I mistook you for a customer." end // $C9690D L_C9690D: "•The main floor and balcony seats are sold out." next "•We only have box seats, which cost 20 dollars.{pause(20)} Would that be okay?" next "•Oh, wait... the box seats sold out a long time ago. Oops.{pause(20)} My mistake." next "•The box seats are the most popular." end // $C969B2 L_C969B2: "•Sorry.{pause(15)} The Chaos Theater is being remodeled.{pause(20)} There is no concert." end // $C969E5 Npc0290: goto_ifset(TEMP_2, L_C969FF) goto_ifset(TWOSON_DEPT_MAN, L_C96A1F) call(L_C969FF) set(TWOSON_DEPT_MAN) set(TEMP_2) eob // $C969FF L_C969FF: "•This department store isn't crowded.{pause(20)} I like that." end // $C96A1F L_C96A1F: "•Didn't you talk to me before?{pause(20)} I believe I said," next "•“This department store isn't crowded.{pause(20)} I like that”..." next "•or something to that effect." end // $C96A72 Npc0291: call(L_C5D287) eob // $C96A78 Npc0292: call(L_C5D293) eob // $C96A7E Npc0293: goto_ifset(GOT_SUPORMA, L_C96AFF) "•I think that my grandchild is older than you.{pause(20)} He's a famous inventor." next "•He lives here, and people call him Orange Kid." next "•He seems to be popular with the girls,{pause(15)} because he's... groovy?" end // $C96AFF L_C96AFF: "•We've bumped into each other before.{pause(20)} You seem to love department stores." next "•I do too." end // $C96B37 Npc0294: goto_ifset(VISITED_SUMMERS, L_C96B79) "•I heard a meteorite crashed onto a hilltop near Onett." next "•That must have been exciting!" end // $C96B79 L_C96B79: "•I saw you a long time ago..." next "•maybe about the time that the meteorite hit Onett..." end // $C96BAF Npc0296: call(L_C5D29F) eob // $C96BB5 Npc0295: call(L_C5D2AB) eob // $C96BBB Npc0297: "•I wanna visit my boyfriend in Threed 'cept the bus won't go there." next "•I wonder why." end // $C96BF2 Npc0298: goto_ifset(GIYGAS_DEFEATED, L_C96CD4) goto_ifset(VISITED_THREED, L_C96C57) goto_ifset(CARPAINTER_DEFEATED, L_C96C35) "•Happy-Happy Village is getting to be more and more blue.{pause(20)} Do you get it?" end // $C96C35 L_C96C35: "•Someday, Happy-Happy Village will be truly happy." end // $C96C57 L_C96C57: "•You're always wearing the same clothes..." next "•Do you wash them, or what?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C96CBA, L_C96C9C) // $C96C9C L_C96C9C: "•Well, they look clean enough,{pause(15)} but who knows?" end // $C96CBA L_C96CBA: "•Hmm.{pause(30)} I wouldn't have believed it..." end // $C96CD4 L_C96CD4: "•Hey, it's the boy who wears the same outfit all the time!" next "•You seem happy enough,{pause(15)} but who knows?" end // $C96D10 Npc1379: "•Welcome to Moonside." next "•Wel{pause(15)} come{pause(15)} to moo{pause(20)} nsi{pause(15)} ns{pause(15)} dem{pause(5)} oons{pause(5)} ide." end // $C96D4F Npc1359: "•No, that's right.{pause(20)}" linebreak " I am the host here." end // $C96D6A Npc1360: "•Yes, that's wrong.{pause(20)}" linebreak " I am the hostess here." end // $C96D8A Npc1361: "•What?{pause(20)}" linebreak " Fourside?{pause(20)}" linebreak " Are you still sleeping?" next "•This is Moonside." end // $C96DB2 Npc1362: "•“Yes” is “No” and" linebreak " “No” is “Yes.”" next "•It makes perfect sense in Moonside." end // $C96DEC Npc1380: "•Hello!" next "•And...{pause(20)} good-bye!" prompt2 window_closeall pause(1) warp(106) eob // $C96E07 Npc1397: "•Hello!" next "•And...{pause(20)} good-bye!" prompt2 window_closeall pause(1) warp(107) eob // $C96E22 Npc1398: "•Hello!" next "•And...{pause(20)} good-bye!" prompt2 window_closeall pause(1) warp(108) eob // $C96E3D Npc1401: "•Hello!" next "•And...{pause(20)} good-bye!" prompt2 window_closeall pause(1) warp(111) eob // $C96E58 Npc1402: "•Hello!" next "•And...{pause(20)} good-bye!" prompt2 window_closeall pause(1) goto_ifset(TALKED_TO_MOONSIDE_SAILOR_MAN, L_C96E7A) warp(232) eob // $C96E7A L_C96E7A: warp(112) eob // $C96E7E Npc1403: "•Hello!" next "•And...{pause(20)} good-bye!" prompt2 window_closeall pause(1) warp(113) eob // $C96E99 Npc1404: "•Hello!" next "•And...{pause(20)} good-bye!" prompt2 window_closeall pause(1) warp(114) eob // $C96EB4 Npc1381: "•Before the soup gets cold,{pause(15)}" linebreak " we must care for Mani Mani." next "•Before the knife gets rusty,{pause(15)} we must care for Mani Mani." end // $C96F0A Npc1382: "•I'll tell ya what I hate in this world." next "•That's {stat(FAVORITE_FOOD)}." next "•The color,{pause(15)} the smell,{pause(15)} the taste,{pause(15)} the texture..." next "•Hey you, you're drooling!" end // $C96F5D Npc1368: "•“Yes” means “No”" linebreak " “No” means “Yes.”" next "•Or did you already know this?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C96FD1, L_C96FAA) // $C96FAA L_C96FAA: "•Ah! You knew it.{pause(20)} That's good.{pause(20)} I was just wondering." end // $C96FD1 L_C96FD1: "•Oh yeah?" linebreak " You didn't know?" end // $C96FE2 Npc1383: "•Hello!" next "•And...{pause(20)} good-bye..." next "•Shall I...?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C97033, L_C9701A) // $C9701A L_C9701A: "•Then...{pause(20)}" linebreak " good-bye!" prompt2 window_closeall pause(1) warp(9) eob // $C97033 L_C97033: "•Welcome to Moonside." next "•Welcome to Moo{pause(20)} Moo{pause(15)} Moo{pause(15)} nsi{pause(20)} nsi{pause(20)} nsi{pause(20)} nsi... nside." end // $C9707C Npc1384: "•I'm pretty forgetful." linebreak " I even forgot why I'm here." next "•Hmm..." next "•I just forgot something..." next "•Who am I?" next "•Am I a man?" end // $C970C8 Npc1385: "•Do you understand all this?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C97100, L_C970EC) // $C970EC L_C970EC: "•Good,{pause(20)}" linebreak " I'm glad you get it." end // $C97100 L_C97100: "•No?{pause(20)} You don't?{pause(20)}" linebreak " To tell you the truth,{pause(15)} neither do I." end // $C9712E Npc1394: "•If you stay here too long,{pause(15)} you'll end up frying" linebreak " your brain." next "•Yes, you will.{pause(20)}" linebreak " No, you will{pause(15)}... not.{pause(20)}" linebreak " Yesno, you will won't." end // $C97187 Npc1386: goto_ifset(MOONSIDE_COUNTDOWN_GUY_3, L_C972D8) goto_ifset(MOONSIDE_COUNTDOWN_GUY_2, L_C97289) goto_ifset(MOONSIDE_COUNTDOWN_GUY_1, L_C9720D) "•257{pause(15)} 256{pause(15)} 255{pause(15)} 254{pause(15)} 253..." next "•So what's your problem?{pause(20)} If you don't want anything, get outta here." next "•I'm counting backwards." next "•252{pause(15)} 251{pause(15)} 250..." wait set(MOONSIDE_COUNTDOWN_GUY_1) eob // $C9720D L_C9720D: "•69{pause(15)} 68{pause(15)} 67{pause(15)} 66{pause(15)} 65{pause(15)} 64{pause(15)} 63..." next "•What?{pause(15)} Is this a special hobby of yours? You like watching people count backwards?" next "•62{pause(15)} 61{pause(15)} 60{pause(15)} 59..." wait set(MOONSIDE_COUNTDOWN_GUY_2) eob // $C97289 L_C97289: "•9{pause(5)} 8{pause(5)} 7{pause(1)} 6 5 4 3 2 1 0..." linebreak " Baboooooooom!!" next "•Wow!{pause(20)} I scared myself." wait set(MOONSIDE_COUNTDOWN_GUY_3) eob // $C972D8 L_C972D8: "•I got surprised." end // $C972E7 Npc1387: "•I spy with my little eye...{pause(15)}" linebreak " Allakazam!" next "•I see a country in summer and a big silver ball." next "•You're burnt,{pause(15)} but you're fine." next "•...That is what I see." end // $C9734A Npc1388: "•Ha! everyone is someone!" next "•Don't you think so?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C97394, L_C9737F) // $C9737F L_C9737F: "•Wa ha ha!" next "•...He he he...!" end // $C97394 L_C97394: "•Moo{pause(5)} nsi{pause(5)} dem{pause(1)} oons{pause(1)} ide." end // $C973B1 Npc1389: "•I will send you first and then, you second..." next "•to the hospital." prompt2 window_closeall pause(1) warp(8) eob // $C973E4 Npc1390: "•{stat(NESS_NAME)}'s HP drops to 0!" next "•{stat(JEFF_NAME)}'s HP drops to 0!" end // $C9740A Npc1391: "•Welcome to Moonside." next "•Wecomel to Soonmide." next "•Moonwel ot cosidme." end // $C9743D Npc1392: "•How about I sharpen you?" next "•I just love sharpening." linebreak " You don't want me to sharpen?" next "•Sidem{pause(5)} oonsi{pause(5)} demoon." linebreak " Welc welc omewelc omeome." end // $C9749E Npc1393: "•Hey! Parking meters!" linebreak " And you're walking around!" next "•Ha ha ha... That's so funny." next "•Wwwweeelcome come to Mmmmmoooonsiddeee." end // $C974F4 Npc1377: goto_ifset(INVISIBLE_MAN_JOINS, L_C97554) "•I'm really busy doing nothing, so I don't have time to talk to you." next "•If you need something, talk to my partner." next "•He's right over there... see?" next "•You mean you can't see him?" end // $C97554 L_C97554: "•What the...?" linebreak " You're looking for some kind of door?" next "•Well, you're not gonna find one!" next "•So, get out of my face, loser..." next "•I have no patience when people interrupt me while I'm busy doing nothing." prompt2 window_closeall pause(1) warp(7) eob // $C975CC Npc1378: "•Can you see me?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9763A, L_C975F1) // $C975F1 L_C975F1: "•Ha ha." linebreak " You can, huh?" next "•He he. You've become a real Moonsidian, haven't you?" wait set(INVISIBLE_MAN_JOINS) enable_hotspot(1, 32, L_C97689) set_oss_flag set(ENEMY_SUPPRESS) eob // $C9763A L_C9763A: "•Ha ha." linebreak " You can't?" next "•You're definitely not from around here." next "•Hee hee. Get going now.{pause(20)} Here's your hat, what's your hurry..." end // $C97689 L_C97689: window_open(1) "•He he ha! It's me!{pause(20)} You can see me, right?" next "•There's something interesting about you, so I'm going to follow you." next "•Don't worry, though... Heh heh..." next "•If you get into a fight,{pause(20)} I'll stay out of it..." wait enable_hotspot(1, 33, L_C97705) window_closetop eob // $C97705 L_C97705: window_open(1) "•Heh heh." linebreak " You can't see me... right?" wait enable_hotspot(1, 34, L_C97728) window_closetop eob // $C97728 L_C97728: window_open(1) "•Hyuk huyk." linebreak " Hey!" next "•Don't you wish you had a gold tooth like mine?" next "•Give me a smile! Heh heh" wait enable_hotspot(1, 35, L_C97780) enable_hotspot(2, 36, L_C977A8) window_closetop eob // $C97780 L_C97780: window_open(1) "•*Grin*Grin*." next "•Heh heh." wait disable_hotspot(2) enable_hotspot(1, 37, L_C977D1) window_closetop eob // $C977A8 L_C977A8: window_open(1) "•*Smile*Smile*" next "•Heh heh." wait disable_hotspot(1) enable_hotspot(1, 38, L_C977D1) window_closetop eob // $C977D1 L_C977D1: window_open(1) "•Uh... Heh heh...{pause(20)}" linebreak " Yo!" next "•Don't you think my eyebrows rock?" next "•Check'em out... they're connected!" wait window_closetop reset_oss_flag unset(ENEMY_SUPPRESS) eob // $C97823 Npc1396: goto_ifset(INVISIBLE_MAN_JOINS, L_C978AA) "•The Mani Mani Statue is up ahead,{pause(15)} but I'm going to stop you right here." next "•Don't even think about getting past me," next "•'cause you aren't with a guy" next "•whose eyebrows are connected and who also has a gold tooth." wait set(TALKED_TO_MOONSIDE_SAILOR_MAN) eob // $C978AA L_C978AA: "•The Mani Mani Statue is up ahead, but I'm going to stop you right here." next "•Huzzah!{pause(20)}" linebreak " You really surprised me!" next "•You're the man whose eyebrows are connected and who has a gold tooth!" next "•How about we dump these kids and go get something to drink!?" prompt2 set_npc_movement(1396, 354) wait_movement set(PATH_TO_MANI_MANI_OPEN) eob // $C9794B Npc1406: "•(It is a golden statue that you have seen before.)" prompt2 call(L_C68583) goto_true(L_C683DE) pause(1) call(SUB_CancelTimedEvents) set_npc_movement(1406, 635) set(ELECTRA_OUTSIDE_BUILDING) set(MANI_MANI_DEFEATED) warp(154) set_oss_flag freeze_char(all) pause(20) // $C97990 Npc0905: window_open(1) "•(The Mani Mani statue was actually a device that created illusions." next "•The illusion device was destroyed.)" wait window_closeall set_respawn_point(5) unfreeze_char(all) eob // $C979E5 Npc1369: "•Bones are great!{pause(20)}" linebreak " Do you like bones, too?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C97A35, L_C97A1D) // $C97A1D L_C97A1D: "•You like bones?{pause(20)}" linebreak " Bone bone bone." end // $C97A35 L_C97A35: "•You don't like bones?{pause(20)}" linebreak " Bone Bone Bone." end // $C97A51 Npc1370: "•Do you know whose bones are on display here?" next "•The answer is...{pause(30)} your bones." next "•My bones." next "•Bone's bones." next "•Bone bone bone." end // $C97AA4 L_C97AA4: call(L_C680E2) eob // $C97AAA L_C97AAA: get_char(1) rtoarg "•Would you like to stay overnight?•Thank you for always giving such generous tips!" next "•...Oh, Excuse me,{pause(15)} I haven't gotten any tips from you." end // $C97B06 Npc1364: call(L_C900E8) eob // $C97B0C Npc1365: call(L_C9007F) eob // $C97B12 Npc1395: "•Don't do anything to me!" linebreak " I am... I am not Monotoli!" prompt2 delete_npc(1395, 9) pause(120) set(TALKED_TO_MOONSIDE_MONOTOLI) eob // $C97B35 L_C97B35: "•Welcome to Moonside!" linebreak " Why did you come to Moonside?" next "•How long are you staying in Moonside?" end // $C97B6B L_C97B6B: get_action_argument swap get_food_type(0) result_is(2) goto_true(L_C97C30) find_condiment(0) goto_true(L_C97BC4) is_self_targetting goto_true(L_C97BAB) newline "•{user} took" linebreak " the {itemname(REG_ARGUMENT)} out and" next "•{target} ate it." sound(68) prompt2 eob // $C97BAB L_C97BAB: newline "•{user}" get_action_argument swap " ate" linebreak " the {itemname(REG_ARGUMENT)}." sound(68) prompt2 pause(1) eob // $C97BC4 L_C97BC4: swap store_registers is_self_targetting goto_true(L_C97C06) newline store_registers "•{user} took" linebreak " the {itemname(REG_ARGUMENT)}," next get_action_argument swap " used it on" linebreak " {itemname(REG_ARGUMENT)} and" next "•{target} ate it." sound(68) pause(1) prompt2 eob // $C97C06 L_C97C06: newline "•{user} took" linebreak " the {itemname(REG_ARGUMENT)}" next get_action_argument swap "•and used it on" linebreak " the {itemname(REG_ARGUMENT)}." sound(68) pause(1) prompt2 eob // $C97C30 L_C97C30: is_self_targetting goto_true(L_C97C5F) newline "•{user}" get_action_argument swap " took" linebreak " the {itemname(REG_ARGUMENT)}" next "•and {target} drank it." sound(68) pause(1) prompt2 eob // $C97C5F L_C97C5F: newline "•{user}" get_action_argument swap " drank" linebreak " the {itemname(REG_ARGUMENT)}." sound(68) pause(1) prompt2 eob // $C97C7B L_C97C7B: newline "•" call(TEXT_PartyDescription) get_action_argument swap " ate" linebreak " the {itemname(REG_ARGUMENT)} together." sound(68) pause(1) prompt2 eob // $C97C9D L_C97C9D: is_self_targetting goto_false(L_C97CB0) newline "•It was pretty good." prompt2 // $C97CB0 L_C97CB0: eob // $C97CB1 L_C97CB1: is_self_targetting goto_false(L_C97CC9) newline "•It didn't taste very good." prompt2 // $C97CC9 L_C97CC9: eob // $C97CCA L_C97CCA: newline "•{user}" get_action_argument swap " sprinkled" linebreak " the {itemname(REG_ARGUMENT)} over " call(TEXT_AttackerPossessive) " head." next "•Yoicks!! {user} turned" linebreak " into a gigantic, fire-breathing dragon!" prompt2 eob // $C97D21 L_C97D21: newline "•{user}" get_action_argument swap " sprayed a blast of" linebreak " {itemname(REG_ARGUMENT)}!" sound(71) prompt2 eob // $C97D43 L_C97D43: newline "•{user}" get_action_argument swap " used" linebreak " the {itemname(REG_ARGUMENT)}!" next "•Suddenly, something unknown burst from the box." prompt2 eob // $C97D75 L_C97D75: newline "•{user}" get_action_argument swap " used" linebreak " the {itemname(REG_ARGUMENT)}!" next "•Then, something sticky" linebreak " stuck to the enemy!" prompt2 eob // $C97DA3 L_C97DA3: newline "•{user}" get_action_argument swap " used" linebreak " the {itemname(REG_ARGUMENT)}!" next "•Suddenly, some Trout Yogurt" linebreak " was produced!" prompt2 eob // $C97DDC L_C97DDC: newline "•{user}" get_action_argument swap " fired" linebreak " the {itemname(REG_ARGUMENT)}!" sound(70) prompt2 eob // $C97DF5 L_C97DF5: newline "•{user}" get_action_argument swap " fired" linebreak " the {itemname(REG_ARGUMENT)}!" sound(70) pause(8) sound(70) pause(8) sound(70) pause(8) sound(70) pause(8) sound(70) pause(8) prompt2 eob // $C97E24 L_C97E24: newline "•{user}" get_action_argument swap " fired" linebreak " the {itemname(REG_ARGUMENT)}!" sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) sound(70) pause(4) prompt2 eob // $C97E9E L_C97E9E: newline "•{user}" get_action_argument swap " fired" linebreak " the {itemname(REG_ARGUMENT)}!" sound(70) prompt2 eob // $C97EB7 L_C97EB7: newline "•{user}" get_action_argument swap " threw" linebreak " the {itemname(REG_ARGUMENT)}!" sound(70) prompt2 eob // $C97ED1 L_C97ED1: get_action_argument swap newline "•{user} took a snake" linebreak " out of the {itemname(REG_ARGUMENT)}" next " and threw it!" prompt2 eob // $C97EFA L_C97EFA: newline "•{user}" get_action_argument swap " used {itemname(REG_ARGUMENT)} and " call(TEXT_AttackerPossessive) " teeth" next "•were white and breath was fresh!" next "•The brightness of" linebreak " {user}'s teeth" next "•made the enemy scared!" prompt2 eob // $C97F56 L_C97F56: newline get_action_argument swap "•{user} lashed out" linebreak " with the {itemname(REG_ARGUMENT)}!" prompt2 eob // $C97F72 L_C97F72: newline get_char(2) result_is(9) goto_false(L_C97F84) call(L_C88000) eob // $C97F84 L_C97F84: goto(L_C8807D) // $C97F89 L_C97F89: eob // $C97F8A L_C97F8A: newline "•{user}" get_action_argument swap " threw" linebreak " the {itemname(REG_ARGUMENT)}!" next "•The {itemname(REG_ARGUMENT)} is" linebreak " biting!" next eob // $C98000 Npc0375: "•(The Mani Mani Statue is glowing strangely...)" wait sound(113) eob // $C98024 Npc0376: goto_ifset(CARPAINTER_HAS_KEY, L_C981C6) goto_ifset(CARPAINTER_DEFEATED, L_C982B3) set(TALKED_TO_CARPAINTER) "•Thanks for coming!{pause(15)} I've been waiting for you." next "•I need your assistance to help make the world blue" next "•and change it into a happy and peaceful society." next "•Will you be my right-hand assistant?" linebreak " " add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C98148, L_C980C1) // $C980C1 L_C980C1: "•If you don't want to be my right hand,{pause(15)} my left would be just fine..." next "•Just kidding!{pause(20)} Your existence is a problem for me and my religion." next "•Defy me,{pause(15)} and I'll end your pitiful game!" prompt2 call(L_C6847A) goto_true(L_C683DE) hasitem(any, FRANKLIN_BADGE) goto_true(L_C9817A) eob // $C98148 L_C98148: "•You fool,{pause(20)} I have drawn you into my trap." wait call(L_C6847A) goto_true(L_C683DE) hasitem(any, FRANKLIN_BADGE) goto_true(L_C9817A) eob // $C9817A L_C9817A: window_open(1) newline "•Do you see the Mani Mani Statue behind me..." next "•Since I got the statue,{pause(15)} I have been doing peculiar things." next set(POKEY_OUTSIDE_HH_HQ) // $C981C6 L_C981C6: "•Please forgive me, if you can...{pause(20)} I just wanted to have a normal life." next "•I apologize{pause(20)} to everyone." next "•Here's the key to open the jail in the mountain cabin where {name(PAULA)} is being held." next "•Take the key and go." next set(CARPAINTER_DEFEATED) unset(flag 175) unset(POKEY_OUTSIDE_PAULA_CABIN) set(HH_HQ_CULTIST_1_DEFEATED) set(HH_HQ_CULTIST_2_DEFEATED) set(HH_HQ_CULTIST_3_DEFEATED) set(HH_HQ_CULTIST_4_DEFEATED) set(HH_HQ_CULTIST_5_DEFEATED) set(HH_HQ_CULTIST_6_DEFEATED) notfull(any) goto_false(L_C9827C) give_return_slot(result, KEY_TO_THE_CABIN) call(SUB_KeyItemGet) wait window_closeall unset(CARPAINTER_HAS_KEY) eob // $C9827C L_C9827C: set(CARPAINTER_HAS_KEY) "•Your backpack is full..." next "•You should take this even if you need to throw away one of your items." end // $C982B3 L_C982B3: "•Please forgive me, if you can...{pause(20)} I just wanted to have a normal life." next "•I apologize to everyone." end // $C982F2 Npc0377: goto_ifset(CARPAINTER_DEFEATED, L_C9833F) "•Aai{pause(5)}i{pause(5)}i{pause(5)}i{pause(5)}e{pause(5)}e{pause(5)}e{pause(5)}e{pause(5)}e{pause(5)}e!{pause(20)}" linebreak " I screamed..." next "•'cause I didn't know what else to do!" end // $C9833F L_C9833F: "•So you're the boy that... that..." next "•You went after Mr. Carpainter and...{pause(20)} you're awesome!" end // $C98374 Npc0378: goto_ifset(TEMP_2, L_C983DE) "•Blue, blue." next "•Oh, you'd like to be one of us?" next "•Then, give up what" linebreak " you're doing" next "•and go meet the great Mr. Carpainter as soon as possible." prompt2 set_npc_movement(378, 277) wait_movement set(TEMP_2) eob // $C983DE L_C983DE: "•Blue, blue." next "•Give up what you're" linebreak " doing and" next "•go meet the great Mr. Carpainter as soon as possible." end // $C98424 Npc0379: goto_ifset(TEMP_3, L_C98465) "•Blue, blue." next "•...What? I'm blocking you?{pause(20)} Ok, I'll move out of your way." prompt2 set_npc_movement(379, 277) wait_movement set(TEMP_3) eob // $C98465 L_C98465: "•Blue, blue." next "•I moved out of your way." end // $C9847F Npc0380: goto_ifset(TEMP_4, L_C984E3) "•Blue, blue." next "•...Don't bother us.{pause(20)} We're in the middle of prayer." next "•Okay, I'll move out of your way. Go quickly!" prompt2 set_npc_movement(380, 277) wait_movement set_npc_movement(380, 42) set(TEMP_4) eob // $C984E3 L_C984E3: "•Blue, blue." next "•...Is it your hobby or something to bother others while they pray?!" end // $C98517 Npc0381: goto_ifset(TEMP_5, L_C98571) "•Blue, blue." next "•...What? Are you saying that I'm only capable of walking in place?" next "•That's not true, see!" prompt2 set_npc_movement(381, 278) wait_movement set_npc_movement(381, 42) set(TEMP_5) eob // $C98571 L_C98571: "•Blue, blue." next "•You must need help, because you're just standing around!" end // $C98598 Npc0382: goto_ifset(TEMP_6, L_C985E0) "•Green, green." next "•Ooops, that's not it...{pause(20)} I'm still new at this." prompt2 set_npc_movement(382, 277) wait_movement set_npc_movement(382, 42) set(TEMP_6) eob // $C985E0 L_C985E0: "•Blue, blue." next "•Now I got it.{pause(20)}" linebreak " Blue, blue." end // $C98602 Npc0383: goto_ifset(TEMP_7, L_C98631) "•Blue, blue." next "•I'll stand somewhere else." prompt2 set_npc_movement(383, 278) wait_movement set(TEMP_7) eob // $C98631 L_C98631: "•Blue, blue" next "•Lagoon blue, blue." end // $C9864B Npc0384: goto_ifset(TEMP_8, L_C986B0) "•Blew, blew." next "•I'm trying to learn how to whistle." next "•I heard that whistling makes one smile. I'll practice over there." prompt2 set_npc_movement(384, 277) wait_movement set_npc_movement(384, 42) set(TEMP_8) eob // $C986B0 L_C986B0: "•Blew, blew." next "•Whistling is hard..." end // $C986CC Npc0385: goto_ifset(HH_HQ_CULTIST_1_DEFEATED, L_C7C588) "•Blue, blue." next "•I say,{pause(15)} “Arm the torpedoes, full speed ahead!”..." next "•or something like that.{pause(20)} So now I'll crush you!" prompt2 call(L_C68500) goto_true(L_C683DE) pause(1) set_npc_movement(385, 635) set(HH_HQ_CULTIST_1_DEFEATED) eob // $C9873B Npc0386: goto_ifset(HH_HQ_CULTIST_2_DEFEATED, L_C7C588) "•Blue, blue." next "•Don't disrupt our meeting!{pause(15)} I'll stomp on you!" prompt2 call(L_C68507) goto_true(L_C683DE) pause(1) set_npc_movement(386, 635) set(HH_HQ_CULTIST_2_DEFEATED) eob // $C98785 Npc0387: goto_ifset(HH_HQ_CULTIST_3_DEFEATED, L_C7C588) "•Blue, blue." next "•You strange, unmasked fellow. Don't go to heaven!" prompt2 call(L_C6850E) goto_true(L_C683DE) pause(1) set_npc_movement(387, 635) set(HH_HQ_CULTIST_3_DEFEATED) eob // $C987CF Npc0388: goto_ifset(HH_HQ_CULTIST_4_DEFEATED, L_C7C588) "•Blue, blue." next "•Hey you! Anti-blue boy!{pause(15)} You're getting on my nerves!" prompt2 call(L_C68515) goto_true(L_C683DE) pause(1) set_npc_movement(388, 635) set(HH_HQ_CULTIST_4_DEFEATED) eob // $C9881E Npc0389: goto_ifset(HH_HQ_CULTIST_5_DEFEATED, L_C7C588) "•Blue, blue." next "•Those who aren't believers must not be good!{pause(15)} To eternity with you!" prompt2 call(L_C6851C) goto_true(L_C683DE) pause(1) set_npc_movement(389, 635) set(HH_HQ_CULTIST_5_DEFEATED) eob // $C9886F Npc0390: goto_ifset(HH_HQ_CULTIST_6_DEFEATED, L_C7C588) "•Blue, blue." next "•This should wake you up!{pause(15)}" linebreak " Aa{pause(5)}a{pause(5)}a{pause(5)}a{pause(5)}a{pause(5)}g{pause(5)}g{pause(5)}h{pause(5)}h{pause(5)}h!!!" prompt2 call(L_C68523) goto_true(L_C683DE) pause(1) set_npc_movement(390, 635) set(HH_HQ_CULTIST_6_DEFEATED) eob // $C988CB Npc0391: "•Blue, blue." next "•Your outfit...{pause(20)} the color is wicked." end // $C988F1 Npc0392: "•Blue, blue." next "•Why would a person who's not blue be here?" end // $C98913 Npc0393: "•Blue, blue." next "•You can't be happy unless you know happy-happyism." end // $C98940 L_C98940: "•Thanks, ahead of time." end // $C9894E Npc0420: goto_ifset(CARPAINTER_DEFEATED, L_C98B07) window_open(1) "•Excuse me, tourist." next "•I'm collecting donations to help protect the world from contaminants." next "•Donate whatever you can." linebreak open_wallet add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C98A27, L_C989C5) // $C989C5 L_C989C5: hasmoney(1) goto_true(L_C989EA) "•I'll be your shadow, then." wait window_closeall goto(L_C79081) // $C989E9 L_C989E9: eob // $C989EA L_C989EA: "•Incredible!" next "•I can't believe people exist who have no money at all..." next "•Blue, blue!" wait window_closeall goto(L_C7907A) // $C98A27 L_C98A27: "•How much would you like to donate?" linebreak " $" number_input(2) clearline swap compare_reg(REG_ARGUMENT, 1) goto_false(L_C989C5) hasmoney(0) goto_true(L_C98AE8) sound(118) takemoney(0) open_wallet "•Your good deed will be rewarded.{pause(20)} Here's a postcard for you." next notfull(any) goto_false(L_C98AB2) give_return_slot(result, PICTURE_POSTCARD) call(SUB_ItemGet) prompt2 newline "•Go and be happy!" wait window_closeall goto(L_C7907A) // $C98AB2 L_C98AB2: "•I wanted to give you a postcard.{pause(20)} But... you can't accept it." next "•You have too many items." wait window_closeall eob // $C98AE8 L_C98AE8: hasmoney(1) goto_true(L_C989EA) "•...no jokes allowed." wait window_closeall eob // $C98B07 L_C98B07: "•Finally, I have a chance to apologize." wait window_closeall eob // $C98B24 Npc0402: font_saturn goto_ifset(CARPAINTER_DEFEATED, L_C98B5A) "•I not know you." next "•My kind are in valley over there." next "•Bye bye." wait font_normal eob // $C98B5A L_C98B5A: "•Hi,{pause(15)} you." next wait font_normal eob // $C98B68 Npc0403: call(L_C5D30B) eob // $C98B6E Npc0423: goto_ifset(GIYGAS_DEFEATED, L_C98940) goto_ifset(CARPAINTER_DEFEATED, L_C98BE1) "•Mr. Carpainter wants a girl." next "•No, I don't mean it like that." next "•I meant he's looking for a girl who can be the high priestess of Happy-happyism." next "•I heard he's already got her." end // $C98BE1 L_C98BE1: "•I apologize." end // $C98BEF Npc0424: goto_ifset(GIYGAS_DEFEATED, L_C98940) goto_ifset(CARPAINTER_DEFEATED, L_C98CC1) goto_ifset(TEMP_2, L_C98CB2) "•Psss psss Psss psss" next "•That overweight kid helped me.{pause(20)} We kidnapped {name(PAULA)}." next "•You know, she's hidden in a mountain cabin." next "•Oh, {pause(20)}oh! {pause(20)}Now I've done it!" next "•I thought you were one of us!{pause(20)} You know I was joking!" next "•Ha ha ha!... Just forget about this..." sound(114) wait set(TEMP_2) eob // $C98CB2 L_C98CB2: "•I won't tell you anything." end // $C98CC1 L_C98CC1: "•You really think I was a bad boy?" end // $C98CD3 Npc0411: set_npc_movement(411, 623) " " wait_movement freeze_npc(411) window_open(1) "•What a horrible nightmare.{pause(20)} I somehow woke up." next "•{name(NESS)},{pause(15)} let's be friends again." next "•Please answer me. I promise to be good.{pause(60)} ...uh ...okay?" next window_closeall unfreeze_npc(411) wait_movement freeze_npc(411) window_open(1) "•Hah! I lied!{pause(20)} See you, sucker!" prompt2 window_closeall unfreeze_npc(411) unset(POKEY_OUTSIDE_HH_HQ) reset_oss_flag eob // $C98D78 Npc0412: goto_ifset(GIYGAS_DEFEATED, L_C98E5E) goto_ifset(CARPAINTER_DEFEATED, L_C98E33) goto_ifset(FOOD_STAND_MONITOR_DEFEATED, L_C98DF9) "•I'm monitoring those who don't pay at the food stand." goto_ifset(SHOPPED_AT_FOOD_STAND, L_C98DB4) end // $C98DB4 L_C98DB4: prompt2 goto_ifset(DID_NOT_PAY_FOOD_STAND, L_C98DD9) newline "•Have you already paid?{pause(20)} Ok, ok." wait unset(SHOPPED_AT_FOOD_STAND) eob // $C98DD9 L_C98DD9: newline "•I noticed you didn't pay!" prompt2 call(L_C6852A) goto_true(L_C683DE) window_open(1) newline // $C98DF9 L_C98DF9: "•You won this confrontation." next "•But the good side of you must ache with regret. Ha ha ha." wait set(FOOD_STAND_MONITOR_DEFEATED) eob // $C98E33 L_C98E33: "•They said someone named Pokey stole all the food from the food stand." end // $C98E5E L_C98E5E: "•In a different way than before, Mr. Carpainter has become a very good man." end // $C98E8D Npc0433: goto_ifset(CARPAINTER_DEFEATED, L_C98E9A) call(L_C64ECA) eob // $C98E9A L_C98E9A: "•(Thanks for your support over the years." next "•The food stand is going out of business due to personal reasons.)" end // $C98EDE Npc0413: goto_ifset(GIYGAS_DEFEATED, L_C98940) goto_ifset(CARPAINTER_DEFEATED, L_C98F27) "•One day, Mr. Carpainter received a revelation." next "•He now speaks the real truth." end // $C98F27 L_C98F27: "•I woke up from the dream." end // $C98F37 Npc0397: goto_ifset(GIYGAS_DEFEATED, L_C98940) goto_ifset(CARPAINTER_DEFEATED, L_C99002) "•You don't seem to understand,{pause(15)} so I'll explain it to you." next "•When the world is changed to blue,{pause(15)} a peaceful country can be established." next "•Do you understand now?" linebreak " " add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C98FD3, L_C98FB9) // $C98FB9 L_C98FB9: "•Although you don't understand now, some day you will." end // $C98FD3 L_C98FD3: "•I can tell by your face that you're only pretending to understand." next "•You just want something!" end // $C99002 L_C99002: "•I too was wrong in many ways." end // $C99018 Npc0414: goto_ifset(GIYGAS_DEFEATED, L_C99088) goto_ifset(CARPAINTER_DEFEATED, L_C99061) "•Mr. Carpainter communicates with the divine," next "•so he is able to deliver inspired messages." end // $C99061 L_C99061: "•We might have been listening to evil messages rather than good." end // $C99088 L_C99088: "•Don't you think the mental health of everyone in the village is improved?" end // $C990B3 Npc0398: goto_ifset(GIYGAS_DEFEATED, L_C98940) goto_ifset(CARPAINTER_DEFEATED, L_C99104) "•You might misunderstand what I have to say," next "•But Carpainter's voice affects one's minds, like a hypnotist." end // $C99104 L_C99104: "•Seems like I'm no longer hypnotized." end // $C99120 Npc0415: goto_ifset(GIYGAS_DEFEATED, L_C9919B) goto_ifset(CARPAINTER_DEFEATED, L_C99171) "•When I painted everything blue, as Mr. Carpainter said," next "•my wife who had run out on me returned home!" end // $C99171 L_C99171: "•My wife has run away for a second time.{pause(20)} I'm such a lucky man!" end // $C9919B L_C9919B: "•Wow, it's been a long time.{pause(20)} Your cap... Do you ever wash it?" end // $C991C7 Npc0416: goto_ifset(VISITED_THREED, L_C99260) goto_ifset(CARPAINTER_DEFEATED, L_C9922D) "•I think that those who won't paint everything blue are opposed to peace." next "•I want them all to listen,{pause(15)} even if it requires kicking their butts." end // $C9922D L_C9922D: "•We need to return the town to its original colors.{pause(20)} I'll be very busy." end // $C99260 L_C99260: "•I shouldn't be so desperate to chase after happiness." end // $C99282 Npc0417: goto_ifset(GIYGAS_DEFEATED, L_C992D1) goto_ifset(CARPAINTER_DEFEATED, L_C992B6) "•Blue, blue!" next "•I wish for everything in this world to become blue." end // $C992B6 L_C992B6: "•It was hard on the eyes to have everything blue." end // $C992D1 L_C992D1: "•Hey,{pause(15)} long time no see." next "•You're a friend of the famous Runaway Five." end // $C992FA Npc0418: goto_ifset(GIYGAS_DEFEATED, L_C99389) goto_ifset(CARPAINTER_DEFEATED, L_C99362) "•You want to talk to Mr. Carpainter directly?" next "•You must think you're pretty important, and boy do you have a lot of nerve!" next "•You deserve to be struck by lightning." end // $C99362 L_C99362: "•Mr. Carpainter was pretty strange.{pause(20)} But so was everyone else." end // $C99389 L_C99389: "•Hi!{pause(20)} I'm fine.{pause(30)} You look fine also." end // $C993A5 Npc0419: goto_ifset(GIYGAS_DEFEATED, L_C9946F) goto_ifset(CARPAINTER_DEFEATED, L_C99411) goto_ifset(TEMP_10, L_C99438) goto_ifset(BLUE_COW_ALT_TEXT, L_C99405) "•(I'm just a plain ol' cow,{pause(15)} but Mr. Carpainter's messages always mo{pause(5)}o{pause(5)}o{pause(5)}ve me.)" wait set(BLUE_COW_ALT_TEXT) eob // $C99405 L_C99405: "•(Moo!)" wait unset(BLUE_COW_ALT_TEXT) eob // $C99411 L_C99411: "•(The blue cow thing wasn't such a great idea after all, huh.)" end // $C99438 L_C99438: "•(You got mo{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}ved here because you gave Mr. Carpainter some lip.)" end // $C9946F L_C9946F: "•(I have mo{pause(5)}o{pause(5)}o{pause(5)}o{pause(5)}re respect for Mr. Carpainter than others." next "•Even if I become someone's steak dinner,{pause(15)} I'll still respect him.)" end // $C994CB Npc0432: "•(Peaceful Rest Valley ahead.{pause(20)} Proceed through cave.)" end // $C994F5 Npc0408: call(L_C903ED) eob // $C994FB Npc0445: goto_ifset(GIYGAS_DEFEATED, L_C99555) "•Blue, blue..." next "•Oops! I won't say it again." next "•I fixed the bridge as a sign of apology.{pause(20)} I'm just trying to help." end // $C99555 L_C99555: "•Is that {stat(NESS_NAME)}?{pause(15)} You're always so cheerful!" next "•Thanks for the help the other day." end // $C99582 Npc0421: goto_ifset(CONQUERED_SANCTUARY_2, L_C99635) goto_ifset(CARPAINTER_DEFEATED, L_C995E4) "•There's a place ahead that can't be painted blue." next "•It's a strange and anti-blue place." next "•I can't stop thinking about it... and I can't even go near that place." end // $C995E4 L_C995E4: "•I'm a changed person.{pause(20)} I'm no longer a believer in Happy-happyism." next "•Anyway, I'm very curious about the place that lies ahead of here." end // $C99635 L_C99635: "•What was the anti-blue place like?" next "•Was it scary?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C99686, L_C9966E) // $C9966E L_C9966E: "•You seem to thrive in places like that." end // $C99686 L_C99686: "•Did you see a huge mole, like I've heard lives there?" end // $C996AA Npc0422: "•I heard many footprints exist deep down in the east cave." next "•People call that place Lilliput Steps, and it makes them feel uneasy." end // $C99703 Npc0394: "•It looks like almost everyone woke up and left..." end // $C99720 Npc0395: "•There are only three people remaining..." next "•I don't want to stay.{pause(20)} I'll get out of here..." end // $C99757 Npc0396: "•Sorry about everything!{pause(15)} Let's be buddies." end // $C99776 Npc0399: "•We wanted to join the Happy-Happy religious group." next "•We're a married couple from Twoson." end // $C997AE Npc0400: "•Our child is waiting for us in Twoson." next "•As a souvenir we'd like to bring him some happiness." end // $C997EE Npc0401: "•This is the famous Happy-Happyism counseling office." next "•When you obtain happiness" next "•you should visit the Happy-Happyism headquarters." next "•It's located at the center of the village." end // $C9985A Npc0426: "•Hey {stat(NESS_NAME)}, it's been a long time." next "•Since we last met, the whole town has woken up." next "•The best happiness comes from being free... you kids made me realize that." end // $C998C1 Npc0435: goto_ifset(CARPAINTER_DEFEATED, L_C998FD) "•(All of our products are blessed.{pause(20)}" linebreak " --Blue-Blue Drugstore)" end // $C998FD L_C998FD: "•(Not all of our products are blessed." linebreak " --Nothing Blue Drugstore)" end // $C9992F L_C9992F: eob // $C99930 L_C99930: goto_ifset(VISITED_ONETT, L_C9992F) goto_ifset(NESS_ROOM_LIGHTS_ON, L_C9992F) on_map_refresh(L_C99945) eob // $C99945 L_C99945: pause(30) set(NESS_ROOM_LIGHTS_ON) set_map_pal(16, 3, 30) goto_ifset(POLICE_AT_METEORITE, L_C9992F) set(POLICE_BARRIERS_AT_ONETT_HILLTOP) set(ENEMY_SUPPRESS) eob // $C9995D L_C9995D: set(ONETT_POST_METEORITE_MUSIC) isset(POLICE_AT_METEORITE) goto_false(L_C9992F) goto_ifset(POKEY_JOINS, L_C99991) isset(NESS_HOUSE_POKEY_MUSIC) goto_false(L_C9992F) goto_ifset(PRESENT_CRACKED_BAT, L_C99981) eob // $C99981 L_C99981: isset(MOM_ADVICE_TO_TAKE_CRACKED_BAT) goto_false(L_C9992F) set(POKEY_WAITING_AT_COUCH) unset(POKEY_WAITING_AT_DOOR) eob // $C99991 L_C99991: isset(DAD_CALLING_HOME) goto_false(L_C9992F) on_map_refresh(L_C5E819) eob // $C999A1 L_C999A1: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) isset(POLICE_AT_METEORITE) goto_false(L_C9992F) goto_ifset(POKEY_PUNISHED, L_C9992F) goto_ifset(BUZZ_BUZZ_IN_PARTY, L_C9992F) window_open(1) goto_ifset(TEMP_2, L_C99A3C) "•Hey {stat(NESS_NAME)}!" linebreak get_dir_from_char(NESS, PMEMBER, POKEY) char_direction(NESS, 0) " Like I said, my dad isn't home yet!" next "•You've got to bring Picky back before he comes home!" next "•I'll try to help you a little." get_dir_from_char(NESS, PMEMBER, POKEY) char_direction(NESS, 0) wait window_closeall set(TEMP_2) eob // $C99A3C L_C99A3C: "•{stat(NESS_NAME)}!" next get_dir_from_char(NESS, PMEMBER, POKEY) char_direction(NESS, 0) "•You haven't got a clue about what to do." wait window_closeall unset(TEMP_2) eob // $C99A6B L_C99A6B: isset(ONETT_SUNRISE) goto_false(L_C9992F) on_map_refresh(L_C99A7B) eob // $C99A7B L_C99A7B: music(122) pause(155) set_map_pal(1, 0, 255) set(ONETT_DAYTIME) unset(ONETT_SUNRISE) music_resume eob // $C99A8F L_C99A8F: unset(LIBRARY_BATHROOM_MAN) eob // $C99A93 L_C99A93: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) goto_ifset(PATH_TO_TWOSON_OPEN, L_C9992F) unset(FIVE_COPS_AT_POLICE_STATION) set(ONETT_COP_1_DEFEATED) set(ONETT_COP_2_DEFEATED) set(ONETT_COP_3_DEFEATED) set(ONETT_COP_4_DEFEATED) set(ONETT_COP_5_DEFEATED) goto_ifset(GOT_MELODY_GIANT_STEP, L_C99ABB) eob // $C99ABB L_C99ABB: set(COP_AT_STATION_ENTRANCE) unset(COP_AT_ENTERTAINERS_SHACK) goto_ifset(PATH_TO_TWOSON_OPEN, L_C9992F) set(CAPTAIN_STRONG_AT_STATION_ENTRANCE) eob // $C99ACC L_C99ACC: goto_ifset(VISITED_THREED, L_C99AE3) set(RUNAWAY_FIVE_FAN_GIRL_OUTSIDE_BACKSTAGE) isset(RUNAWAY_BUS_FROM_TWOSON_TO_THREED) goto_false(L_C9992F) disable_hotspot(1) eob // $C99AE3 L_C99AE3: window_open(1) "•(We will be closed for a short period." next "•Thank you for your many years of support." next "•Mr. Poochyfud, Manager, Chaos Theater.)" wait window_closeall eob // $C99B3F L_C99B3F: set(BRICK_ROAD_DUNGEON_DUCK_1_DEFEATED) set(BRICK_ROAD_DUNGEON_DUCK_2_DEFEATED) set(BRICK_ROAD_DUNGEON_PROTOPLASM_1_DEFEATED) set(BRICK_ROAD_DUNGEON_PROTOPLASM_2_DEFEATED) set(BRICK_ROAD_DUNGEON_MOUSE_1_DEFEATED) set(BRICK_ROAD_DUNGEON_MOUSE_2_DEFEATED) goto_ifset(JEFF_JOINS, L_C9992F) set(BRICK_ROAD_OUTSIDE_DUNGEON) eob // $C99B5C L_C99B5C: unset(SHYNESS_BOOK_AT_LIBRARY) eob // $C99B60 L_C99B60: call(L_C9B10B) eob // $C99B66 L_C99B66: set(flag 106) eob // $C99B6A L_C99B6A: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) set(flag 110) eob // $C99B75 L_C99B75: set(LEFT_HOME_AT_LEAST_ONCE) unset(JUST_RESTED) isset(NESS_ROOM_METEORITE_CRASH_MUSIC) call(L_C99BB2) isset(POLICE_AT_METEORITE) goto_false(L_C9992F) goto_ifset(ANSWERED_DADS_CALL, L_C99C15) goto_ifset(DAD_CALLING_HOME, L_C99BB6) isset(POKEY_JOINS) goto_false(L_C9992F) set_npc_movement(21, 41) set(DAD_CALLING_HOME) set(NESS_HOUSE_PHONE_RINGING) pause(120) eob // $C99BB2 L_C99BB2: unset(NESS_ROOM_METEORITE_CRASH_MUSIC) eob // $C99BB6 L_C99BB6: window_open(1) "•The phone is ringing!{pause(15)} Answer it!" next "•At my house, my dad gets bent if I don't get the phone..." next "•within the first three rings!" wait window_closeall eob // $C99C15 L_C99C15: set(VISITED_ONETT) set(GOT_MOM_PHONE) call(L_C99C24) unset(JUST_RESTED_AT_HOME) eob // $C99C24 L_C99C24: isset(HAS_CALLED_MOM) goto_false(L_C9992F) set(GOT_ESCARGO_EXPRESS_PHONE) eob // $C99C31 L_C99C31: set(VISITED_TWOSON) goto_ifset(LIER_BY_MANI_MANI, L_C9992F) set(LIER_INSIDE_HOUSE) unset(LIER_INSIDE_CAVE_1) unset(LIER_INSIDE_CAVE_2) unset(LIER_INSIDE_CAVE_3) unset(LIER_INSIDE_CAVE_4) eob // $C99C4B L_C99C4B: unset(GHOSTS_BLOCKING_TWOSON) eob // $C99C4F L_C99C4F: set(VISITED_SATURN_VALLEY) eob // $C99C53 L_C99C53: set(VISITED_FOURSIDE) unset(HAPPY_THREED_PEOPLE) goto_ifset(DESERT_MINE_TO_EXPAND_NEXT_NIGHT, L_C99C61) eob // $C99C61 L_C99C61: unset(DESERT_MINE_TO_EXPAND_NEXT_NIGHT) set(DESERT_MINE_EXPANDED) eob // $C99C68 L_C99C68: isset(VISITED_FOURSIDE) goto_false(L_C9992F) goto(L_C99C53) // $C99C76 L_C99C76: call(L_C9B10B) goto_ifset(DESERT_MINE_TO_EXPAND_NEXT_NIGHT, L_C99C61) eob // $C99C83 L_C99C83: set(VISITED_TENDA_VILLAGE) call(L_C9B10B) isset(LEARNED_ABOUT_SHYNESS_BOOK) goto_false(L_C9992F) set(flag 538) eob // $C99C98 L_C99C98: unset(JUST_RESTED) goto_ifset(ANDONUTS_AT_LAB_ABSENT, L_C9992F) on_map_refresh(L_C99CA9) eob // $C99CA9 L_C99CA9: call(L_C7AE41) pause(15) call(L_C7ACB8) set(ANDONUTS_AT_LAB_ABSENT) set(CAPTIVES_AT_STONEHENGE) eob // $C99CBC L_C99CBC: goto_ifset(TALKED_TO_ROCK_BELOW_TENDA_VILALGE, L_C99CC9) call(L_C937A3) eob // $C99CC9 L_C99CC9: unset(JUST_RESTED) eob // $C99CCD L_C99CCD: hide_char(all, 6) on_map_refresh(L_C99CD8) eob // $C99CD8 L_C99CD8: music(15) pause(240) pause(100) call(SUB_CancelTimedEvents) set(VISITED_UNDERWORLD) set(flag 55) unset(CAPTIVES_AT_STONEHENGE) warp(59) show_char(all, 1) eob // $C99CF6 L_C99CF6: goto_ifset(COP_AT_ENTERTAINERS_SHACK, L_C99CFE) eob // $C99CFE L_C99CFE: on_map_refresh(L_C5F83B) eob // $C99D05 L_C99D05: goto_ifset(RECEIVED_APPLE_KID_CALL_ABOUT_PENCIL_ERASER, L_C9992F) isset(GOT_RECEIVER_PHONE) goto_false(L_C9992F) on_map_refresh(L_C99D1C) eob // $C99D1C L_C99D1C: goto_ifset(VISITED_PEACEFUL_REST_PENCIL, L_C7916C) eob // $C99D24 L_C99D24: call(L_C99D92) isset(RUNAWAY_BUS_FROM_TWOSON_TO_THREED) goto_false(L_C9992F) eob // $C99D33 L_C99D33: enable_hotspot(1, 3, L_C79B12) eob // $C99D3C L_C99D3C: eob // $C99D3D L_C99D3D: goto_ifset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER, L_C99D45) eob // $C99D45 L_C99D45: goto_ifset(flag 147, L_C99D59) on_map_refresh(L_C89238) set(flag 147) set(VENUS_AND_RUNAWAY_FANS_AT_TOPOLLA) eob // $C99D59 L_C99D59: goto_ifset(flag 679, L_C9992F) on_map_refresh(L_C88991) set(flag 679) eob // $C99D6A L_C99D6A: goto_ifset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER, L_C99D78) on_map_refresh(L_C88D91) eob // $C99D78 L_C99D78: isset(flag 680) goto_false(L_C9992F) on_map_refresh(L_C88991) unset(flag 680) eob // $C99D8B L_C99D8B: unset(TOPOLLA_THEATER_BACKSTAGE_UNBLOCKED) unset(RUNAWAY_FIVE_FREE_MUSIC) eob // $C99D92 L_C99D92: isset(PAULAS_DAD_NOTICED_SHES_NOT_HOME) goto_false(L_C9992F) goto_ifset(PAULA_JOINS, L_C9992F) set(PAULAS_DAD_OUTSIDE) eob // $C99DA6 L_C99DA6: music_effect(8) unset(JUST_RESTED) call(L_C99D92) goto_ifset(PAULAS_DAD_OUTSIDE, L_C99DB9) eob // $C99DB9 L_C99DB9: goto_ifset(PAULAS_DAD_RAN_IN_FRONT_OF_TWOSON_HOTEL, L_C9992F) goto_ifset(PAULA_JOINS, L_C9992F) on_map_refresh(L_C9C65B) eob // $C99DCE L_C99DCE: unset(JUST_RESTED) isset(flag 611) goto_false(L_C9992F) on_map_refresh(L_C99DE1) eob // $C99DE1 L_C99DE1: show_npc_emote(323, EXCLAMATION) pause(10) get_dir_from_char(leader, NPC, 323) char_direction(leader, 0) pause(50) delete_npc_emote(323) set_npc_movement(323, 640) wait_movement window_open(1) "•Hello? {stat(NESS_NAME)}?" next counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C99E48) // $C99E1B L_C99E1B: "•Everdred is looking for you." next "•He's got something for you." wait window_closeall set_npc_movement(323, 642) pause(60) unset(flag 611) reset_oss_flag eob // $C99E48 L_C99E48: pause(20) "•What's that? You're not?!" next "•Then, if you see {stat(NESS_NAME)}, repeat this message to him word for word..." next goto(L_C99E1B) // $C99E8B L_C99E8B: goto_ifset(TONY_AT_BOARDING_SCHOOL_GATE, L_C9992F) enable_hotspot(1, 5, L_C7A1BA) eob // $C99E9B L_C99E9B: unset(JUST_RESTED) set(flag 370) goto_ifset(TRAFFIC_JAM_CLEARED, L_C9992F) enable_hotspot(1, 6, L_C99EB1) eob // $C99EB1 L_C99EB1: set(TRAFFIC_JAM_CLEARED) disable_hotspot(1) eob // $C99EB8 L_C99EB8: eob // $C99EB9 L_C99EB9: call(L_C9B10B) goto_ifset(MASTER_BELCH_DEFEATED, L_C9992F) set(GHOSTS_BLOCKING_THREED) eob // $C99EC9 L_C99EC9: call(L_C9B10B) goto_ifset(MASTER_BELCH_DEFEATED, L_C9992F) set(GHOSTS_BLOCKING_TWOSON) eob // $C99ED9 L_C99ED9: unset(GHOSTS_BLOCKING_THREED) eob // $C99EDD L_C99EDD: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) goto_ifset(ENTERTAINERS_SHACK_UNLOCKED, L_C9992F) window_open(1) hasitem(any, KEY_TO_THE_SHACK) goto_false(L_C99F2D) take(any, KEY_TO_THE_SHACK) "•(" call(TEXT_PartyDescription) " used the key to the traveling entertainer's shack.)" prompt2 sound(119) set(ENTERTAINERS_SHACK_UNLOCKED) window_closeall eob // $C99F2D L_C99F2D: "•(The door is locked.)" wait window_closeall eob // $C99F40 L_C99F40: eob // $C99F41 L_C99F41: window_open(1) "•(" call(TEXT_PartyDescription) " used “Machine that opens doors," next "•especially when you have a slightly bad key”" next "•...to open the door.)" prompt2 window_closeall eob // $C99F91 L_C99F91: goto_ifset(RUNAWAY_FIVE_FREE_FROM_CHAOS_THEATER, L_C9992F) sound(111) pause(40) window_open(1) goto_ifset(CHAOS_THEATER_BACKSTAGE_OPEN, L_C99FC7) "•I'm changing my clothes now. Don't come in!" wait window_closeall eob // $C99FC7 L_C99FC7: "•Come in quick! Don't be shy." wait window_closeall eob // $C99FE0 L_C99FE0: goto_ifset(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER, L_C9992F) set(WATCHED_RUNAWAY_FIVE_AT_CHAOS_THEATER) set(CHAOS_THEATER_AUDIENCE_ABSENT) on_map_refresh(L_C99FF4) eob // $C99FF4 L_C99FF4: goto(L_C79223) // $C99FF9 L_C99FF9: eob // $C99FFA L_C99FFA: isset(RUNAWAY_FIVE_FREE_FROM_TOPOLLA_THEATER) goto_false(L_C9A062) goto_ifset(DEPT_STORE_SPOOK_DEFEATED, L_C9992F) goto_ifset(FOURSIDE_DEPT_BLACKOUT, L_C9992F) enable_hotspot(1, 11, L_C8955A) eob // $C9A01A L_C9A01A: reset_oss_flag unset(FOURSIDE_DEPT_BLACKOUT_JUST_ENDED) isset(PAULA_KIDNAPPED_WITH_PENCIL_ERASER) goto_false(L_C9992F) on_map_refresh(L_C692F7) eob // $C9A030 L_C9A030: isset(DEPT_STORE_SPOOK_DEFEATED) goto_false(L_C9992F) isset(FOURSIDE_DEPT_LIGHTS_OUT) goto_false(L_C9992F) on_map_refresh(L_C9A049) eob // $C9A049 L_C9A049: set_map_pal(20, 1, 0) pause(20) set_map_pal(31, 0, 0) pause(20) set_map_pal(20, 1, 30) pause(1) unset(FOURSIDE_DEPT_LIGHTS_OUT) eob // $C9A062 L_C9A062: window_open(1) "•(Temporarily closed." linebreak " ...Gwaargh!)" wait sound(114) window_closeall eob // $C9A08B L_C9A08B: warp(155) call(L_C7A7DD) set(flag 376) set(CHARRED_MONKEY_OUTSIDE_JACKIES_CAFE) set_respawn_point(5) eob // $C9A09D L_C9A09D: isset(CHARRED_MONKEY_OUTSIDE_JACKIES_CAFE) goto_false(L_C9992F) on_map_refresh(L_C9A0AD) eob // $C9A0AD L_C9A0AD: reset_oss_flag call(Npc0967) eob // $C9A0B6 L_C9A0B6: eob // $C9A0B7 L_C9A0B7: goto_ifset(VISITED_SATURN_VALLEY, L_C9992F) goto_ifset(CARPAINTER_DEFEATED, L_C9A10C) sound(111) pause(40) window_open(1) font_saturn "•I not sure.{pause(20)}" linebreak " Boing!" next "•Friends " next "•in valley" linebreak " behind Threed." next "•Ding! Ding!" wait window_closeall font_normal eob // $C9A10C L_C9A10C: sound(111) pause(40) window_open(1) font_saturn "•Oh, Hi ho." wait window_closeall font_normal eob // $C9A123 L_C9A123: unset(ALT_NO_TALK_TEXT) isset(POKEY_OUTSIDE_HH_HQ) goto_false(L_C9992F) set_oss_flag on_map_refresh(Npc0411) eob // $C9A139 L_C9A139: isset(VISITED_THREED) goto_false(L_C9A193) // $C9A142 L_C9A142: isset(CARPAINTER_DEFEATED) goto_false(L_C9992F) window_open(1) "•(The Happy Happy Religious Group has broken up." next "•This building is temporarily closed.)" wait window_closeall eob // $C9A193 L_C9A193: goto_ifset(CARPAINTER_DEFEATED, L_C9992F) set(ALT_NO_TALK_TEXT) goto(L_C9A142) // $C9A1A2 L_C9A1A2: eob // $C9A1A3 L_C9A1A3: unset(ALT_NO_TALK_TEXT) eob // $C9A1A7 L_C9A1A7: goto_ifset(CARPAINTER_DEFEATED, L_C9992F) set(ALT_NO_TALK_TEXT) eob // $C9A1B2 L_C9A1B2: set(VISITED_HAPPY_HAPPY_VILLAGE) eob // $C9A1B6 L_C9A1B6: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) sound(111) pause(40) window_open(1) "•“Psss. Whisper.”" next "•“Whisper pssst psssssss.”" next "•“Shhhhh, what if someone overhears us...?”" next "•“Right.{pause(20)} Whisper.”" next "•“Psst. Pss. Wa Ha ha!”{pause(30)}" linebreak next " “You jerk.”" next "•“Because...”" next "•“Heh heh he”" next "•“Heh heh heh”" wait window_closetop eob // $C9A270 L_C9A270: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) sound(111) pause(40) window_open(1) "•The drug store is to the east!{pause(20)} ...East is the opposite of west!" wait window_closetop eob // $C9A2AC L_C9A2AC: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) sound(111) pause(40) window_open(1) "•If you're trying to sell us the newspaper, go away!{pause(20)} We don't read the paper!" next "•And we don't want any milk, either!" wait window_closetop eob // $C9A306 L_C9A306: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) window_open(1) "•(Open Soon!" linebreak " Mach Pizza Onett Branch.)" wait window_closetop eob // $C9A336 L_C9A336: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) sound(111) pause(40) window_open(1) "•Are you {stat(NESS_NAME)}?{pause(15)} My son said something about going to a hide-out." next "•I don't know what he was talking about." wait window_closeall eob // $C9A381 L_C9A381: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) sound(111) pause(40) window_open(1) "•W-{pause(5)}Wh-{pause(1)}Who's there?{pause(30)} It's creepy in here.{pause(20)} What, you won't answer?" wait window_closetop eob // $C9A3C5 L_C9A3C5: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) sound(111) pause(40) window_open(1) "•Say something funny.{pause(15)} I'll listen." next "•....." next "•....." next "•Mmm,{pause(15)} I can't wait any longer!" next " I'm going back to watching the news--it's funnier than you." wait window_closetop eob // $C9A432 L_C9A432: goto_ifset(MONSTERS_IN_ONETT, L_C9B20E) sound(111) pause(40) window_open(1) "•OK,{pause(15)} pop quiz!{pause(30)} “A Beatles song,{pause(15)} XXXterday.”" next "•Can you fill in the blanks?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9A4CE, L_C9A49C) // $C9A49C L_C9A49C: "•Buzzzzt!{pause(20)}" linebreak " “A Beatles song,{pause(15)} Noterday.” Wrong!" wait window_closetop eob // $C9A4CE L_C9A4CE: "•That's correct!{pause(20)} I'm impressed." wait window_closetop eob // $C9A4E6 L_C9A4E6: sound(111) pause(40) window_open(1) "•The sound coming from Chaos Theatre is so loud, I have to wear ear plugs." next "•I probably won't even notice if a guest tries to come in." next "•...Sheesh, look at me--I'm talking to myself!" wait window_closetop eob // $C9A56A L_C9A56A: sound(111) pause(40) window_open(1) "•If you're looking for Venus's house, it's next door." wait window_closetop eob // $C9A593 L_C9A593: sound(111) pause(40) window_open(1) "•Yes, I'm coming!{pause(20)}" linebreak " *Whiz! Boom{pause(5)} Bump{pause(5)} Bump{pause(5)} Bump{pause(5)} Bump... CRASH!!*" next "•Uhhhh... I just fell down the stairs... I can't come to the door now." wait window_closetop eob // $C9A604 L_C9A604: sound(111) pause(40) window_open(1) goto_ifset(CARPAINTER_DEFEATED, L_C9A69F) "•I've told you a thousand times. *munch, munch*" next "•I won't join the Happy Happy Religious Group. *munch,munch, munch*" next "•If you get pushy with me, I'll pelt you with peanuts! *munch, munch*" wait window_closetop eob // $C9A69F L_C9A69F: "•Peanuts, Walnuts..." linebreak " Hazelnuts..." linebreak " Pecans..." next "•Macadamia nuts..." linebreak " Cashews..." linebreak " Almonds..." next "•Giant Pine Nuts..." linebreak " Pine Nuts..." linebreak " Sun Flower Seeds..." next "•Pumpkin Seeds..." linebreak " Pistachios..." next "•...Which one do you like?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9A766, L_C9A766) // $C9A766 L_C9A766: "•I asked you “Which one do you like?”..." wait window_closeall eob // $C9A783 L_C9A783: sound(111) pause(40) window_open(1) goto_ifset(MASTER_BELCH_DEFEATED, L_C9A7C8) "•You a zombie?" next "•My mom telled me no open the door, 'cause zombies are comin'." wait window_closetop eob // $C9A7C8 L_C9A7C8: "•I am studying right now, so I can't play with you." wait window_closeall eob // $C9A7E4 L_C9A7E4: sound(111) pause(40) window_open(1) "•Aaaa{pause(5)}ye{pause(5)}e{pause(5)}e{pause(5)}e{pause(5)}e{pause(5)}e!{pause(20)} A zombie!" next "•{pause(120)}...I'm watching a zombie movie.{pause(20)} Can you come by later?!" wait window_closetop eob // $C9A83D L_C9A83D: sound(111) pause(40) window_open(1) goto_ifset(MASTER_BELCH_DEFEATED, L_C9A880) "•I am a wimpy, little guy.{pause(20)} So, I can't open the door." next "•...You know, it's scary." wait window_closetop eob // $C9A880 L_C9A880: "•I'm not sure who you are, but congratulations!" wait window_closeall eob // $C9A89B L_C9A89B: sound(111) pause(40) window_open(1) "•No one is here now!" wait window_closetop eob // $C9A8B2 L_C9A8B2: sound(111) pause(40) window_open(1) goto_ifset(MASTER_BELCH_DEFEATED, L_C9A8CF) "•Hi... hello?" wait window_closetop eob // $C9A8CF L_C9A8CF: "•It's sunny out today." wait window_closeall eob // $C9A8E0 L_C9A8E0: goto_ifset(MASTER_BELCH_DEFEATED, L_C9A9DC) sound(111) pause(40) window_open(1) "•I'm sorry, but I think you ought to leave now..." next "•I have no guarantee that you're not a zombie out looking for a lunch." wait window_closetop eob // $C9A930 Npc0564: goto_ifset(VISITED_FOURSIDE, L_C9A998) "•Finally, we can again breathe deep the outside air," next "•now that the zombies are gone." next "•*SNORT*{pause(20)} Ahhhh!{pause(15)} The outdoors is so{pause(5)}o{pause(5)}o refreshing!" end // $C9A998 L_C9A998: "•I've lost the key to my house, so I can't get in." next "•No, no. You don't need to look for it. I'll look for it myself." wait unset(PUNK_GUY_OUTSIDE_HIS_HOUSE_THREED) eob // $C9A9DC L_C9A9DC: window_open(1) "•Well, now the key is broken, and I can't go out." next "•Don't bother yourself, I'll try to fix it on my own." wait window_closeall eob // $C9AA1C L_C9AA1C: sound(111) pause(40) window_open(1) goto_ifset(MASTER_BELCH_DEFEATED, L_C9AA6B) "•It's none of your business that we have a small house..." next "•Just keep all that whispering quiet out there..." wait window_closetop eob // $C9AA6B L_C9AA6B: "•The bakery is next door!" wait window_closeall eob // $C9AA7F L_C9AA7F: goto_ifset(CAN_ENTER_BELCHS_FACTORY, L_C9AA91) window_open(1) call(L_C8886A) window_closetop eob // $C9AA91 L_C9AA91: goto_ifset(MASTER_BELCH_DEFEATED, L_C9992F) window_open(1) music(134) "•You never give up, do you?" next "•If you don't mind taking it in the shorts, go on in!{pause(10)}" sound(78) next "•Bleech Blehh Buuuurp!" next window_closeall warp(100) eob // $C9AAF0 L_C9AAF0: set(flag 523) on_map_refresh(L_C9AAFA) eob // $C9AAFA L_C9AAFA: set(TEMP_2) unset(flag 523) eob // $C9AB01 L_C9AB01: sound(111) pause(40) window_open(1) goto_ifset(VISITED_SCARABA, L_C9AB53) "•I don't want to go out to sea because of the Kraken." next "•I mean, any normal person would feel the same way." wait window_closetop eob // $C9AB53 L_C9AB53: "•I heard that Kraken fin makes a good soup." next "•I can hardly believe that people actually eat it!" next "•And yet, I've heard that it's a gourmet dish.{pause(20)} I just don't get it!" wait window_closeall eob // $C9ABBD L_C9ABBD: sound(111) pause(40) window_open(1) "•Meow." wait window_closetop eob // $C9ABCF L_C9ABCF: sound(111) pause(40) window_open(1) "•*Groan*..." wait window_closetop eob // $C9ABE5 L_C9ABE5: eob // $C9ABE6 L_C9ABE6: sound(111) pause(40) window_open(1) "•Hey, I'm in here!{pause(10)} Go and find another can!{pause(20)} Ha,{pause(15)} I was just joking!" wait window_closetop eob // $C9AC22 L_C9AC22: sound(111) pause(40) window_open(1) "•This is a jail!{pause(20)} You guys have no business being here." wait window_closetop eob // $C9AC4D L_C9AC4D: sound(111) pause(40) window_open(1) "•Don't talk to me.{pause(20)} I... I'm thinking...!" wait window_closetop eob // $C9AC6F L_C9AC6F: sound(111) pause(40) window_open(1) "•Uh no, I'm in here." next "•Don't try to come in... especially if you don't need to use the bathroom!" wait window_closeall eob // $C9ACAE L_C9ACAE: sound(111) pause(40) window_open(1) "•I wonder why I'm in this rest room right here." next "•Just who am I?{pause(10)} What is life all about?..." next "•Oh, I'm sorry.{pause(20)} Did I make you nervous?{pause(15)} I'm not dangerous. Don't worry." wait window_closetop eob // $C9AD26 L_C9AD26: goto_ifset(CAN_ACCESS_48TH_MONOTILI_FLOOR, L_C9AD77) window_open(1) "•(Private elevator!" next "•Not for operation by the general public." next "•Monotoli Building Manager.)" wait window_closeall eob // $C9AD77 L_C9AD77: unset(USED_ELEVATOR) eob // $C9AD7B L_C9AD7B: isset(MONSTERS_IN_WINTERS) goto_false(L_C9992F) isset(RUNAWAY_FIVE_AT_CLUMSY_ROBOT_ROOM) goto_false(L_C9992F) isset(POKEY_FLIES_AWAY_BY_HELICOPTER) goto_false(L_C9992F) call(L_C899A6) on_map_refresh(L_C89A71) eob // $C9ADA2 L_C9ADA2: isset(RUNAWAY_BUS_FROM_FOURSIDE_TO_THREED) goto_false(L_C9992F) on_map_refresh(L_C9ADB8) set(PREVENT_TELEPORT) set(flag 779) eob // $C9ADB8 L_C9ADB8: unset(RUNAWAY_FIVE_FREE_MUSIC) enable_hotspot(1, 4, L_C89B4F) set(ENEMY_SUPPRESS) eob // $C9ADC7 L_C9ADC7: isset(RUNAWAY_BUS_FROM_FOURSIDE_TO_THREED) goto_false(L_C9992F) disable_hotspot(1) unset(ENEMY_SUPPRESS) eob // $C9ADD7 L_C9ADD7: goto_ifset(GIYGAS_DEFEATED, L_C9992F) on_map_refresh(L_C9ADE5) eob // $C9ADE5 L_C9ADE5: enable_hotspot(1, 40, L_C7B146) eob // $C9ADEE L_C9ADEE: unset(PAID_MUSEUM_ENTRANCE_FEE) eob // $C9ADF2 L_C9ADF2: goto_ifset(ZOMBIE_CHICK_AT_HOTEL_3, L_C9ADFA) eob // $C9ADFA L_C9ADFA: on_map_refresh(L_C79D81) eob // $C9AE01 L_C9AE01: goto_ifset(FRANKYSTEIN_MKII_DEFEATED, L_C9992F) on_map_refresh(L_C5F760) eob // $C9AE0F L_C9AE0F: unset(LAKE_TESS_WIND_BLOWING) disable_hotspot(2) eob // $C9AE16 L_C9AE16: music_effect(8) unset(JUST_RESTED) isset(LAKE_TESS_WIND_BLOWING) goto_false(L_C9992F) on_map_refresh(L_C9AE2C) eob // $C9AE2C L_C9AE2C: create_sprite(367, 495, 1) create_sprite(367, 496, 1) create_sprite(367, 496, 1) create_sprite(367, 496, 1) goto_ifset(flag 287, L_C9992F) set_map_pal(13, 0, 120) set(flag 287) eob // $C9AE58 L_C9AE58: eob // $C9AE59 L_C9AE59: unset(JUST_RESTED) isset(MU_TRAINING_COMPLETE) goto_false(L_C9992F) goto_ifset(POO_JOINS, L_C9992F) on_map_refresh(L_C923B4) eob // $C9AE73 L_C9AE73: set(GUARDIAN_HIEROGLYPH_1_DEFEATED) set(GUARDIAN_HIEROGLYPH_2_DEFEATED) set(GUARDIAN_HIEROGLYPH_3_DEFEATED) set(GUARDIAN_HIEROGLYPH_4_DEFEATED) set(GUARDIAN_HIEROGLYPH_5_DEFEATED) set(GUARDIAN_HIEROGLYPH_6_DEFEATED) set(GUARDIAN_HIEROGLYPH_7_DEFEATED) set(GUARDIAN_HIEROGLYPH_8_DEFEATED) set(GUARDIAN_HIEROGLYPH_9_DEFEATED) set(GUARDIAN_HIEROGLYPH_10_DEFEATED) set(GUARDIAN_HIEROGLYPH_11_DEFEATED) set(GUARDIAN_HIEROGLYPH_12_DEFEATED) set(GUARDIAN_HIEROGLYPH_13_DEFEATED) set(GUARDIAN_HIEROGLYPH_14_DEFEATED) set(GUARDIAN_HIEROGLYPH_15_DEFEATED) set(GUARDIAN_HIEROGLYPH_16_DEFEATED) set(GUARDIAN_HIEROGLYPH_17_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_1_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_2_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_3_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_4_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_5_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_6_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_7_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_8_DEFEATED) set(LETHAL_ASP_HIEROGLYPH_9_DEFEATED) goto_ifset(POO_LEARNING_STARSTORM, L_C9992F) enable_hotspot(1, 16, L_C93258) set(PREVENT_TELEPORT) set(flag 779) eob // $C9AED7 L_C9AED7: isset(DUNGEON_MAN_IN_PARTY) goto_false(L_C9B10B) window_open(1) "•(You can't fit through this small entrance with the Dungeon Man." next "•...Don't you know?!)" wait window_closeall eob // $C9AF16 L_C9AF16: goto_ifset(GOT_HAWK_EYE, L_C9992F) window_open(1) "•Didn't you come here to look for the “{itemname(HAWK_EYE)}”?" wait window_closeall eob // $C9AF3A L_C9AF3A: goto_ifset(GIYGAS_DEFEATED, L_C9992F) enable_hotspot(1, 14, L_C9C293) eob // $C9AF4A L_C9AF4A: goto_ifset(DUNGEON_MAN_AT_PALM_TREES, L_C9AF79) isset(DUNGEON_MAN_JOINS) goto_false(L_C9AF75) set(DUNGEON_MAN_IN_DESERT) party_add(DUNGEON_MAN) set(DUNGEON_MAN_DESERT_MUSIC) set(PREVENT_TELEPORT) set(flag 779) set(DUNGEON_MAN_IN_PARTY) warp(163) pause(1) set_respawn_point(8) eob // $C9AF75 L_C9AF75: warp(163) eob // $C9AF79 L_C9AF79: warp(164) pause(1) set_respawn_point(8) eob // $C9AF82 L_C9AF82: reset_oss_flag call(L_C7DE60) eob // $C9AF8B L_C9AF8B: isset(CONQUERED_SANCTUARY_1) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set(PREVENT_TELEPORT) set(flag 779) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 24, L_C7BECF) eob // $C9AFB6 L_C9AFB6: isset(CONQUERED_SANCTUARY_2) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set(PREVENT_TELEPORT) set(flag 779) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 25, L_C7BF95) eob // $C9AFE1 L_C9AFE1: isset(CONQUERED_SANCTUARY_4) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set(PREVENT_TELEPORT) set(flag 779) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 26, L_C7C06E) eob // $C9B00C L_C9B00C: isset(CONQUERED_SANCTUARY_3) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set(PREVENT_TELEPORT) set(flag 779) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 27, L_C7C12A) eob // $C9B037 L_C9B037: isset(CONQUERED_SANCTUARY_5) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set(PREVENT_TELEPORT) set(flag 779) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 28, L_C7C208) eob // $C9B062 L_C9B062: isset(CONQUERED_SANCTUARY_6) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set(PREVENT_TELEPORT) set(flag 779) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 29, L_C7C2C6) eob // $C9B08D L_C9B08D: isset(CONQUERED_SANCTUARY_7) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 30, L_C7C39B) eob // $C9B0B2 L_C9B0B2: isset(CONQUERED_SANCTUARY_8) goto_false(L_C9992F) set(YOUR_SANCTUARY_MUSIC) on_map_refresh(L_C7C556) set_oss_flag goto_ifset(GOT_ALL_MELODIES, L_C9992F) enable_hotspot(1, 31, L_C7C479) eob // $C9B0D7 L_C9B0D7: goto_ifset(USED_ELEVATOR, L_C9B0DF) eob // $C9B0DF L_C9B0DF: warp(4) eob // $C9B0E3 L_C9B0E3: goto_ifset(USED_ELEVATOR, L_C9B0EB) eob // $C9B0EB L_C9B0EB: warp(3) eob // $C9B0EF L_C9B0EF: goto_ifset(USED_ELEVATOR, L_C9B0F7) eob // $C9B0F7 L_C9B0F7: warp(6) eob // $C9B0FB L_C9B0FB: goto_ifset(USED_ELEVATOR, L_C9B103) eob // $C9B103 L_C9B103: warp(5) eob // $C9B107 L_C9B107: unset(USED_ELEVATOR) eob // $C9B10B L_C9B10B: on_map_refresh(L_C9B112) eob // $C9B112 L_C9B112: unset(EXIT_MOUSE_ASLEEP) set_exit_mouse eob // $C9B118 L_C9B118: window_open(1) window_closeall eob // $C9B11E L_C9B11E: music_effect(8) unset(JUST_RESTED) call(L_C99D92) eob // $C9B12A L_C9B12A: unset(JUST_RESTED) eob // $C9B12E L_C9B12E: music_effect(8) goto_ifset(GIVEN_PLAYERS_NAME, L_C9992F) on_map_refresh(L_C68945) eob // $C9B13F L_C9B13F: goto_ifset(GIYGAS_DEFEATED, L_C9992F) isset(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) goto_true(L_C9B158) enable_hotspot(1, 50, L_C7B318) eob // $C9B158 L_C9B158: on_map_refresh(L_C9B16F) eob // $C9B15F L_C9B15F: isset(SCARABA_CULTURAL_MUSEUM_PHONE_RINGING) goto_false(L_C9992F) on_map_refresh(L_C9B16F) eob // $C9B16F L_C9B16F: set_npc_movement(1034, 41) eob // $C9B176 L_C9B176: set_npc_movement(1034, 8) eob // $C9B17D L_C9B17D: goto_ifset(GIYGAS_DEFEATED, L_C9B1B1) goto_ifset(CALLED_STOIC_CLUB, L_C9992F) window_open(1) "•This is not the Stoic Club.{pause(20)} Please be on your way..." wait window_closeall eob // $C9B1B1 L_C9B1B1: window_open(1) "•(This is now a truck stop.{pause(20)} Absolutely no minors admitted." next "•The Management, “The Lazy Cowpoke Stop'n Go”`)" wait window_closeall eob // $C9B20E L_C9B20E: isset(MONSTERS_IN_ONETT) goto_false(L_C9992F) sound(111) pause(40) eob // $C9B21D L_C9B21D: music_effect(7) eob // $C9B221 L_C9B221: music_effect(8) eob // $C9B225 L_C9B225: eob // $C9B226 L_C9B226: isset(NESS_NIGHTMARE_DEFEATED) goto_false(L_C9B230) eob // $C9B230 L_C9B230: goto_ifset(GOT_MELODY_GIANT_STEP, L_C9B238) eob // $C9B238 L_C9B238: goto_ifset(GOT_MELODY_LILLIPUT_STEPS, L_C9B240) eob // $C9B240 L_C9B240: goto_ifset(GOT_MELODY_MILKY_WELL, L_C9B248) eob // $C9B248 L_C9B248: goto_ifset(GOT_MELODY_MAGNET_HILL, L_C9B250) eob // $C9B250 L_C9B250: goto_ifset(GOT_MELODY_PINK_CLOUD, L_C9B258) eob // $C9B258 L_C9B258: goto_ifset(GOT_MELODY_RAINY_CIRCLE, L_C9B260) eob // $C9B260 L_C9B260: goto_ifset(GOT_MELODY_LUMINE_HALL, L_C9B268) eob // $C9B268 L_C9B268: goto_ifset(GOT_MELODY_FIRE_SPRING, L_C9B270) eob // $C9B270 L_C9B270: set(GOT_ALL_MELODIES) reset_oss_flag party_remove(PAULA) party_remove(JEFF) party_remove(POO) call(SUB_CancelTimedEvents) set(ENEMY_SUPPRESS) call(L_C7DE60) set_oss_flag music_effect(3) create_sprite(106, 633, 1) wait_movement hide_char(all, 1) warp(81) pause(30) sound_stone_full pause(30) create_sprite(435, 695, 255) warp(35) camera_focus_sprite(435) unfreeze_char(all) wait_movement unfocus_camera freeze_char(all) delete_sprite(435, 10) pause(180) warp(36) create_sprite(106, 696, 1) call(L_C9B4B8) warp(37) create_sprite(106, 697, 1) call(L_C9B4B8) warp(38) create_sprite(106, 698, 1) call(L_C9B4B8) pause(120) window_open(1) "•{name(NESS)}...{pause(30)} Hmmm..." next "•I think {name(NESS)} is the right name for him." prompt2 window_closeall pause(60) window_open(1) "•{name(NESS)}...{pause(30)} he smiled just from hearing his own name." next "•Do you think he likes his name?" prompt2 window_closeall pause(60) pause(60) window_open(1) "•Try putting that red cap on him." next "•Ha ha ha!" linebreak " It's too big, but it looks good on him..." prompt2 window_closeall pause(60) window_open(1) "•I hope {stat(PET_NAME)} won't be jealous of the baby." prompt2 window_closeall pause(60) pause(60) window_open(1) "•Let's celebrate with" linebreak " some {stat(FAVORITE_FOOD)}." next "•This baby will grow up to be a hard worker just like you." prompt2 window_closeall pause(60) window_open(1) "•I don't think he needs to be rich or famous..." next "•but I want him to be a thoughtful, strong boy." next window_closeall pause(60) pause(60) pause(60) window_open(1) "•That's odd...{pause(20)} the baby bottle that he pointed at seemed to move a little bit..." next "•Hmmm..." wait pause(15) window_closeall pause(60) call(MUSIC_SlowFadeOut) set(GOING_TO_MAGICANT_MUSIC) music_resume pause(120) pause(120) pause(120) unfreeze_char(all) create_sprite(6, 780, 255) warp(161) delete_sprite(6, 6) show_char(all, 1) set_respawn_point(1) call(MUSIC_SlowFadeOut) unset(GOING_TO_MAGICANT_MUSIC) music_resume reset_oss_flag unset(ENEMY_SUPPRESS) eob // $C9B4B8 L_C9B4B8: pause(1) camera_focus_sprite(106) unfreeze_char(all) wait_movement unfocus_camera freeze_char(all) eob // $C9B4C9 L_C9B4C9: set_oss_flag set(ENEMY_SUPPRESS) pause(60) call(MUSIC_SlowFadeOut) pause(120) window_open(1) "•Now you can wake up.{pause(20)} Your friends are waiting for you." next "•It is time to get up." prompt2 window_closeall pause(1) call(L_C9B8DD) call(SUB_CancelTimedEvents) music(143) set_sprite_movement(1, 346) " {pause(1)}" camera_focus_sprite(1) " " unfreeze_char(all) wait_movement create_sprite(106, 351, 1) " " wait_movement unfocus_camera freeze_char(all) set(JUST_WOKE_UP_FROM_MAGICANT) call(MUSIC_SlowFadeOut) goto_ifset(LAST_MELODY_AT_FIRE_SPRING, L_C9B799) goto_ifset(LAST_MELODY_AT_PINK_CLOUD, L_C9B6E3) goto_ifset(LAST_MELODY_AT_MILKY_WELL, L_C9B62D) warp(197) freeze_char(all) pause(60) call(L_C77DAB) pause(60) set_npc_movement(452, 347) pause(30) show_npc_emote(453, EXCLAMATION) show_npc_emote(454, EXCLAMATION) show_npc_emote(455, EXCLAMATION) pause(90) delete_npc(452, 6) " " show_char(NESS, 1) " {pause(30)}" delete_npc_emote(453) delete_npc_emote(454) delete_npc_emote(455) pause(90) set_npc_movement(453, 348) call(L_C9B84F) set_npc_movement(454, 349) call(L_C9B87F) set_npc_movement(455, 350) call(L_C9B898) party_add(PAULA) hide_char(PAULA, 6) set_npc_movement(453, 47) wait_movement delete_npc(453, 6) show_char(PAULA, 1) party_add(JEFF) hide_char(JEFF, 6) set_npc_movement(454, 47) wait_movement delete_npc(454, 6) show_char(JEFF, 1) party_add(POO) hide_char(POO, 6) set_npc_movement(455, 47) wait_movement delete_npc(455, 6) show_char(POO, 1) // $C9B60F L_C9B60F: pause(120) teleport(4, 4) pause(120) set_respawn_point(4) unset(JUST_WOKE_UP_FROM_MAGICANT) set(KIDNAPPED_MR_SATURN_AT_CAVE_OF_THE_PRESENT) unset(POLICE_BARRIERS_AT_ONETT_HILLTOP) unfreeze_char(all) reset_oss_flag unset(ENEMY_SUPPRESS) eob // $C9B62D L_C9B62D: warp(198) freeze_char(all) pause(60) call(L_C77DAB) pause(60) set_npc_movement(700, 347) pause(30) show_npc_emote(701, EXCLAMATION) show_npc_emote(702, EXCLAMATION) show_npc_emote(703, EXCLAMATION) pause(90) delete_npc(700, 6) " " show_char(NESS, 1) " {pause(30)}" delete_npc_emote(701) delete_npc_emote(702) delete_npc_emote(703) pause(90) set_npc_movement(701, 348) call(L_C9B84F) set_npc_movement(702, 349) call(L_C9B87F) set_npc_movement(703, 350) call(L_C9B898) party_add(PAULA) hide_char(PAULA, 6) set_npc_movement(701, 47) wait_movement delete_npc(701, 6) show_char(PAULA, 1) party_add(JEFF) hide_char(JEFF, 6) set_npc_movement(702, 47) wait_movement delete_npc(702, 6) show_char(JEFF, 1) party_add(POO) hide_char(POO, 6) set_npc_movement(703, 47) wait_movement delete_npc(703, 6) show_char(POO, 1) call(L_C9B60F) eob // $C9B6E3 L_C9B6E3: warp(199) freeze_char(all) pause(60) call(L_C77DAB) pause(60) set_npc_movement(1119, 347) pause(30) show_npc_emote(1120, EXCLAMATION) show_npc_emote(1121, EXCLAMATION) show_npc_emote(1122, EXCLAMATION) pause(90) delete_npc(1119, 6) " " show_char(NESS, 1) " {pause(30)}" delete_npc_emote(1120) delete_npc_emote(1121) delete_npc_emote(1122) pause(90) set_npc_movement(1120, 348) call(L_C9B84F) set_npc_movement(1121, 349) call(L_C9B87F) set_npc_movement(1122, 350) call(L_C9B898) party_add(PAULA) hide_char(PAULA, 6) set_npc_movement(1120, 47) wait_movement delete_npc(1120, 6) show_char(PAULA, 1) party_add(JEFF) hide_char(JEFF, 6) set_npc_movement(1121, 47) wait_movement delete_npc(1121, 6) show_char(JEFF, 1) party_add(POO) hide_char(POO, 6) set_npc_movement(1122, 47) wait_movement delete_npc(1122, 6) show_char(POO, 1) call(L_C9B60F) eob // $C9B799 L_C9B799: warp(158) freeze_char(all) pause(60) call(L_C77DAB) pause(60) set_npc_movement(1277, 347) pause(30) show_npc_emote(1278, EXCLAMATION) show_npc_emote(1279, EXCLAMATION) show_npc_emote(1280, EXCLAMATION) pause(90) delete_npc(1277, 6) " " show_char(NESS, 1) " {pause(30)}" delete_npc_emote(1278) delete_npc_emote(1279) delete_npc_emote(1280) pause(90) set_npc_movement(1278, 348) call(L_C9B84F) set_npc_movement(1279, 349) call(L_C9B87F) set_npc_movement(1280, 350) call(L_C9B898) party_add(PAULA) hide_char(PAULA, 6) set_npc_movement(1278, 47) wait_movement delete_npc(1278, 6) show_char(PAULA, 1) party_add(JEFF) hide_char(JEFF, 6) set_npc_movement(1279, 47) wait_movement delete_npc(1279, 6) show_char(JEFF, 1) party_add(POO) hide_char(POO, 6) set_npc_movement(1280, 47) wait_movement delete_npc(1280, 6) show_char(POO, 1) call(L_C9B60F) eob // $C9B84F L_C9B84F: wait_movement window_open(1) "•What happened, {name(NESS)}?{pause(20)} You've been unconscious for a long time..." prompt2 window_closeall pause(30) eob // $C9B87F L_C9B87F: wait_movement window_open(1) "•You kept saying something..." prompt2 window_closeall pause(30) eob // $C9B898 L_C9B898: wait_movement window_open(1) "•...Saturn Valley?{pause(30)}" linebreak " What's waiting for us there?" next "•Anyway, we need to teleport..." prompt2 window_closeall pause(30) eob // $C9B8DA L_C9B8DA: warp(197) // $C9B8DD L_C9B8DD: get_char(2) goto_false(L_C9B8FF) rtoarg store_registers result_is(16) goto_true(L_C9B8FF) load_registers result_is(17) goto_true(L_C9B8FF) party_remove(argument) // $C9B8FF L_C9B8FF: eob // $C9B900 L_C9B900: create_sprite(106, 288, 1) call(L_C9B4B8) hide_char(all, 6) music(91) unfreeze_npc(741) wait_movement music(126) pause(100) inflict(NESS, PARTY, CHARRED) create_sprite(106, 289, 1) show_char(all, 1) call(L_C9B4B8) pause(120) set_npc_movement(728, 290) wait_movement music_resume freeze_npc(728) inflict(NESS, PARTY, REG_ARGUMENT) window_open(1) "•Hmmm... it doesn't work.{pause(20)} One thing is missing..." next "•But that one material cannot normally be found on the earth." next "•The material I'm thinking of came from a meteorite" next "•that fell when I was much younger." next // $C9B9D0 L_C9B9D0: "•Have you seen a meteorite anywhere recently?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9BA78, L_C9BA0A) // $C9BA0A L_C9BA0A: "•Hmmm...{pause(20)} so are we just going to wait for a meteorite" next "•to suddenly fall from the sky?" next "•Mmm...{pause(30)} you haven't seen a meteorite...{pause(20)} Hm... think for a minute..." next goto(L_C9B9D0) // $C9BA78 L_C9BA78: "•Eureka!{pause(15)} That's it!" next "•With even just a piece of the meteorite,{pause(15)} I can synthesize the material Zexonyte." next "•...I doubt that your mortal enemy Giygas," next "•or whatever, will allow you to go to Onett and get a piece of the meteorite." next "•By now, Onett is in his evil hands." next "•You must go,{pause(5)} though,{pause(15)} so take every possible precaution." next "•The Mr. Saturns have introduced some of their new developments at their shop." next "•Please check them out before you leave." next "•...I wonder what Onett is like at this point in time?..." wait window_closeall set(QUEST_TO_ZEXONYTE) set(MONSTERS_IN_ONETT) set(POKEYS_HOUSE_LOCKED) unset(ENTERTAINERS_SHACK_UNLOCKED) unset(LIERS_HOUSE_UNLOCKED) unset(ONETT_DAYTIME) unset(NESS_ROOM_LIGHTS_ON) isset(BOUGHT_SCAM_HOUSE) goto_false(L_C9992F) unset(SCAM_HOUSE_UNLOCKED) eob // $C9BBD3 L_C9BBD3: set(flag 775) call(SUB_CancelTimedEvents) create_sprite(106, 336, 1) " " call(L_C9B4B8) hide_char(all, 6) set(PHASE_DISTORTER_MUSIC) music_resume delete_npc(741, 9) pause(180) warp(94) " {pause(100)}" create_npc(1274, 337, 4) pause(80) call(MUSIC_SlowFadeOut) unset(PHASE_DISTORTER_MUSIC) music_resume show_char(all, 1) create_sprite(106, 338, 1) call(L_C9B4B8) set_respawn_point(1) enable_hotspot(1, 7, L_C9BC3C) enable_hotspot(2, 41, L_EF5917) set(PHASE_DISTORTER_V2_AT_CAVE_OF_THE_PRESENT) eob // $C9BC3C L_C9BC3C: disable_hotspot(1) enable_hotspot(1, 8, L_C9BC48) eob // $C9BC48 L_C9BC48: music(127) create_npc(1275, 310, 4) " {pause(120)}{pause(60)}" create_npc(1272, 311, 1) " " create_npc(1269, 312, 1) create_npc(1271, 314, 1) " " wait_movement music_resume get_dir_from_npc(1269, PMEMBER, leader) npc_direction(1269, 0) freeze_npc(1272) freeze_npc(1269) freeze_npc(1271) call(L_C9BCA1) set(ANDONUTS_AT_CAVE_OF_THE_PRESENT_1) set(APPLE_KID_AT_CAVE_OF_THE_PRESENT) set(MR_SATURN_AT_CAVE_OF_THE_PRESENT) set(PHASE_DISTORTER_V3_AT_CAVE_OF_THE_PRESENT) eob // $C9BCA1 L_C9BCA1: goto_ifset(TALKED_TO_APPLE_KID_CAVE_OF_THE_PRESENT, Npc1270) window_open(1) "•The Phase Distorter has been completed." next "•We could finish it quickly because of Mr. Saturn's incredible scientific skill..." next "•Giygas is attacking from our exact location," next "•but he is attacking from many years in the past." prompt2 window_closeall eob // $C9BD35 Npc1269: "•This is very hard for me to tell you, but..." prompt2 goto_ifset(TALKED_TO_APPLE_KID_CAVE_OF_THE_PRESENT, L_C9BD52) eob // $C9BD52 L_C9BD52: window_closeall delete_npc(1269, 6) create_npc(1270, 313, 1) pause(150) set(ANDONUTS_AT_CAVE_OF_THE_PRESENT_2) unset(ANDONUTS_AT_CAVE_OF_THE_PRESENT_1) eob // $C9BD69 Npc1270: "•In order to defeat Giygas,{pause(15)} who is attacking from the past," next "•you must warp to the past." next "•This can be done by way of the “Phase Distorter 3.”" next "•However, the machine cannot warp living things,{pause(15)} I mean lifeforms." next "•Life is demolished in the process of warping." next "•The only way to accomplish the time travel is" next "•to transfer your brain “program” into a robot," next "•and send the robot to the past." next "•...The transfer means that your spirit will go with the robot" next "•while your body is left behind..." next "•I cannot promise that your spirit will come back after the battle in the past." next "•Yet, you must understand that the four of you are the chosen ones." next "•Do you still wish to face Giygas by traveling to the past?" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9BF68, L_C9BF2C) // $C9BF2C L_C9BF2C: "•Yes, it's natural to feel as you do." next "•The only thing left is the destruction of our planet..." end // $C9BF68 L_C9BF68: "•...Hmmm{pause(20)} ...you accept this while knowing" next "•that you may not be able to return to your current form," next "•right?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9BFCD, L_C9BF2C) goto(L_C9BF2C) // $C9BFCD L_C9BFCD: "•...Yes... I see...{pause(20)}" linebreak " You have really set your mind on this..." next "•Let me take a good look at you now..." next "•{name(NESS)},{pause(15)} please give me that red cap..." next pause(60) linebreak "•Ready... stand by..." prompt2 window_closeall pause(1) call(SUB_CancelTimedEvents) music_effect(3) create_sprite(106, 633, 1) wait_movement hide_char(all, 6) warp(81) freeze_char(all) create_sprite(106, 782, 1) wait_movement freeze_npc(106) music(179) unfreeze_npc(106) wait_movement music_stop create_sprite(162, 315, 255) warp(104) freeze_char(all) hide_char(all, 6) window_open(1) "•{name(NESS)}!" linebreak " {name(PAULA)}!" linebreak " {name(POO)}!" next "•{name(JEFF)}!...{pause(20)} my son..." next "•There is no turning back now." next "•{name(NESS)}, activate the Phase Distorter 3 by your own" linebreak " hand," next "•thereby following your own destiny..." next "•Will you do so?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9C19B, L_C9C128) goto(L_C9C128) // $C9C128 L_C9C128: "•...I see..." next "•{stat(JEFF_NAME)}!{pause(20)} You do it!" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9C19B, L_C9C15F) goto(L_C9C15F) // $C9C15F L_C9C15F: "•Oh, you lost your nerve..." next "•{name(NESS)}!{pause(20)} It is up to you..." linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9C19B, L_C9C128) // $C9C19B L_C9C19B: "•Only a few people know of your amazing courage," next "•but the number of people you save through that bravery is immense." next "•I feel very fortunate..." next "•to be present at the beginning of this monumental undertaking..." prompt2 music(91) window_closeall set(PARTY_IS_ROBOTIFIED) pause(1) warp(93) freeze_char(all) pause(60) show_char(all, 1) create_sprite(106, 316, 1) call(L_C9B4B8) set_respawn_point(1) unset(KIDNAPPED_MR_SATURN_AT_CAVE_OF_THE_PRESENT) unset(ANDONUTS_AT_CAVE_OF_THE_PRESENT_1) unset(ANDONUTS_AT_CAVE_OF_THE_PRESENT_2) unset(APPLE_KID_AT_CAVE_OF_THE_PRESENT) unset(MR_SATURN_AT_CAVE_OF_THE_PRESENT) unset(PHASE_DISTORTER_V2_AT_CAVE_OF_THE_PRESENT) unset(PHASE_DISTORTER_V3_AT_CAVE_OF_THE_PRESENT) unset(CALLED_STOIC_CLUB) unset(ENEMY_SUPPRESS) unfreeze_char(all) eob // $C9C262 Npc1271: "•You must warp to the past and fight, but..." wait set(TALKED_TO_APPLE_KID_CAVE_OF_THE_PRESENT) eob // $C9C27E Npc1272: font_saturn "•We here too." next "•Boing!" wait font_normal eob // $C9C293 L_C9C293: music_effect(3) pause(180) music(72) create_sprite(439, 355, 1) " {pause(1)}" camera_focus_sprite(439) unfreeze_char(all) create_sprite(106, 547, 1) wait_movement create_sprite(106, 547, 1) create_sprite(370, 548, 1) wait_movement create_sprite(106, 547, 1) wait_movement unfocus_camera freeze_char(all) delete_sprite(439, 6) pause(120) sound(70) get_char(1) get_dir_from_char(argument, OBJ, 370) party_direction(0) create_sprite(458, 549, 5) wait_movement pause(100) window_open(1) call(L_C57E1C) window_closeall pause(120) call(L_C68577) goto_true(L_C683DE) set(GIYGAS_DEFEATED) unset(MONSTERS_IN_ONETT) set(LIERS_HOUSE_UNLOCKED) set(ENTERTAINERS_SHACK_UNLOCKED) unset(POKEYS_HOUSE_LOCKED) unset(MONOTOLI_AT_48TH_FLOOR) set(LARDNA_AT_HOME) set(ONETT_DAYTIME) set(NESS_ROOM_LIGHTS_ON) unset(PARTY_IS_ROBOTIFIED) set(SLEEPING_KING_ABSENT) set(KING_AWAKE_AT_HOME) set(ENEMY_SUPPRESS) set_oss_flag music_stop call(SUB_CancelTimedEvents) call(SUB_FullHealAll) hide_char(all, 6) create_sprite(106, 555, 1) wait_movement warp(215) freeze_char(all) set(PHOTO_SATURN_VALLEY_FINAL_AVAILABLE) call(L_C6893B) party_remove(POO) party_remove(JEFF) pause(180) text_blips(3) window_open(14) "•The war against Giygas{pause(15)} is over..." wait pause(30) window_closeall text_blips(1) pause(30) create_sprite(258, 551, 1) wait_movement freeze_sprite(258) set(CHOSEN_FOUR_SOULS_RETURNING_MUSIC) music_resume pause(120) pause(120) pause(120) pause(120) pause(120) music_effect(27) unfreeze_sprite(258) wait_movement music_effect(28) pause(120) music_effect(27) create_sprite(258, 552, 1) wait_movement music_effect(28) pause(120) music_effect(27) create_sprite(258, 553, 1) wait_movement music_effect(28) pause(120) music_effect(27) create_sprite(258, 554, 1) wait_movement music_effect(28) wait_movement set(flag 538) create_sprite(16, 577, 255) create_sprite(393, 578, 255) create_sprite(394, 579, 255) create_sprite(395, 580, 255) warp(216) music(181) freeze_char(all) pause(100) pause(100) pause(100) pause(100) pause(100) music_effect(27) create_sprite(258, 559, 1) wait_movement music_effect(28) pause(120) delete_sprite(395, 6) create_sprite(4, 563, 1) wait_movement freeze_sprite(4) music_effect(27) create_sprite(258, 558, 1) wait_movement music_effect(28) pause(120) delete_sprite(394, 6) set_npc_movement(734, 562) wait_movement freeze_npc(734) music_effect(27) create_sprite(258, 557, 1) wait_movement music_effect(28) pause(120) delete_sprite(393, 6) create_sprite(2, 561, 1) wait_movement freeze_sprite(2) music_effect(27) create_sprite(258, 556, 1) wait_movement music_effect(28) pause(120) delete_sprite(16, 6) create_sprite(1, 560, 1) wait_movement freeze_sprite(1) pause(60) unset(CHOSEN_FOUR_SOULS_RETURNING_MUSIC) call(MUSIC_SlowFadeOut) music_resume unfreeze_sprite(4) wait_movement freeze_sprite(4) unfreeze_sprite(2) wait_movement freeze_sprite(2) unfreeze_sprite(1) wait_movement freeze_sprite(1) pause(40) pause(30) call(L_C7F949) pause(60) window_open(1) "•I'll see you again someday!" wait window_closeall pause(30) unfreeze_sprite(4) wait_movement sound(99) wait_movement create_sprite(242, 564, 1) pause(120) pause(60) create_npc(744, 570, 1) pause(10) create_sprite(344, 573, 1) wait_movement create_npc(745, 571, 1) pause(10) create_sprite(344, 574, 1) wait_movement create_npc(746, 572, 1) pause(10) create_sprite(344, 575, 1) wait_movement set(PRESENTS_AT_SATURN_VALLEY) pause(60) unfreeze_npc(734) wait_movement freeze_npc(734) unfreeze_npc(734) wait_movement freeze_npc(734) pause(30) unfreeze_npc(734) wait_movement freeze_npc(734) unfreeze_sprite(1) wait_movement freeze_sprite(1) unfreeze_sprite(2) wait_movement freeze_sprite(2) unfreeze_npc(734) wait_movement freeze_npc(734) pause(30) call(L_C7F9F8) pause(30) unfreeze_npc(734) wait_movement freeze_npc(734) set_npc_movement(728, 565) wait_movement freeze_npc(728) unfreeze_sprite(1) wait_movement freeze_sprite(1) unfreeze_sprite(2) wait_movement freeze_sprite(2) pause(60) set_npc_movement(719, 566) wait_movement freeze_npc(719) pause(30) unfreeze_npc(734) wait_movement freeze_npc(734) pause(60) unfreeze_npc(734) wait_movement freeze_npc(734) pause(30) unfreeze_npc(719) wait_movement freeze_npc(719) pause(15) unfreeze_npc(728) wait_movement freeze_npc(728) pause(80) unfreeze_sprite(2) wait_movement freeze_sprite(2) unfreeze_sprite(1) wait_movement freeze_sprite(1) pause(60) call(L_C7FB56) unfreeze_sprite(2) wait_movement freeze_sprite(2) set_npc_movement(719, 13) disable_hotspot(1) enable_hotspot(1, 20, L_C7FBEC) disable_hotspot(2) enable_hotspot(2, 22, L_C7FD22) delete_sprite(1, 6) delete_sprite(2, 6) set_respawn_point(4) show_char(all, 1) unfreeze_char(all) set_oss_flag unset(PHOTO_POOS_PALACE_INSIDE_AVAILABLE) isset(BOUGHT_SCAM_HOUSE) goto_false(L_C9992F) set(SCAM_HOUSE_UNLOCKED) eob // $C9C65B L_C9C65B: pause(20) create_sprite(155, 764, 1) wait_movement freeze_sprite(155) window_open(1) pause(10) counter(1) get_name_letter(PAULA) rtoarg "•{letter(0)}{pause(10)} {letter(0)}{pause(10)} {stat(PAULA_NAME)}!!{pause(20)} Where are you?{pause(20)} It's time for a yummy piece of pie!{pause(20)}" unfreeze_sprite(155) wait_movement window_closeall set(PAULAS_DAD_RAN_IN_FRONT_OF_TWOSON_HOTEL) eob // $C9C6B8 L_C9C6B8: show_npc_emote(1283, EXCLAMATION) pause(60) delete_npc_emote(1283) unfreeze_npc(1283) wait_movement freeze_npc(1283) window_open(1) "•You guys smell really good!{pause(15)} *sniff, sniff, sniff*" next "•Who am I?{pause(20)} I'm a Tenda!" wait window_closetop pause(10) set_npc_movement(1284, 772) wait_movement freeze_npc(1284) window_open(1) "•Hey!{pause(20)} What are you doing inside our dinosaur cage?" next "•I'm going to open the door, and you get out of there right now!" next "•I'm the boss,{pause(15)} so I will let you out." wait window_closetop unfreeze_npc(1284) wait_movement freeze_npc(1284) delete_npc(1299, 6) set(UNDERWORLD_TENDA_GATE_OPEN) window_open(1) "•Thank you for the Tendakraut." next sound(118) take(any, TENDAKRAUT) set(TENDAKRAUT_STOLEN) get_char(1) rtoarg "•({name(argument)}'s Tendakraut was stolen.)" next "•(The awful smell surrounding the group is now gone.)" prompt2 window_closeall eob // $C9C7FA L_C9C7FA: party_remove(PAULA) unset_all_flags set_oss_flag set(PICKY_KNOCKING_ON_DOOR) set(NESS_HOUSE_DOOR_KNOCKING) set(POKEYS_HOUSE_LOCKED) set(POLICE_AT_METEORITE) set(TALKED_TO_POKEY_AT_METEORITE) set(TRACY_AT_HALLWAY) set(POLICE_BARRIERS_AT_ONETT_HILLTOP) set(ONETT_POST_METEORITE_MUSIC) set(TRACY_NOT_AT_HER_ROOM) set(NESS_WEARING_PAJAMAS) set(LEFT_HOME_AT_LEAST_ONCE) set(PRESENT_CRACKED_BAT) create_sprite(106, 633, 1) wait_movement pause(1) hide_char(all, 6) warp(81) pause(180) create_sprite(437, 779, 255) warp(196) freeze_npc(255) pause(1) delete_sprite(437, 6) show_char(all, 1) pause(1) set(flag 775) set(ENEMY_SUPPRESS) eob // $C9C85D L_C9C85D: music_stop sound(8) create_sprite(106, 39, 1) call(L_C9B4B8) create_sprite(45, 11, 1) delete_npc(22, 6) sound(9) unfocus_camera get_dir_from_obj(45, PMEMBER, NESS) set_sprite_direction(45, 0) get_dir_from_char(NESS, OBJ, 45) char_direction(NESS, 0) freeze_char(all) pause(1) freeze_sprite(45) unset(NESS_HOUSE_DOOR_KNOCKING) set(flag 467) set(NESS_HOUSE_POKEY_MUSIC) pause(30) music(177) pause(120) pause(120) window_open(1) pause(20) "•A letter arrived from my brother, Pokey...{pause(15)} it is addressed to {name(NESS)}." next "•There's no stamp,{pause(15)} and it's not time for the mailman to come..." next "•Anyway, I brought it over." next "•It says,{pause(15)} “come and get me, loser!" next "•Spankety, spankety, spankety.”" next "•...I wonder where he is?" wait pause(20) window_closeall pause(1) set(VISITED_ONETT) create_sprite(106, 775, 1) wait_movement hide_char(all, 6) warp(81) create_sprite(106, 776, 1) wait_movement // $C9C98A L_C9C98A: pause(1) goto(L_C9C98A) // $C9C991 Npc1089: goto_ifset(GIYGAS_DEFEATED, L_C9CBC4) goto_ifset(POO_JOINS, L_C9CB79) goto_ifset(MU_TRAINING_COMPLETE, L_C9C9E8) goto_ifset(TEMP_10, L_C9C9DB) "•I won't say anything." next "•Go to “Mu,” the place of emptiness again." wait call(L_C92458) eob // $C9C9DB L_C9C9DB: "•Go quickly!" end // $C9C9E8 L_C9C9E8: "•I am proud." next "•You have completed your Mu training." next "•There is nothing more to teach you from the holy writings." wait window_closetop call(MUSIC_SlowFadeOut) music(119) pause(60) window_open(1) "•Prince {name(POO)}," next "•I shall relay a message to you from Eternity." next "•The evil entity that controls all wickedness is preparing for" next "•the greatest struggle of all time..." next "•The only ones who can challenge the entity are three boys and one girl." next "•One named {name(NESS)} is the leader of the four." next "•One of the boys is you, Prince {name(POO)}." next "•Now that you've completed your training, search out {name(NESS)} at once." next "•For all beings, for the earth herself..." next "•I pray for growth in the might of the four." wait window_closeall pause(1) window_open(14) boost_exp(POO, 6000) prompt window_closeall goto(L_C9237E) // $C9CB77 L_C9CB77: eob // $C9CB78 L_C9CB78: eob // $C9CB79 L_C9CB79: "•Your future battle will be considerably more dangerous than you expect." next "•Don't be careless..." prompt2 window_closeall call(SUB_FullHealAll) sound(37) pause(90) warp(51) eob // $C9CBC4 L_C9CBC4: "•As I thought, the prophecy foretold of our only chance for success." next "•Please enjoy the life ahead of you as a regular boy." end // $C9CC13 Npc1090: goto_ifset(GIYGAS_DEFEATED, L_C9CC9B) goto_ifset(POO_JOINS, L_C9CC49) "•Use the treasures of Dalaam as you wish." next "•Go in peace." end // $C9CC49 L_C9CC49: "•Didn't you meet up with many monsters along the way?" next "•Recently, several bad incidents occurred in this peaceful country..." end // $C9CC9B L_C9CC9B: "•We understand that you've experienced hardship in the past." next "•No one could fight the evil entity, except you." next "•We are proud.{pause(20)}" linebreak " We are happy." end // $C9CCF5 Npc1091: goto_ifset(POO_JOINS, Npc0060) goto(L_C63229) // $C9CD01 L_C9CD01: eob // $C9CD02 L_C9CD02: goto_ifset(UNUSED_BRAIN_FOOD_LUNCH, L_C685CB) get_char(1) rtoarg "•{name(argument)} opened the present." next "•Inside was the {itemname(BRAIN_FOOD_LUNCH)}." wait notfull(any) goto_false(L_C685BB) sound(116) give(any, BRAIN_FOOD_LUNCH) get_char(1) rtoarg "•{name(argument)} got it." wait set(UNUSED_BRAIN_FOOD_LUNCH) eob // $C9CD4F Npc1094: goto_ifset(GIYGAS_DEFEATED, L_C9CDF7) counter(1) // $C9CD58 L_C9CD58: ctoarg check_party_size(0) goto_true(L_C9CDAF) get_char(0) result_is(4) goto_true(L_C9CD74) inc goto(L_C9CD58) // $C9CD74 L_C9CD74: counter(4) call(CHECK_PMemberIncapacitated) goto_true(L_C9CDAF) "•Prince {name(POO)}." next "•You're my favorite. (blush)" linebreak " tee hee hee." end // $C9CDAF L_C9CDAF: "•Since you left for a foreign country," next "•the girls of Dalaam have had to endure their loneliness without you." end // $C9CDF7 L_C9CDF7: "•Prince {name(POO)} has returned, so everyone is extremely happy." next "•Please stay and relax." end // $C9CE2C Npc1095: "•Please come in." next "•Look around the house as much as you want." end // $C9CE4D L_C9CE4D: goto_ifset(UNUSED_REFRESHING_HERB, L_C685CB) get_char(1) rtoarg "•{name(argument)} opened the present." next "•Inside was a {itemname(REFRESHING_HERB)}." next notfull(any) goto_false(L_C685BB) sound(116) give(any, REFRESHING_HERB) get_char(1) rtoarg "•{name(argument)} got it." wait set(UNUSED_REFRESHING_HERB) eob // $C9CE9B Npc1096: goto_ifset(POO_JOINS, L_C9CED1) "•I just roasted some garlic and ate it," next "•so the room still stinks." end // $C9CED1 L_C9CED1: "•I didn't eat any garlic today, so the room doesn't stink." end // $C9CEF7 Npc1097: goto_ifset(GIYGAS_DEFEATED, L_C9CFD1) counter(4) call(CHECK_PMemberIncapacitated) goto_true(L_C9CFAC) "•You know that you do do everything well, right?" next "•Do do?{pause(20)} Ooops." next "•Say, Prince {name(POO)}, are you still popular with the girls?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9CF88, L_C9CF70) // $C9CF70 L_C9CF70: "•You've been acting very serious lately." end // $C9CF88 L_C9CF88: "•I heard you're living a more serious lifestyle these days." end // $C9CFAC L_C9CFAC: "•We have difficulty communicating with foreigners." end // $C9CFD1 L_C9CFD1: "•Hello." next "•Congratulations." next "•Thank you..." next "•...Oh,{pause(15)} my foreign language skills worked!" end // $C9D011 Npc1100: "•....." next "•preeet!..." linebreak " pooooot!..." end // $C9D02D Npc1101: goto_ifset(GIYGAS_DEFEATED, L_C9D0B1) goto_ifset(POO_JOINS, L_C9D073) "•What is immortality.....?" next "•Is it everlasting life?" next "•Mmmmm Mmmmm." end // $C9D073 L_C9D073: "•What's the difference between “existing” and “exiting”" next "•.....Nothing?" next "•Mmmmm Mmmmm" end // $C9D0B1 L_C9D0B1: "•I'm a little embarrassed to say it, but I'll tell you anyway..." next "•I thought “Philosophy” was the study of stones." next "•I now realize it's about studying all night..." next "•...What?{pause(20)} It's not?" end // $C9D125 Npc1102: goto_ifset(POO_JOINS, L_C9D163) "•I heard that Prince {name(POO)} is deeply into “Moo Training.”" next "•...I want to help him, if I can." end // $C9D163 L_C9D163: "•I wonder if Prince {name(POO)} succeeded in “Moo Training”?" next "•I wanted him to come by and show me his best barnyard impression." end // $C9D1B7 Npc1112: "•(This is Mu, the place of nothingness." next "•People who train here must first clear everything from their mind." next "•If you can make your mind blank and learn the true meaning of “Mu,”" next "•you'll pass through.{pause(20)} Mu is Mu...)" end // $C9D23F L_C9D23F: goto_ifset(USED_CARROT_KEY, L_C9D2A5) "•Black rabbits... they're blocking your path to the cave." next "•If you think about them, you should feel kind of empty." next "•...But I can't seem to get them off of my mind." end // $C9D2A5 L_C9D2A5: "•If it's safe, I want to be inside." end // $C9D2BA Npc1118: goto_ifset(CONQUERED_SANCTUARY_6, L_C7C588) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the sixth “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C6842C) goto_true(L_C683DE) delete_npc(1118, 8) pause(120) set(CONQUERED_SANCTUARY_6) eob // $C9D334 Npc1104: goto_ifset(POO_JOINS, L_C9D3A9) "•Oh!{pause(15)} Prince {stat(POO_NAME)}!{pause(20)} I'm surprised you're not in training!" next "•It seems like that's all you do these days." next "•Why don't you take some time to play with me?{pause(30)} I'm so lonely without you..." end // $C9D3A9 L_C9D3A9: "•Prince {name(POO)} has good relationships with foreigners." next "•...What an international person!" end // $C9D3E0 Npc1105: goto_ifset(GIYGAS_DEFEATED, L_C9D4B0) goto_ifset(POO_JOINS, L_C9D47C) "•Oh, Prince {name(POO)}." next "•Do you have time to play with me?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9D45A, L_C9D425) // $C9D425 L_C9D425: "•Hah, I knew it.{pause(20)} “Training” changed you!" next "•I'm jealous of your “training”!" end // $C9D45A L_C9D45A: "•Happy me!" next "•(patty cake, patty cake...)" end // $C9D47C L_C9D47C: "•There are so many monsters around recently, we can't relax and have fun." next "•(weep)" end // $C9D4B0 L_C9D4B0: "•Prince {name(POO)} is so cool, but you're also young and tough." end // $C9D4D3 Npc1106: goto_ifset(POO_JOINS, L_C9D4FD) "•Prince {name(POO)}... (blush)." next "•You are such a hunk." end // $C9D4FD L_C9D4FD: "•I'm waiting for Prince {name(POO)} to see me and say “I love you.”" end // $C9D523 L_C9D523: "•You have nice eyes." next "•...You must be Prince {name(POO)}." next "•Long ago, I completed Mu Training." next "•I want to show you a higher level of intelligence..." next "•However, I'm still realizing and learning this high level..." next "•I'll see you again. So long!" wait sound(40) set(STAR_MASTER_NEXT_TO_MU) eob // $C9D5C4 Npc1092: "•You're here!" next "•We have little, but stay and rest for a while." next call(SUB_FullHealAll) sound(37) pause(90) linebreak "•But I'm impressed!{pause(20)} You did so well for one who hasn't had much training." end // $C9D621 Npc1107: "•(As strange as this may sound,{pause(15)} there are statues of rabbits blocking your way.)" end // $C9D656 L_C9D656: call(SUB_GetUsedItem) result_is(253) goto_false(L_C9D6B7) load_registers call(TEXT_ItemUsed) sound(118) load_registers_global take_slot(argument, 0) newline "•(How strange!{pause(20)} The rabbits and carrots disappeared all at once!)" wait sound(33) delete_npc(1107, 8) delete_npc(1108, 8) delete_npc(1109, 8) set(USED_CARROT_KEY) eob // $C9D6B7 L_C9D6B7: newline "•That won't move the rabbits." end // $C9D6CE Npc1117: "•Dalaam Restaurant." next "•(We accept $ dollars.)" end // $C9D6F8 L_C9D6F8: get_inventory(result, 0) swap result_is(211) goto_true(L_C9D70B) goto(L_C7C6B6) // $C9D70B L_C9D70B: "•The Tenda turned it down, but really seemed tempted..." end // $C9D72E Npc1250: goto_ifset(TENDAS_NOT_SHY, L_C9D743) // $C9D735 L_C9D735: "•....." next "•We're shy..." end // $C9D743 L_C9D743: "•Welcome." next "•To this far." next "•Take a rest." next "•Long journey, must have been." end // $C9D779 Npc1251: call(L_C90DEA) eob // $C9D77F Npc1252: goto_ifset(GIYGAS_DEFEATED, L_C9D875) goto_ifset(GOT_TENDA_DRAGONITE, L_C9D854) goto_ifset(TENDAS_NOT_SHY, L_C9D7E2) "•...We're all shy." next "•Rumor, I heard a book to fix shyness, there is." next "•Where?" next "•Don't know." next "•Just a rumor." wait set(TALKED_TO_TENDA_CHIEF) eob // $C9D7E2 L_C9D7E2: "•Since we overcame our shyness, I'll give you a {itemname(BAG_OF_DRAGONITE)}." next "•Take it." prompt2 notfull(any) goto_false(L_C9D81F) give_return_slot(result, BAG_OF_DRAGONITE) call(SUB_ItemGet) set(GOT_TENDA_DRAGONITE) end // $C9D81F L_C9D81F: newline "•But, you can't take it." next "•You have no space for it." next "•Go and do whatever you have to and come back." end // $C9D854 L_C9D854: "•So long.{pause(20)}" linebreak " I say good-bye." wait window_closeall pause(1) set_npc_movement(1252, 12) eob // $C9D875 L_C9D875: goto_ifset(GOT_SYNESS_BOOK_BACK_FROM_TENDA, L_C9D8DE) "•The book “Overcoming Shyness” was very helpful to us!" next "•We've kept it for a long time, but I'll return it now." next "•Thank you very much." next notfull(any) goto_false(L_C9D91B) give_return_slot(result, SHYNESS_BOOK) call(SUB_KeyItemGet) set(GOT_SYNESS_BOOK_BACK_FROM_TENDA) next // $C9D8DE L_C9D8DE: "•We're living in peace now, in a wide variety of lifestyles." next "•Thank you very much." wait set_npc_movement(1252, 12) eob // $C9D91B L_C9D91B: "•You have too much stuff to receive the book." next "•Get rid of something." end // $C9D940 L_C9D940: store_registers goto_ifset(TENDAS_NOT_SHY, L_C7C6B6) load_registers get_inventory(result, 0) swap result_is(164) goto_true(L_C9D95E) goto(L_C7C6B6) // $C9D95E L_C9D95E: set_oss_flag "•.....!" next "•Book!" next "•Can fix shyness." next "•Thanks." next "•Relax." next "•I'll read to everyone." next "•Oh!" next "•Just holding this book in my hands makes me feel like" next "•I'm overcoming my shyness already!" next "•I'll really take time to read it to everyone!" sound(121) prompt2 window_closeall create_sprite(106, 633, 1) wait_movement window_open(1) "•(The leader of the Tenda tribe read “Overcoming Shyness” to everyone.)" prompt2 window_closeall call(SUB_RecoverHPPP) warp(231) freeze_char(all) pause(1) music_resume window_open(1) newline "•Chat, Chat whisper, whisper" next "•I'd like to give you some" linebreak " “{itemname(TENDAKRAUT)}” in return." next "•“{itemname(TENDAKRAUT)}” is a type of dish that all Tenda like." next "•It stinks, but it tastes wonderful." next take(any, SHYNESS_BOOK) give_return_slot(result, TENDAKRAUT) store_registers_global sound(116) pause(60) window_open(1) "•{name(NESS)} lends the leader of the Tenda tribe the book “Overcoming Shyness.”" next call(SUB_KeyItemGet) wait window_closeall set(TENDAS_NOT_SHY) pause(60) set(PHOTO_TENDA_VILLAGE_AVAILABLE) call(L_C68931) call(L_C935B7) unfreeze_char(all) reset_oss_flag eob // $C9DB12 Npc1253: goto_ifset(TENDAS_NOT_SHY, L_C9DB1E) goto(L_C9D735) // $C9DB1E L_C9DB1E: "•Hi! (smile)" end // $C9DB2C Npc1254: goto_ifset(TENDAS_NOT_SHY, L_C9DB38) goto(L_C9D735) // $C9DB38 L_C9DB38: call(L_C6505D) eob // $C9DB3E Npc1255: goto_ifset(TENDAS_NOT_SHY, L_C9DB4A) goto(L_C9D735) // $C9DB4A L_C9DB4A: "•Underground, very large area." next "•Exist." next "•Dinosaurs." next "•Big." next "•Scary." next "•“Lost Underworld.”" next "•Stone." next "•There is." next "•Talks lots." end // $C9DBAF Npc1256: goto_ifset(TENDAS_NOT_SHY, L_C9DBBB) goto(L_C9D735) // $C9DBBB L_C9DBBB: "•I'm a woman." next "•Did you think I was a man?" end // $C9DBD6 Npc1257: goto_ifset(TENDAS_NOT_SHY, L_C9DBE2) goto(L_C9D735) // $C9DBE2 L_C9DBE2: "•Would you like some tea?" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9DC0E, L_C9DC08) // $C9DC08 L_C9DC08: "•OK." end // $C9DC0E L_C9DC0E: "•Drink." wait window_closeall goto_ifset(VISITED_UNDERWORLD, L_C9992F) call(MUSIC_FastFadeOut) music(92) show_tea eob // $C9DC2C Npc1261: goto_ifset(TENDAS_NOT_SHY, L_C9DD87) goto_ifset(TEMP_2, L_C9DD78) "•There's only one Tenda who's not shy." next "•It's me, bubby!" next "•You know what?" next "•There's something scary that comes from the underground." next "•So, we covered up the hole." next "•There are lots of dinosaurs there." next "•I went there once, but I came right back, 'cause I was so surprised!" next "•There was a talking stone that talks a lot." next "•Do you wanna go and see?" next "•I understand." next "•But I'm not as strong as I look." next "•I'm sorry, I guess I can't help you." next "•The guy next to me is strong, but he lacks conversation skills." next "•He needs to overcome his shyness first." wait set(TEMP_2) eob // $C9DD78 L_C9DD78: "•Oh, I wanna talk..." end // $C9DD87 L_C9DD87: "•Recently,{pause(15)} everyone is able to talk a lot,{pause(15)} so I've lost my identity." end // $C9DDB4 Npc1259: goto_ifset(TENDAS_NOT_SHY, L_C9DDC0) goto(L_C9D735) // $C9DDC0 L_C9DDC0: call(L_C902F2) eob // $C9DDC6 Npc1247: "•Thanks for talking to me." end // $C9DDD1 Npc1248: "•The underground talking rock seems to want to talk a lot more than I do." end // $C9DDF8 Npc1249: "•This is the earth's belly button!" end // $C9DE0E Npc1292: goto_ifset(UNDERWORLD_TALKING_ROCK_STOPPED_TALKING, L_C7C588) goto_ifset(GOT_ALL_MELODIES, L_C9E252) music(119) goto_ifset(TEMP_2, L_C9E041) "•You finally came, {stat(NESS_NAME)}." next inflict(NESS, PERSISTENT, NONE) inflict(NESS, PERSISTENT_SPECIAL, NONE) inflict(NESS, HOMESICKNESS, NOT_HOMESICK) heal_percent(NESS, 100) recoverpp_percent(NESS, 100) sound(37) pause(10) "•Finally, you talk to me." next "•Listen {stat(NESS_NAME)}." next "•I'm going to tell you something very important." next "•You may want to take notes." next "•Ready?" next pause(60) linebreak "•You're the chosen one." next "•Your destiny is not only yours..." next "•It's the destiny of the whole universe." next "•There will be a time in which all of you in the universe will overlap each other." next "•...It's not necessary to understand now." next "•Do you remember “Giant Step” in Onett?" next "•That is one of “Your Sanctuary.”" next "•It is a spot which gives you power" next "•and allows you to realize all your skills." next "•There was a monster that protected it." next "•The monster was influenced by the power of the place." next "•You must have beaten those monsters." next "•You must reach all of the eight power spots in the world..." next "•When the Sound Stone records the melodies of all eight power spots," next "•you can finally see “Your World.”" next // $C9E041 L_C9E041: "•I'll tell you all of the power spots." next pause(60) linebreak "•1. “Giant Step” in Onett." next pause(30) linebreak "•2. “Lilliput Steps” in Peaceful Rest Valley near Twoson." next pause(30) linebreak "•3. “Milky Well” in Grapefruit Falls in Saturn Valley." next pause(30) linebreak "•4. “Rainy Circle” found by {name(JEFF)} in Winters." next pause(30) linebreak "•5. “Magnet Hill” at the edge of the city of Fourside." next pause(30) linebreak "•6. “Pink Cloud” which {name(POO)} knows." next pause(30) linebreak "•7. and... “Lumine Hole” where the shining lichen lives in the cave." next pause(30) linebreak "•8. A new place is now going to be opened up to you." next "•“Fire Spring,” located southwest of here." next pause(60) linebreak "•Listen to the melodies of all eight power spots." next "•If you do not fail, you may upset Giygas' plans..." next "•Understand, {name(NESS)}?" next "•The time will come." next "•The time when the destiny of you and the whole universe will overlap..." next "•It is fast approaching." wait music_resume set(TEMP_2) eob // $C9E252 L_C9E252: "•I don't need words anymore." next "•I'll turn back into a simple rock." wait set(UNDERWORLD_TALKING_ROCK_STOPPED_TALKING) eob // $C9E27B Npc1246: goto_ifset(CONQUERED_SANCTUARY_7, L_C7C588) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the seventh “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C68433) goto_true(L_C683DE) delete_npc(1246, 8) pause(120) set(CONQUERED_SANCTUARY_7) eob // $C9E2F5 Npc1260: "•Good evening." next "•I'm a talking rock." next "•But the rocks around here don't talk too much." next "•The rock that talks the most is deep down in the labyrinth a ways ahead..." next "•in the “Lost Underworld.”" next "•Don't forget to talk to the rock!{pause(20)} It's important!" wait set(TALKED_TO_ROCK_BELOW_TENDA_VILALGE) eob // $C9E37E Npc1226: goto_ifset(GOT_MONKEYS_LOVE, L_C9E567) goto_ifset(TEMP_10, L_C9E4EB) "•I heard monkeys living in some desert can teleport." next "•Oh, you learned how to teleport from the monkeys?" next pause(60) linebreak "•...I wanna try!" next "•Will you tell me how to do it?!" linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9E421, L_C9E406) // $C9E406 L_C9E406: "•You don't want to have a monkey for a student, do you?" end // $C9E421 L_C9E421: window_closeall pause(30) window_open(1) "•Okay...{pause(20)} I'll try it." prompt2 window_closeall set_npc_movement(1226, 465) wait_movement freeze_npc(1226) pause(60) unfreeze_npc(1226) music(13) wait_movement delete_npc(1226, 6) create_sprite(13, 8, 1) music(14) pause(120) music_resume delete_sprite(13, 6) create_npc(1226, 466, 1) wait_movement freeze_npc(1226) get_char(1) rtoarg get_dir_from_npc(1226, PMEMBER, result) npc_direction(1226, 0) window_open(1) "•I'll never give up!{pause(20)} I wanna try again." prompt2 window_closeall unfreeze_npc(1226) wait_movement music(13) wait_movement music_resume get_char(1) rtoarg get_dir_from_npc(1226, PMEMBER, result) npc_direction(1226, 0) window_open(1) "•I did it!" next "•Did you see me?{pause(20)} That's awesome!" next // $C9E4EB L_C9E4EB: "•Here's a small gift to thank you." next notfull(any) goto_false(L_C9E51F) give_return_slot(result, MONKEYS_LOVE) store_registers_global call(SUB_ItemGet) set(GOT_MONKEYS_LOVE) unset(TEMP_10) end // $C9E51F L_C9E51F: "•Are you sure you can't accept this?" next "•...I know you have no room, so you can't carry it,{pause(15)} but..." next "•...I wanted to give you" linebreak " the “{itemname(MONKEYS_LOVE)}.”" wait set(TEMP_10) eob // $C9E567 L_C9E567: "•Do you have the" linebreak " “{itemname(MONKEYS_LOVE)}”?" end // $C9E578 Npc1227: goto_ifset(USED_HAWK_EYE, L_C9E5C9) "•It's really dark here in the Deep Darkness, isn't it?" next "•It's pretty creepy, don't you think?" next "•If you don't have the {itemname(HAWK_EYE)} here, you're helpless." end // $C9E5C9 L_C9E5C9: "•I was born in this dark, creepy area." next "•I live, grow up... and die here." next "•That's my entire life as a monkey!..." end // $C9E613 Npc1228: call(L_C90D23) eob // $C9E619 Npc1229: goto_ifset(MASTER_BARF_DEFEATED, L_C7C588) music(134) "•You may have forgotten, but *Buuuuurp!*..." next "•I'm the return of Belch!" sound(78) pause(1) next "•I've fought you before." next sound(78) pause(1) "•Peeeeyouuu!" next "•Don't you remember my ripe odor?" next "•Belch has trained more and has returned much stronger." next "•Buuuurp!{pause(20)}" sound(78) pause(1) " Belch has also changed his name to Puke!..." next "•Barf! vomit! barf, barf! chuck! chuck!" next "•Drown to death in puke!" next "•Don't you think that's an incredibly masculine taunt to throw at you?" prompt2 call(L_C68570) goto_true(L_C683DE) party_add(POO) learn_psi(4, 2) set(MASTER_BARF_DEFEATED) pause(1) set_npc_movement(1229, 635) eob // $C9E763 Npc1230: "•Kaweeeek!" next "•Village Tenda's Comes Nobody" next "•Far It's Because. Kweek." end // $C9E79F Npc1240: call(L_C9E81C) goto_false(L_C9E843) call(L_C9E838) set(GOT_MAGIC_TRUFFLE_1) delete_npc(1240, 6) eob // $C9E7B8 Npc1241: call(L_C9E81C) goto_false(L_C9E843) call(L_C9E838) set(GOT_MAGIC_TRUFFLE_2) delete_npc(1241, 6) eob // $C9E7D1 Npc1242: call(L_C9E81C) goto_false(L_C9E843) call(L_C9E838) set(GOT_MAGIC_TRUFFLE_3) delete_npc(1242, 6) eob // $C9E7EA Npc1243: call(L_C9E81C) goto_false(L_C9E843) call(L_C9E838) set(GOT_MAGIC_TRUFFLE_4) delete_npc(1243, 6) eob // $C9E803 Npc1244: call(L_C9E81C) goto_false(L_C9E843) call(L_C9E838) set(GOT_MAGIC_TRUFFLE_5) delete_npc(1244, 6) eob // $C9E81C L_C9E81C: "•Hey!" next "•There's a {itemname(MAGIC_TRUFFLE)} at your feet." next notfull(any) eob // $C9E838 L_C9E838: give_return_slot(result, MAGIC_TRUFFLE) call(SUB_ItemGet) end // $C9E843 L_C9E843: "•But you have no room." next "•" call(TEXT_PartyDescription) " gives up the {itemname(MAGIC_TRUFFLE)}." end // $C9E865 Npc1234: "•I don't feel it's necessary for us to talk." end // $C9E87D Npc1233: "•Hi, how are you?{pause(20)} I'm not a bad guy." next "•I came from one of the world's largest economic powers" next "•to this small rural village." next "•A businessman that is truly tough has to travel this far" next "•for the best opportunities." next "•...and I'm a tough businessman, yessir!" next "•I am also a representative of the doctor over there." next "•A: Do you want to buy...?" next "•B: Do you want to heal...?" next add_option("A") add_option("B") build_menu_horizontal(2) menu clearline switch(L_C9E985, L_C9E9C6) goto(L_C9EA20) // $C9E985 L_C9E985: "•...Needless to say, this is a rural village." next "•...Heh heh,{pause(15)} we have poor items." next call(L_C5D54B) eob // $C9E9C6 L_C9E9C6: "•If you must talk to the doctor,{pause(15)} please,{pause(15)} PLEASE talk to me first." next "•Do you have business with the doctor?" next add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_C9EA6F, L_C9EA20) // $C9EA20 L_C9EA20: "•Okay." next "•If you attempt to talk with the doctor without first going through me," next "•it violates the law.{pause(20)} Please be careful." end // $C9EA6F L_C9EA6F: "•It's a special treatment." next "•You'll be in perfect health with just one treament." next "•The fee for one treatment is $500." next "•Do you agree to the fee?" linebreak call(MENU_MakeYesNoWithHPBox) menu clearline switch(L_C9EADB, L_C9EA20) goto(L_C9EA20) // $C9EADB L_C9EADB: "•I can pick up the fee for you now, if you want." next "•What would you like to do?" linebreak add_option("Let him pay") add_option("Cash") build_menu_horizontal(2) menu clearline switch(L_C9EB5D, L_C9EB28) goto(L_C9EA20) // $C9EB28 L_C9EB28: hasmoney(500) goto_true(L_C9EB41) takemoney(500) sound(118) call(L_C9EB76) eob // $C9EB41 L_C9EB41: "•Oh,{pause(10)} Oh...{pause(20)} You don't seem to have enough money." next // $C9EB5D L_C9EB5D: set(DEEP_DARKNESS_BUSINESSMAN_PAID_DOCTORS_FEE) "•I can pay for you now." next sound(118) call(L_C9EB76) eob // $C9EB76 L_C9EB76: get_dir_from_npc(1233, NPC, 1234) npc_direction(1233, 0) pause(10) "•Doc,{pause(15)} please treat the next patient!" next "•...Treat " call(L_C9EC62) " right, ok!?" wait window_closeall set_npc_movement(1234, 681) wait_movement freeze_npc(1234) get_char(1) rtoarg window_open(1) "•(The great doctor whispered in each ear,{pause(15)} first right then left,{pause(15)} “be healthy.”)" wait call(SUB_FullHealAllWithSFX) window_closeall unfreeze_npc(1234) wait_movement set_npc_movement(1234, 605) pause(1) npc_direction(1234, 3) pause(30) get_dir_from_npc(1233, PMEMBER, leader) npc_direction(1233, 0) pause(10) window_open(1) "•I'm happy to do business with men outside of the monkey realm." next "•Please come back again." wait window_closeall eob // $C9EC62 L_C9EC62: get_char(1) result_is(2) goto_true(L_C9EC71) "him" eob // $C9EC71 L_C9EC71: "her" eob // $C9EC74 Npc1236: call(L_C65243) eob // $C9EC7A Npc1245: goto_ifset(GIYGAS_DEFEATED, L_C9ECFE) counter(3) call(CHECK_PMemberIncapacitated) goto_true(L_C9ECFE) get_dir_from_char(NESS, PMEMBER, JEFF) char_direction(NESS, 0) get_dir_from_char(PAULA, PMEMBER, JEFF) char_direction(PAULA, 0) window_open(1) pause(20) "•It's completely broken." next "•I thought I could fix it,{pause(15)} but on re-examination..." next "•...I noticed that there's no engine.{pause(20)} Mmmm." wait window_closeall eob // $C9ECFE L_C9ECFE: "•(It's useless broken." next "•Nobody's in the pilot's seat.)" end // $C9ED29 Npc1235: "•*Ring* *ring*" next call(L_C63029) eob // $C9ED3C Npc1238: "•This is the Deep Darkness." next "•When you walk through the swamp,{pause(15)} you endanger your health." next "•You can't help it.{pause(20)} That's why it's called Deep Darkness." end // $C9ED95 Npc1239: "•I wanna become a pig." next "•If I become a pig, I can find the mushrooms called Magic truffles." next "•They're located in the swamp and can be found by scent." next "•You know, a Pig's nose would be enough" next "•to find those great truffles by scent alone." end // $C9EE2F L_C9EE2F: rand_range(13) switch(L_C9EE7F, L_C9EE9F, L_C9EEC7, L_C9EEDE, L_C9EF00, L_C9EFB9, L_C9EFE1, L_C9EFF6, L_C9F020, L_C9F042, L_C9F052, L_C9F074, L_C9F090) // $C9EE68 L_C9EE68: newline text_blips(2) "•“.....{stat(NESS_NAME)}{pause(1)}...”" text_blips(1) prompt2 eob // $C9EE7F L_C9EE7F: newline text_blips(2) "•“It hurts,{pause(30)}" linebreak " {stat(NESS_NAME)}{pause(1)}...”" text_blips(1) prompt2 eob // $C9EE9F L_C9EE9F: newline text_blips(2) "•“...I'm h...{pause(10)} a...{pause(10)} p...{pause(10)} p...{pause(10)} y...”" text_blips(1) prompt2 eob // $C9EEC7 L_C9EEC7: newline text_blips(2) "•“...{pause(20)}friends...”" text_blips(1) prompt2 eob // $C9EEDE L_C9EEDE: newline text_blips(2) "•“...It hurts,{pause(20)} ...it hurts...”" text_blips(1) prompt2 eob // $C9EF00 L_C9EF00: text_blips(2) newline "•“{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}, {pause(1)}{stat(NESS_NAME)}{pause(5)} {pause(15)}.....”" text_blips(1) prompt2 eob // $C9EFB9 L_C9EFB9: newline text_blips(2) "•“...{pause(1)}go... {pause(1)}b... {pause(1)}a... {pause(1)}c...{pause(1)}k...”" text_blips(1) prompt2 eob // $C9EFE1 L_C9EFE1: newline text_blips(2) "•“...{stat(NESS_NAME)}{pause(1)}...”" text_blips(1) prompt2 eob // $C9EFF6 L_C9EFF6: newline text_blips(2) "•“I {pause(15)}feel...{pause(15)} g...{pause(15)} o...{pause(15)} o...{pause(15)} d...”" text_blips(1) prompt2 eob // $C9F020 L_C9F020: newline text_blips(2) "•“...I'm so sad..." linebreak " .....{stat(NESS_NAME)}{pause(1)}.”" text_blips(1) prompt2 eob // $C9F042 L_C9F042: newline text_blips(2) "•“{stat(NESS_NAME)}!”" text_blips(1) prompt2 eob // $C9F052 L_C9F052: newline text_blips(2) "•“ Ah, {pause(20)} Grrr, {pause(15)} Ohhh...”" text_blips(1) prompt2 eob // $C9F074 L_C9F074: newline text_blips(2) "•“Argh... Yaaagh!...”" text_blips(1) prompt2 eob // $C9F090 L_C9F090: newline text_blips(2) "•“It's not right...{pause(20)} not right...{pause(20)} not right...”" text_blips(1) prompt2 eob // $C9F0B8 L_C9F0B8: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“...Please give us strength," prompt linebreak "•if it is possible..." linebreak " Please...”" prompt linebreak "•“................" linebreak " Somebody... help us...”" text_blips(1) pause(150) eob // $C9F134 L_C9F134: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“...Please give us strength!" prompt linebreak "•Anyone who can hear our plea...." linebreak " Help us...”" text_blips(1) pause(150) eob // $C9F196 L_C9F196: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“...Please give us strength!" prompt linebreak "•Speed this prayer" linebreak " to all the people of the earth.”" text_blips(1) pause(150) eob // $C9F1FD L_C9F1FD: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“...Please give us strength!" prompt linebreak "•Anyone who can hear our plea..." linebreak " Help us...”" text_blips(1) pause(150) eob // $C9F25E L_C9F25E: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“...Please grant us power!" prompt linebreak "•Anyone who can hear our plea..." linebreak " Help us...”" text_blips(1) pause(150) eob // $C9F2BC L_C9F2BC: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“...Please grant us strength!" prompt linebreak "•Anyone who can hear our plea..." linebreak " We ask for this...”" text_blips(1) pause(150) eob // $C9F325 L_C9F325: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“...Please grant us power!" prompt linebreak "•Speed this prayer" linebreak " to all the people of the earth...”" text_blips(1) pause(150) eob // $C9F389 L_C9F389: newline sound(28) "•{user} prayed" linebreak " from bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“I can't think of" linebreak " anyone else..." prompt linebreak "•...Someone, anyone..." linebreak " ...please help us.”" text_blips(1) pause(150) window_closeall eob // $C9F3EC L_C9F3EC: newline sound(28) "•{user} prayed" linebreak " from the bottom of her heart!" prompt2 pause(60) newline text_blips(2) "•“Someone... can you hear me?!" prompt linebreak "•Please, give us strength!”" text_blips(1) pause(150) eob // $C9F442 L_C9F442: window_open(1) "•(Suddenly," linebreak " {stat(NESS_NAME)}'s mother" linebreak " felt terribly uneasy," prompt linebreak "•and she began to pray for the safety of her son and his friends.){pause(150)}" window_closeall eob // $C9F4A2 L_C9F4A2: window_open(1) "•(Suddenly," linebreak " one of the Runaway Five felt" linebreak " something stop him," prompt linebreak "•and he prayed fervently for the safety of {stat(NESS_NAME)} and his friends.){pause(150)}" window_closeall eob // $C9F4F6 L_C9F4F6: window_open(1) "•({stat(PAULA_NAME)}'s father" linebreak " thought he somehow heard" linebreak " his daughter's voice," prompt linebreak "•and prayed sincerely for the" linebreak " safety of {stat(PAULA_NAME)} and" linebreak " her friends.){pause(150)}" window_closeall eob // $C9F557 L_C9F557: window_open(1) "•(Suddenly," linebreak " Tony felt anxious about {stat(JEFF_NAME)}," prompt linebreak "•and he prayed strongly for the safety of {stat(JEFF_NAME)} and his friends.){pause(150)}" window_closeall eob // $C9F5A8 L_C9F5A8: window_open(1) "•(A young woman in Dalaam woke from a dream in which Prince {stat(POO_NAME)} died," prompt linebreak "•and she began to pray for the well-being of {stat(POO_NAME)} and his friends.){pause(150)}" window_closeall eob // $C9F60D L_C9F60D: window_open(1) "•(Suddenly," linebreak " Frank recalled {stat(NESS_NAME)}'s shining young face," prompt linebreak "•and began to pray diligently for the safety of {stat(NESS_NAME)} and his friends.){pause(150)}" window_closeall eob // $C9F66F L_C9F66F: window_open(1) "•(All of the Mr. Saturns felt a new, startling feeling" prompt linebreak "•they had never experienced before," prompt linebreak "•and they all started praying for the safety of {stat(NESS_NAME)} and his friends.){pause(150)}" window_closeall eob // $C9F6DE L_C9F6DE: pause(60) window_open(1) "•{stat(PAULA_NAME)}'s call{pause(30)}" linebreak " was absorbed{pause(30)}" linebreak " by the darkness.{pause(150)}" window_closeall eob // $C9F70C L_C9F70C: pause(60) window_open(1) "•{stat(PAULA_NAME)} and her friends' calls touched the heart of " counter(1) // $C9F72F L_C9F72F: get_stat_letter(PLAYER_NAME) goto_false(L_C9F756) swap rand_range(99) compare_reg(REG_RESULT, 60) goto_false(L_C9F7AF) do_wordwrap(0) letter(0) // $C9F750 L_C9F750: inc goto(L_C9F72F) // $C9F756 L_C9F756: "." prompt pause(120) window_clear "•" counter(1) // $C9F75F L_C9F75F: get_stat_letter(PLAYER_NAME) goto_false(L_C9F786) swap rand_range(99) compare_reg(REG_RESULT, 60) goto_false(L_C9F7B5) do_wordwrap(0) letter(0) // $C9F780 L_C9F780: inc goto(L_C9F75F) // $C9F786 L_C9F786: pause(30) " prayed for the kids, having never even met them before.{pause(150)}" window_closeall eob // $C9F7AF L_C9F7AF: "#" goto(L_C9F750) // $C9F7B5 L_C9F7B5: "#" goto(L_C9F780) // $C9F7BB L_C9F7BB: newline pause(60) window_open(1) "•" counter(1) // $C9F7C4 L_C9F7C4: get_stat_letter(PLAYER_NAME) goto_false(L_C9F7EB) swap rand_range(99) compare_reg(REG_RESULT, 40) goto_false(L_C9F7FE) do_wordwrap(0) letter(0) // $C9F7E5 L_C9F7E5: inc goto(L_C9F7C4) // $C9F7EB L_C9F7EB: pause(30) " kept praying.{pause(150)}" window_closeall eob // $C9F7FE L_C9F7FE: "#" goto(L_C9F7E5) // $C9F804 L_C9F804: newline pause(60) window_open(1) "•" counter(1) // $C9F80D L_C9F80D: get_stat_letter(PLAYER_NAME) goto_false(L_C9F834) swap rand_range(99) compare_reg(REG_RESULT, 20) goto_false(L_C9F847) do_wordwrap(0) letter(0) // $C9F82E L_C9F82E: inc goto(L_C9F80D) // $C9F834 L_C9F834: pause(30) " kept praying.{pause(150)}" window_closeall eob // $C9F847 L_C9F847: "#" goto(L_C9F82E) // $C9F84D L_C9F84D: newline pause(60) window_open(1) "•" call(TEXT_PlayersName) " kept praying.{pause(150)}" window_closeall eob // $C9F86A L_C9F86A: newline "•Giygas' defenses became" linebreak " unstable." sound(90) pause(70) sound(90) pause(65) sound(90) pause(74) sound(90) eob // $C9F897 L_C9F897: newline "•{user}" get_action_argument swap " put" linebreak " the {itemname(REG_ARGUMENT)} on " call(TEXT_AttackerPossessive) " nose!" sound(115) next "•{user} searched for the" linebreak " smell of the magic truffle." next get_truffle_dir goto_false(L_C9F970) store_registers result_is(1) goto_true(L_C9F946) load_registers result_is(10) goto_true(L_C9F936) load_registers newline "•(It must be a little further " switch_call(L_C77EFF, L_C9F990, L_C9F995, L_C9F99E, L_C9F9A4, L_C9F9AD, L_C9F9B2, L_C9F9BD, L_C9F9C4) end // $C9F936 L_C9F936: newline "•(It must be right here!)" end // $C9F946 L_C9F946: newline "•(It is around here somewhere, but you can't pinpoint the exact location.)" end // $C9F970 L_C9F970: newline "•(The Truffle doesn't seem to be around here.)" end // $C9F990 L_C9F990: "up.)" eob // $C9F995 L_C9F995: "up and right.)" eob // $C9F99E L_C9F99E: "right.)" eob // $C9F9A4 L_C9F9A4: "down and right.)" eob // $C9F9AD L_C9F9AD: "down.)" eob // $C9F9B2 L_C9F9B2: "down and left.)" eob // $C9F9BD L_C9F9BD: "left.)" eob // $C9F9C4 L_C9F9C4: "up and left.)" eob // $C9F9CF L_C9F9CF: newline "•Thanks to the Magic butterfly, you were able to totally relax." wait window_closeall eob // $C9F9F3 L_C9F9F3: goto_ifset(PICKY_KNOCKING_ON_DOOR, L_C9FAB9) goto_ifset(GIYGAS_DEFEATED, L_C9FAB9) goto_ifset(PARTY_IS_ROBOTIFIED, L_C7C6F1) call(CHECK_TimedEventPending) goto_true(L_C9FA74) goto_ifset(FOR_SALE_SIGN_CUSTOMER_1, L_C9FA74) goto_ifset(FOR_SALE_SIGN_CUSTOMER_2, L_C9FA74) goto_ifset(FOR_SALE_SIGN_CUSTOMER_3, L_C9FA74) goto_ifset(FOR_SALE_SIGN_CUSTOMER_4, L_C9FA74) newline "•{user}" get_action_argument swap " used" linebreak " the {itemname(REG_ARGUMENT)}!" next "•A customer is heading this way." wait window_closeall rand_range(3) switch(L_C9FB43, L_C9FB4D, L_C9FB57) timed_event(4) set(FOR_SALE_SIGN_CUSTOMER_1) set(PREVENT_TELEPORT) eob // $C9FA74 L_C9FA74: newline "•{user}" get_action_argument swap " used" linebreak " the {itemname(REG_ARGUMENT)}!" next "•Wait! Someone is already heading this way. Wait for them to get here first." end // $C9FAB9 L_C9FAB9: "•For a long time, this “For Sale” sign has been useful..." next "•Now, it is old, its message made unreadable by the passage of time." next "•It has now lost its effectiveness." next "•Thank you, sign." linebreak " Good bye, sign." end // $C9FB43 L_C9FB43: timed_event(5) set(FOR_SALE_SIGN_CUSTOMER_2) set(PREVENT_TELEPORT) eob // $C9FB4D L_C9FB4D: timed_event(6) set(FOR_SALE_SIGN_CUSTOMER_3) set(PREVENT_TELEPORT) eob // $C9FB57 L_C9FB57: timed_event(7) set(FOR_SALE_SIGN_CUSTOMER_4) set(PREVENT_TELEPORT) eob // $C9FB61 L_C9FB61: newline "•This book should be required reading for any quiet, shy person." prompt2 eob // $C9FB8B L_C9FB8B: newline "•You felt sad and empty." prompt2 eob // $C9FB9F L_C9FB9F: newline "•(If you get this message, it means that something is wrong.)" prompt2 eob // $C9FBC4 L_C9FBC4: newline "•{user}" get_action_argument swap " opened" linebreak " the {itemname(REG_ARGUMENT)}." next "•The enemy may not notice that you are present." prompt2 eob // $C9FBF2 L_C9FBF2: newline "•To use this, go to a cash machine and insert the card." prompt2 eob // $C9FC16 L_C9FC16: newline "•This is a kind of trap used to capture zombies." prompt2 eob // $C9FC32 L_C9FC32: newline "•It might be useful in a dark place." prompt2 eob // $C9FC48 L_C9FC48: newline "•{user}" get_action_argument swap " placed the {itemname(REG_ARGUMENT)} on the floor." sound(115) pause(1) next set(ZOMBIE_PAPER_ON_TENT) take(any, ZOMBIE_PAPER) eob // $C9FC6F L_C9FC6F: newline "•{user}" get_action_argument swap " used the {itemname(REG_ARGUMENT)}!" sound(95) pause(1) wait window_closeall take(any, HAWK_EYE) set(USED_HAWK_EYE) delete_npc(1231, 6) call(L_C935B1) ")" set(PHOTO_DEEP_DARKNESS_AVAILABLE) eob // $C9FC9E Npc0671: "•(For some reason," next "•something that looks like a very large iron eraser is in the way.)" end // $C9FCD5 L_C9FCD5: call(SUB_GetUsedItem) result_is(210) goto_false(L_C7C6F1) load_registers call(TEXT_ItemUsed) newline "•(For some reason,{pause(15)} the iron eraser statue disappeared in an instant!)" wait window_closeall pause(1) sound(33) delete_npc(671, 10) set(IRON_ERASER_ERASED) eob // $C9FD2E L_C9FD2E: newline get_char(2) goto_true(L_C9FD5A) get_char(1) has_status(result, PERSISTENT_SPECIAL, MUSHROOM) goto_true(L_C9FD60) "•{user} rode a bicycle." get_on_bike eob // $C9FD5A L_C9FD5A: call(L_C7C802) eob // $C9FD60 L_C9FD60: "•If you are not feeling well, you should not ride a bicycle." end // $C9FD82 L_C9FD82: newline "•{user}" get_action_argument swap " used {itemname(REG_ARGUMENT)}!" next "•Now, " call(TEXT_AttackerPronoun) " can figure out the length of things easily." prompt2 eob // $C9FDBB L_C9FDBB: newline "•{user}" get_action_argument swap " used the {itemname(REG_ARGUMENT)}!" next "•Now, he can fairly easily figure out the angle of various things." prompt2 eob // $C9FDFB L_C9FDFB: newline sound(101) "•Seeing chicks makes you happy." sound(101) prompt2 eob // $C9FE1B L_C9FE1B: newline sound(104) pause(10) sound(104) "•A chicken ran away as fast as it could." prompt2 eob // $C9FE41 L_C9FE41: newline " The Teleport Box started to groan." sound(99) next battle_anim(48, 0) " The Teleport Box shattered into pieces with a loud explosion." sound(99) battle_anim(35, 0) end // $C9FE9D L_C9FE9D: newline " The Teleport Box began to groan." sound(99) next battle_anim(48, 0) " The Teleport Box didn't work quite right..." sound(5) end // $C9FEE3 L_C9FEE3: newline " The Teleport Box can't be used here." end // $C9FEFD L_C9FEFD: newline get_inventory(result, 0) swap "•{user}" swap " touched the {itemname(REG_ARGUMENT)} to his forehead and gathered his thoughts." prompt2 sound_stone eob // $EF4E20 L_EF4E20: call(L_C568C9) " each enemy about 50 points of damage." eob // $EF4E38 L_EF4E38: call(L_C568C9) " each enemy about 180 points of damage." eob // $EF4E51 L_EF4E51: call(L_C568C9) " each enemy about 320 points of damage." eob // $EF4E6A L_EF4E6A: call(L_C568C9) " each enemy about 640 points of damage." eob // $EF4E83 L_EF4E83: call(L_C56913) " about 80 points of damage each." eob // $EF4E99 L_EF4E99: call(L_C56913) " about 160 points of damage each." eob // $EF4EB0 L_EF4EB0: call(L_C56913) " about 240 points of damage each." eob // $EF4EC7 L_EF4EC7: call(L_C56913) " about 320 points of damage each." eob // $EF4EDE L_EF4EDE: call(L_C56935) " inflicting about 180 points of damage." linebreak call(L_C56955) newline call(L_C56B3E) eob // $EF4F06 L_EF4F06: call(L_C56935) " inflicting about 360 points of damage." linebreak call(L_C56955) newline call(L_C56B3E) eob // $EF4F2E L_EF4F2E: call(L_C56935) " inflicting about 540 points of damage." linebreak call(L_C56955) newline call(L_C56B3E) eob // $EF4F56 L_EF4F56: call(L_C56935) " inflicting about 720 points of damage." linebreak call(L_C56955) linebreak call(L_C56B3E) eob // $EF4F7E L_EF4F7E: "•The enemy is thunder struck for about 120 points of damage." linebreak call(L_C5696C) eob // $EF4FA6 L_EF4FA6: "•The enemy is thunder struck for about 120 points of damage two separate times." linebreak call(L_C5696C) eob // $EF4FDC L_EF4FDC: "•The enemy is thunder struck for about 200 points of damage three separate times." linebreak call(L_C5696C) eob // $EF5013 L_EF5013: "•The enemy is thunder struck for about 200 points of damage four separate times." linebreak call(L_C5696C) eob // $EF5049 L_EF5049: call(L_C569A9) call(L_C569CA) ", and in some circumstances, feel strange." eob // $EF506B L_EF506B: call(L_C569A9) call(L_C569CA) ", and in some circumstances, can make the enemy feel strange, become numb, or even be destroyed." eob // $EF50AF L_EF50AF: call(L_C569A9) call(L_C569CA) "." linebreak "•Often, it will destroy an enemy in a single strike." eob // $EF50E1 L_EF50E1: "•It generates glorious rays that have a high probability of destroying all the enemies on the scene in a single strike." eob // $EF5131 L_EF5131: call(L_C569DF) newline "•It deals about 360 points of damage to each enemy." eob // $EF5152 L_EF5152: call(L_C569DF) newline "•It deals about 720 points of damage to each enemy." eob // $EF5173 L_EF5173: "•Restores 100 HP to one person." eob // $EF5189 L_EF5189: "•Restores 300 HP to one person." eob // $EF519F L_EF519F: "•Completely restores the HP of one person." eob // $EF51BB L_EF51BB: "•Restores 400 HP to everyone." eob // $EF51CF L_EF51CF: "•Cures a cold, sunstroke or sleep conditions." eob // $EF51F0 L_EF51F0: "•In addition to the effects of Healing α, this cures poisonings, nausea, feeling strange and uncontrollable crying." eob // $EF5239 L_EF5239: "•In addition to the effects of Healing β, this cures being diamondized and paralysis." linebreak "•It also revives a friend who has become unconscious, though HP is not maxed out." eob // $EF52A5 L_EF52A5: "•In addition to the effects of Healing γ, this revives a friend who has become unconscious, and it completely maxes out that person's HP when revived." eob // $EF5301 L_EF5301: "•Protect one person with the shield of light." linebreak "•It reduces the damage caused by an enemy's attack by 50%." linebreak "•Using a different shield will cancel these effects." eob // $EF5361 L_EF5361: "•Protect everyone with the shield of light." linebreak "•It reduces the damage caused by an enemy's attack by 50%." linebreak "•Using a different shield will cancel these effects." eob // $EF53C0 L_EF53C0: "•Protects one person with a power shield." linebreak "•Cuts damage in half and some of the blocked damage is dealt back to the enemy." linebreak "•Using a different shield will cancel these effects." eob // $EF5428 L_EF5428: "•Protects everyone with a power shield." linebreak "•Cuts damage in half and some of the blocked damage is dealt back to the enemy." linebreak "•Using a different shield will cancel these effects." eob // $EF548F L_EF548F: "•Protects one person with a psychic shield." linebreak "•It blocks an enemy's PSI attack." linebreak "•Using a different shield will cancel these effects." eob // $EF54E6 L_EF54E6: "•Protects everyone with a psychic shield." linebreak "•It blocks an enemy's PSI attack." linebreak "•Using a different shield will cancel these effects." eob // $EF553C L_EF553C: "•Protects one person with a psychic power shield." linebreak "•It reflects an enemy's PSI attack back at the attacker." linebreak "•Using a different shield will cancel these effects." eob // $EF55A0 L_EF55A0: "•Protects everyone with a psychic power shield." linebreak "•It reflects an enemy's PSI attack back at the attacker." linebreak "•Using a different shield will cancel these effects." eob // $EF5603 L_EF5603: "•Increase one person's Offense for the duration of the current battle." linebreak call(L_C56B0D) eob // $EF562E L_EF562E: "•Increase everyone's Offense for the duration of the current battle." linebreak call(L_C56B0D) eob // $EF5658 L_EF5658: "•Decreases the Defense of one enemy for the duration of the current battle." linebreak call(L_C56B0D) eob // $EF5687 L_EF5687: "•Decreases the Defense of all enemies for the duration of the current battle." linebreak call(L_C56B0D) eob // $EF56B9 L_EF56B9: "•Puts one enemy to sleep." linebreak call(L_C56AC0) eob // $EF56D0 L_EF56D0: "•Puts all of the enemies to sleep." linebreak call(L_C56AC0) eob // $EF56EB L_EF56EB: "•Grabs 2-8 points of PP from one enemy and adds it to your own." eob // $EF5712 L_EF5712: "•Grabs 2-8 points of PP from each enemy and adds it to your own." eob // $EF5739 L_EF5739: "•Forces one enemy into" call(L_C56AC2) eob // $EF574E L_EF574E: "•Forces all enemies into" call(L_C56AC2) eob // $EF5766 L_EF5766: "•Makes one enemy feels strange." eob // $EF5777 L_EF5777: "•Makes all of the enemies feel strange." eob // $EF578B L_EF578B: call(L_C56AE4) newline "•You need a good running approach for this to work." eob // $EF57AE L_EF57AE: call(L_C56AE4) newline "•You don't need a running approach to use this." linebreak "•It is also called the “Tornado Teleport.”" eob // $EF57EB Npc1276: goto_ifset(CONQUERED_SANCTUARY_8, L_C7C588) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the eighth “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C6843A) goto_true(L_C683DE) delete_npc(1276, 8) pause(120) set(CONQUERED_SANCTUARY_8) eob // $EF5864 Npc1268: font_saturn "•Kidnapped.{pause(20)} I was. Boing!" next "•Kidnapper.{pause(20)} Bad guy." next "•Bad guy gone. Zoom!" next "•Where?" linebreak " To the past." next "•Ding, ding!" wait font_normal eob // $EF58C7 Npc1273: goto_ifset(GOT_PHASE_DISTORTER_HORN_OF_LIFE, L_C685CB) get_char(1) rtoarg "•{name(argument)} checked the broken Phase Distorter." next "•There was a {itemname(HORN_OF_LIFE)}." next notfull(any) goto_false(L_C685BB) give_return_slot(result, HORN_OF_LIFE) call(SUB_ItemGet) set(GOT_PHASE_DISTORTER_HORN_OF_LIFE) end // $EF5917 L_EF5917: sound(99) create_sprite(169, 620, 1) wait_movement delete_sprite(169, 6) create_sprite(98, 8, 1) set_sprite_direction(98, 7) set_sprite_direction(98, 1) set_sprite_direction(98, 3) set_sprite_direction(98, 5) set_sprite_direction(98, 7) pause(1) set_sprite_direction(98, 1) pause(2) set_sprite_direction(98, 3) pause(3) set_sprite_direction(98, 5) pause(4) set_sprite_direction(98, 7) pause(5) set_sprite_direction(98, 1) pause(6) set_sprite_direction(98, 3) pause(7) set_sprite_direction(98, 5) pause(8) set_sprite_direction(98, 7) window_open(1) "•Greetings!{pause(20)} So, you are finally here!" prompt2 window_closeall call(SUB_FullHealAll) sound(37) pause(90) window_open(1) "•Excellent!{pause(20)} You are truly excellent!" next "•There is only a little time left!{pause(15)} I'll give you the last power." next "•I must go now..." prompt2 window_closeall learn_psi(4, 3) delete_sprite(98, 6) sound(99) create_sprite(169, 621, 1) wait_movement learn_psi(4, 3) window_open(1) "•({stat(POO_NAME)} became conscious of PSI Starstorm Ω!)" sound(103) wait window_closeall eob // $EF5A3E Npc1283: goto_ifset(UNDERWORLD_TALKING_ROCK_STOPPED_TALKING, L_EF5A81) "•Even though I listened to the talkative Mystery Rock's story," next "•I don't understand what he's talking about." end // $EF5A81 L_EF5A81: "•The rock suddenly stopped talking." next "•In other words..." next "•it's not saying anything." end // $EF5AB5 L_EF5AB5: "•...You have a nice item." next "•Since I came to the Lost Underworld, I haven't seen or smelled {itemname(TENDAKRAUT)}." end // $EF5AED Npc1284: goto_ifset(UNDERWORLD_TALKING_ROCK_STOPPED_TALKING, L_EF5BC8) goto_ifset(TENDAKRAUT_STOLEN, L_EF5B97) "•What are you doing in the dinosaur's cage?" next "•I'll open the door for you, and you get out of the cage quick." next "•That's an order from the boss.{pause(15)} ...By the way,{pause(15)} thanks for the {itemname(TENDAKRAUT)}." next get_char(1) rtoarg "•({name(argument)}'s {itemname(TENDAKRAUT)} was taken.)" next "•(That nasty smell left you at the same time!)" wait set(TENDAKRAUT_STOLEN) eob // $EF5B97 L_EF5B97: "•Why don't you see the talkative mystery rock." next "•That rock really jabbers away!!" end // $EF5BC8 L_EF5BC8: "•A rock that doesn't talk is no fun at all." end // $EF5BE6 Npc1285: goto_ifset(GIYGAS_DEFEATED, L_EF5C46) "•We are the same Tenda as those above ground." next "•...We seem different?" next "•Yeah,{pause(15)} you know, the Tenda up there are shy and don't like to talk." end // $EF5C46 L_EF5C46: "•It may be my imagination,{pause(15)} but I think I hear the sound of other Tenda talking up above." next "•I wonder... have they overcome their shyness?" end // $EF5C98 Npc1286: goto_ifset(GIYGAS_DEFEATED, L_EF5CE4) "•Didn't you think that the Tenda up above have some particularly beautiful women?" next "•They're still shy, though." end // $EF5CE4 L_EF5CE4: "•Tenda women up above ground are pretty, but the men seem kind of run down." end // $EF5D16 Npc1287: goto_ifset(LEARNED_ABOUT_UNDERWORLD_GEYSERS, L_EF5DF8) set(LEARNED_ABOUT_UNDERWORLD_GEYSERS) "•You're strange, but you smell good.{pause(20)} So I'll tell you a secret." next "•Did you feel the earthquake a little while ago?" next "•...You know, we have earthquakes all the time here." next "•After an earthquake, the hot springs will erupt." next "•The blue springs are great for recovering health." next "•The Red springs are perfect for healing paralysis or drawing out poison." end // $EF5DF8 L_EF5DF8: "•Hey! Strange fellow." next "•After an earthquake, the hot springs erupt out of the ground." next "•Have you ever noticed that?" next "•The blue springs are great for recovering health." next "•The red springs are perfect for healing paralysis or drawing out poison." end // $EF5E94 Npc1288: goto_ifset(GIYGAS_DEFEATED, L_EF5F31) "•Tenda who like to talk came to the Lost Underworld" next "•because we couldn't stand the quiet up above." next "•So, we established a separate tribe." next "•I hope we can be friendly again some day." next "•...Yeah,{pause(20)} it was a lot easier to live up above." end // $EF5F31 L_EF5F31: "•You guys helped the upper tribe and the lower tribe gain unity again." next "•Soon, we'll be one village again!{pause(20)} Thank you." end // $EF5F7D Npc1289: "•We made a cage for dinosaurs and locked them up..." next "•That's what my brother tells me." next "•But I don't believe it...{pause(20)} He's just spewing out of his cake hole." end // $EF5FDF Npc1290: goto_ifset(GIYGAS_DEFEATED, L_EF6038) "•A chubby, obnoxious kid from some foreign country said something heartrending..." next "•So, I'm healing my wounds in the hot springs." end // $EF6038 L_EF6038: "•Hot springs rock!" end // $EF6049 Npc1291: call(L_C655B1) eob // $EF604F Npc1293: "•The bird right there says strange words like “Hello?” and “click beep beep beep.”" end // $EF6084 Npc1294: goto_ifset(GIYGAS_DEFEATED, L_EF60C5) "•Here, the dinosaurs don't come and attack me. So, I can relax." next "•...Except now I can't get out." end // $EF60C5 L_EF60C5: "•Without dinosaurs, this place seems like it is missing something big." end // $EF60F2 Npc1295: "•Ring, ring, rrriiing!!" next call(L_C63029) eob // $EF610C L_EF610C: eob // $EF610D Npc1300: "•(Don't feed the dinosaurs in the cage!" linebreak pause(20) " The Boss)" end // $EF6132 L_EF6132: "•(Don't talk to the rock if you have nothing to say.{pause(20)} The Boss)" end // $EF6157 Npc1301: "•(In case of danger, evacuate here!{pause(20)} The Boss)" end // $EF617B Npc0688: goto_ifset(SLIMY_LITTLE_PILE_1_DEFEATED_AND_THREED_BLOND_GUY_BY_TENT_ABSENT, L_C7C588) window_open(1) "•Did you bring some “Fly Honey”?" next "•It's Master Belch's favorite." linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_EF61F3, L_EF61CB) // $EF61CB L_EF61CB: "•Then, why are you here?!" prompt2 window_closeall call(L_C6853F) goto_true(L_C683DE) pause(1) set_npc_movement(688, 635) set(SLIMY_LITTLE_PILE_1_DEFEATED_AND_THREED_BLOND_GUY_BY_TENT_ABSENT) eob // $EF61F3 L_EF61F3: hasitem(any, JAR_OF_FLY_HONEY) goto_true(L_EF6247) "•You didn't bring it?{pause(20)} You seem kind of suspicious to me..." next "•You cannot pass through here!" prompt2 window_closeall call(L_C6853F) goto_true(L_C683DE) pause(1) set_npc_movement(688, 635) set(SLIMY_LITTLE_PILE_1_DEFEATED_AND_THREED_BLOND_GUY_BY_TENT_ABSENT) eob // $EF6247 L_EF6247: "•Ok, you may pass through." next "•Hey, be careful!{pause(20)} Be sure you don't drop it!" prompt2 window_closeall eob // $EF6276 Npc0689: "•Urp!" next "•...It's hard to make the gross sounds that Master Belch does." next "•I know I can't do it." end // $EF62B1 Npc0690: "•Master Belch is the slimiest!" next "•However, I heard he's also serving some Giygas guy.{pause(15)} That I cannot believe." end // $EF62F5 Npc0691: goto_ifset(SLIMY_LITTLE_PILE_2_DEFEATED, L_C7C588) window_open(1) "•Aren't you the Fly Honey delivery boy?{pause(15)} What's the password!" next "•It doesn't mean I don't trust you.{pause(15)} Just say it!" next "•Say it now!" next "•Someone so quiet is either extremely shy or extremely dangerous..." next "•What a suspicious fellow!" prompt2 window_closeall call(L_C68546) goto_true(L_C683DE) pause(1) set_npc_movement(691, 635) set(SLIMY_LITTLE_PILE_2_DEFEATED) eob // $EF63B5 Npc0692: goto_ifset(SLIMY_LITTLE_PILE_3_DEFEATED, L_C7C588) window_open(1) "•So, you're the ones who destroyed the zombies that I assigned to Threed!!" prompt2 window_closeall call(L_C6854D) goto_true(L_C683DE) pause(1) set_npc_movement(692, 635) set(SLIMY_LITTLE_PILE_3_DEFEATED) eob // $EF6400 Npc0693: font_saturn "•Tired." next "•But so good. Ding!" wait font_normal eob // $EF6419 Npc0694: font_saturn "•Ah! So{pause(5)}o{pause(5)}o{pause(5)}o... Honest!" next "•Smile. Boing!" wait font_normal eob // $EF6446 Npc0697: goto_ifset(MASTER_BELCH_DEFEATED, L_C7C588) music(134) sound(78) "•Buuurp!" next "•So you are {name(NESS)}?" next counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_EF66CA) "•...I see... Gyork!{pause(15)} Gyork!{pause(15)} Gyork!" next "•There's a prophecy that a boy will destroy Master Giygas." next "•Heeg! Heeg! Heeg!" linebreak " You make me laugh so hard..." next "•If Master Giygas is scared of someone..." next sound(78) "•he would have to be worse than the greatest evil..." next "•Garg! Ga! Garg! Ga! Ga! Ga!" next "•I'll take you down big time, so get ready for the worst fight of your life!" next sound(78) pause(40) linebreak // $EF6569 L_EF6569: "•Gha Gha Gha!" linebreak " Get ready to feel the pain of true nausea!" next sound(78) pause(40) "•Ghe Ghe!" linebreak " Come on, let's go!" prompt2 call(L_C68554) goto_true(L_C683DE) window_open(1) music(134) "•" sound(78) pause(40) "Looks like it was an even fight...{pause(20)} Buurp!" next "•But, Master Giygas has managed to get the Mani Mani statue into Fourside.{pause(20)}" sound(78) pause(40) next "•The city will soon be in worse condition than living in your own puke!" next "•Suffer, spanky!{pause(20)}" sound(78) linebreak " {pause(40)}Gha, Gha, Gha, Gha, Gha!" next "•Bu{pause(5)}u{pause(5)}u{pause(5)}urp!" sound(78) pause(40) next window_closeall pause(1) set_npc_movement(697, 635) set(MASTER_BELCH_DEFEATED) set(SLIMY_LITTLE_PILE_1_DEFEATED_AND_THREED_BLOND_GUY_BY_TENT_ABSENT) set(SLIMY_LITTLE_PILE_2_DEFEATED) set(SLIMY_LITTLE_PILE_3_DEFEATED) set(HAPPY_THREED_PEOPLE) set(PUNK_GUY_OUTSIDE_HIS_HOUSE_THREED) set(PARTY_IS_DIRTY_FROM_BELCH_FIGHT) set(PHOTO_SATURN_VALLEY_COFFEE_AVAILABLE) set(PHOTO_CIRCUS_TENT_AVAILABLE) unset(ZOMBIES_ON_TENT_FLOOR) unset(NERDY_GUY_AND_FAT_GUY_AT_CIRCUS_TENT) unset(flag 761) set_respawn_point(4) music_resume eob // $EF66CA L_EF66CA: "•...No?..." linebreak " Gyork, Gyork, Gyork!" next "•I heard there's a prophecy that he would defeat Master Giygas..." next "•Heeg Heeg Heeg" linebreak " You make me laugh so hard!" next "•If Master Giygas is scared of someone..." sound(78) next "•he would have to be worse than the greatest evil..." next "•I'll take you down big time,{pause(15)} so get ready for the worst fight of your life!" next goto(L_EF6569) // $EF679A Npc0705: goto_ifset(CONQUERED_SANCTUARY_3, L_C7C588) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the third “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C6841E) goto_true(L_C683DE) delete_npc(705, 8) pause(120) set(CONQUERED_SANCTUARY_3) eob // $EF6814 Npc0708: call(L_C5D36B) eob // $EF681A L_EF681A: hasitem(any, JAR_OF_FLY_HONEY) goto_true(L_EF6874) "•Gyork Gyork!" next "•Hey you, commoner!{pause(20)} You there wandering around without any “Fly Honey”..." next "•I am the mortal enemy of your kind." prompt2 eob // $EF6874 L_EF6874: "•Gyork! Gyork!" next "•Since you had “Fly Honey,” I considered you a friend." next "•But actually, you're just a commoner!{pause(20)} I am the mortal enemy of your kind." prompt2 eob // $EF68D7 L_EF68D7: window_open(1) hasitem(any, JAR_OF_FLY_HONEY) goto_true(L_EF6954) "•You have defeated me..." next "•Allow me to eat some Fly Honey for the last time..." next "•Master Belch hates people like you." next "•...You see, those who don't have “Fly Honey” are our mortal enemies..." prompt2 window_closeall eob // $EF6954 L_EF6954: "•I wanted to get your Fly Honey and gulp it down." next "•Master Belch and I love Fly Honey.{pause(20)}" linebreak " Gyorg Gyorg!..." prompt2 window_closeall eob // $EF69A1 L_EF69A1: newline "•{target}'s HP are" linebreak " maxed out!" sound(36) prompt2 eob // $EF69BA L_EF69BA: newline "•{target} recovered" linebreak " {delta} HP!" sound(36) prompt2 eob // $EF69D2 L_EF69D2: newline "•{target} recovered" linebreak " {delta} PP!" sound(36) prompt2 eob // $EF69EA L_EF69EA: newline "•{target}'s" linebreak " Offense is {delta}!" prompt2 eob // $EF69FF L_EF69FF: newline "•Defense is {delta}!" prompt2 eob // $EF6A0D L_EF6A0D: newline "•Vulnerable to PSI Fire!" prompt2 eob // $EF6A24 L_EF6A24: newline "•Vulnerable to PSI Freeze!" prompt2 eob // $EF6A3C L_EF6A3C: newline "•Vulnerable to PSI Flash!" prompt2 eob // $EF6A54 L_EF6A54: newline "•Vulnerable to Paralysis!" prompt2 eob // $EF6A6C L_EF6A6C: newline "•Open to Hypnosis!" prompt2 eob // $EF6A7F L_EF6A7F: newline "•Susceptible to Brain Shock." prompt2 eob // $EF6A99 L_EF6A99: newline "•Yikes! {user} turned into" linebreak " {target}!" prompt2 eob // $EF6AB3 L_EF6AB3: newline "•{user} could not turn" linebreak " into {target}!" prompt2 eob // $EF6AC7 L_EF6AC7: newline "•{target} was" linebreak " diamondized!" sound(83) prompt2 eob // $EF6AE0 L_EF6AE0: newline "•{target}'s body" linebreak " became numb!" sound(83) prompt2 eob // $EF6AFB L_EF6AFB: newline "•{target} felt" linebreak " somewhat nauseous..." sound(83) prompt2 eob // $EF6B18 L_EF6B18: newline "•{target} got" linebreak " poisoned!" sound(83) prompt2 eob // $EF6B2F L_EF6B2F: newline "•{target} caught a cold!" sound(83) prompt2 eob // $EF6B43 L_EF6B43: get_target_gender switch(L_EF6B54, L_EF6B59, L_EF6B5F) // $EF6B54 L_EF6B54: "(he)" eob // $EF6B59 L_EF6B59: "(she)" eob // $EF6B5F L_EF6B5F: "(it)" eob // $EF6B64 L_EF6B64: get_target_party_size switch(L_EF6B75, L_EF6B79, L_EF6B7D) // $EF6B75 L_EF6B75: "(1)" eob // $EF6B79 L_EF6B79: "(2)" eob // $EF6B7D L_EF6B7D: "(3)" eob // $EF6B81 L_EF6B81: newline "•{target} began to" linebreak " feel strange!" sound(83) prompt2 eob // $EF6B98 L_EF6B98: newline "•{target} was" linebreak " possessed by a mini-ghost!" sound(83) prompt2 eob // $EF6BBB L_EF6BBB: newline "•{target} could not" linebreak " stop crying!" sound(83) prompt2 eob // $EF6BD3 L_EF6BD3: newline "•{target} suddenly" linebreak " could not move!" sound(83) prompt2 eob // $EF6BEF L_EF6BEF: newline "•{target}'s body" linebreak " solidified!" sound(83) prompt2 eob // $EF6C0B L_EF6C0B: newline "•{target} was" linebreak " not able to concentrate!" sound(83) next "•{target} was" linebreak " not able to use PSI!" prompt2 eob // $EF6C3A L_EF6C3A: newline "•{target} felt" linebreak " a little strange..." sound(83) prompt2 eob // $EF6C55 L_EF6C55: newline "•{target} fell" linebreak " asleep!" sound(83) prompt2 eob // $EF6C6B L_EF6C6B: newline "•{target} got hurt and collapsed..." sound(32) prompt2 eob // $EF6C84 L_EF6C84: newline "•{target} got hurt" linebreak " and collapsed..." sound(32) unset(FLYING_MAN_MUSIC) next goto_ifset(FLYING_MAN_4_DEAD, L_EF6CE2) goto_ifset(FLYING_MAN_3_DEAD, L_EF6CD9) goto_ifset(FLYING_MAN_2_DEAD, L_EF6CD0) goto_ifset(FLYING_MAN_1_DEAD, L_EF6CC7) set(FLYING_MAN_1_DEAD) call(L_EF6CEB) eob // $EF6CC7 L_EF6CC7: set(FLYING_MAN_2_DEAD) call(L_EF6CEB) eob // $EF6CD0 L_EF6CD0: set(FLYING_MAN_3_DEAD) call(L_EF6CEB) eob // $EF6CD9 L_EF6CD9: set(FLYING_MAN_4_DEAD) call(L_EF6CEB) eob // $EF6CE2 L_EF6CE2: set(FLYING_MAN_5_DEAD) call(L_EF6CEB) eob // $EF6CEB L_EF6CEB: get_char(2) store_registers result_is(11) goto_false(L_EF6CFC) party_remove(FLYING_MAN_1) eob // $EF6CFC L_EF6CFC: load_registers result_is(12) goto_false(L_EF6D0A) party_remove(FLYING_MAN_2) eob // $EF6D0A L_EF6D0A: load_registers result_is(13) goto_false(L_EF6D18) party_remove(FLYING_MAN_3) eob // $EF6D18 L_EF6D18: load_registers result_is(14) goto_false(L_EF6D26) party_remove(FLYING_MAN_4) eob // $EF6D26 L_EF6D26: party_remove(FLYING_MAN_5) eob // $EF6D2A L_EF6D2A: newline "•{target} became" linebreak " a pile of fluff..." sound(32) next take(any, TEDDY_BEAR) eob // $EF6D4C L_EF6D4C: newline "•{target} became" linebreak " a big pile of fluff..." sound(32) next take(any, SUPER_PLUSH_BEAR) eob // $EF6D71 L_EF6D71: newline "•{target} was defeated!" sound(33) eob // $EF6D83 L_EF6D83: newline "•{target} stopped moving!" sound(33) eob // $EF6D96 L_EF6D96: newline "•{target} became tame!" sound(33) eob // $EF6DA7 L_EF6DA7: newline "•{target} disappeared!" sound(33) eob // $EF6DB8 L_EF6DB8: newline "•The figure of {target} melted into thin air!" sound(33) eob // $EF6DD8 L_EF6DD8: newline "•{target} was broken into pieces!" sound(33) eob // $EF6DF0 L_EF6DF0: newline "•{target} was destroyed!" sound(33) eob // $EF6E03 L_EF6E03: newline "•{target} was totally scrapped!" sound(33) eob // $EF6E19 L_EF6E19: newline "•{target} turned back to normal!" sound(33) eob // $EF6E31 L_EF6E31: newline "•{target} returned to the dust of the earth!" sound(33) eob // $EF6E4A L_EF6E4A: newline "•{target}'s body" linebreak " returned to normal!" sound(37) prompt2 eob // $EF6E67 L_EF6E67: newline "•{target}'s" linebreak " numbness is gone!" sound(37) prompt2 eob // $EF6E81 L_EF6E81: newline "•{target} felt" linebreak " much better!" sound(37) prompt2 eob // $EF6E97 L_EF6E97: newline "•The poison was removed from" linebreak " {target}'s body!" sound(37) prompt2 eob // $EF6EBC L_EF6EBC: newline "•{target} got over" linebreak " the cold!" sound(37) prompt2 eob // $EF6ED1 L_EF6ED1: newline "•{target} finally" linebreak " stopped crying..." sound(37) prompt2 eob // $EF6EED L_EF6EED: newline "•{target}'s body" linebreak " again moved freely!" sound(37) prompt2 eob // $EF6F0B L_EF6F0B: newline "•{target} was" linebreak " able to move!" sound(37) prompt2 eob // $EF6F1E L_EF6F1E: newline "•{target} went" linebreak " back to normal!" sound(37) prompt2 eob // $EF6F38 L_EF6F38: newline "•{target}'s" linebreak " sunstroke was cured!" sound(37) prompt2 eob // $EF6F54 L_EF6F54: newline "•{target} woke up!" sound(37) prompt2 eob // $EF6F64 L_EF6F64: newline "•{target} was" linebreak " able to concentrate!" sound(37) prompt2 eob // $EF6F7C L_EF6F7C: newline "•{target} was revived!" sound(37) prompt2 eob // $EF6F8E L_EF6F8E: newline "•It didn't work..." prompt2 eob // $EF6F9A L_EF6F9A: newline "•{target}'s body was protected by the shield of light!" prompt2 eob // $EF6FBD L_EF6FBD: newline "•{target}'s shield became stronger!" prompt2 eob // $EF6FD3 L_EF6FD3: newline "•{target}'s body was protected by the power shield!" prompt2 eob // $EF6FF4 L_EF6FF4: newline "•{target}'s power shield became stronger!" prompt2 eob // $EF700C L_EF700C: newline "•{target}'s body was protected by the psychic shield!" prompt2 eob // $EF7032 L_EF7032: newline "•{target}'s psychic shield became stronger!" prompt2 eob // $EF7050 L_EF7050: newline "•{target}'s body was protected by" next " the psychic power shield!" prompt2 eob // $EF707A L_EF707A: newline "•{target}'s psychic power shield became stronger!" prompt2 eob // $EF7099 L_EF7099: newline "•{target}'s shield" linebreak " disappeared!" prompt2 eob // $EF70B1 L_EF70B1: newline "•The power shield" linebreak " deflected the attack!" sound(93) pause(30) prompt2 eob // $EF70D2 L_EF70D2: newline "•The psychic power shield" linebreak get_action_argument swap " deflected {psiname(0)}!" sound(93) prompt2 eob // $EF70FA L_EF70FA: newline "•{target}'s psychic shield made" get_action_argument swap " {psiname(0)} disappear!" prompt2 eob // $EF7123 L_EF7123: newline "•The effects of PSI on" linebreak " {target} is gone!" sound(41) prompt2 eob // $EF7142 L_EF7142: newline "•{stat(POO_NAME)} returned" linebreak " to his original form!" prompt2 eob // $EF7160 L_EF7160: newline "•The Franklin Badge deflected" linebreak " the lightning!" sound(93) prompt2 eob // $EF7186 L_EF7186: newline "•{user} cannot move!" prompt2 eob // $EF7192 L_EF7192: newline "•{user}'s body is" linebreak " numb and " call(TEXT_AttackerPronoun) " can't move!" prompt2 eob // $EF71B4 L_EF71B4: newline "•{user} feels" linebreak " too sick to move..." prompt2 eob // $EF71CC L_EF71CC: newline "•{target} is" linebreak " poisoned!" prompt2 eob // $EF71DF L_EF71DF: newline "•{user} has" linebreak " fallen asleep!" prompt2 eob // $EF71F6 L_EF71F6: newline "•{user} cannot" linebreak " move around!" prompt2 eob // $EF720C L_EF720C: newline is_attacker_enemy goto_false(L_EF721E) sound(55) goto(L_EF7221) // $EF721E L_EF721E: sound(29) // $EF7221 L_EF7221: "•{user}" get_action_argument swap " tried" linebreak " {psiname(0)}!" sound(87) next "•But it didn't work very well!" prompt2 eob // $EF7249 L_EF7249: newline "•{target} is" linebreak " on guard!" prompt2 eob // $EF725A L_EF725A: newline "•{user} lost" linebreak " his mind by wolfing down “Fly Honey”!" prompt2 eob // $EF727F L_EF727F: rand_range(3) switch(L_EF72A0, L_EF72B9, L_EF72DB) newline "•{user} misses home." prompt2 eob // $EF72A0 L_EF72A0: newline "•{user} suddenly thought about his Mom." prompt2 eob // $EF72B9 L_EF72B9: newline "•{user} thought about eating some {stat(FAVORITE_FOOD)} and started craving it." prompt2 eob // $EF72DB L_EF72DB: newline "•{user} lost all motivation" linebreak " in battle." prompt2 eob // $EF72F6 L_EF72F6: eob // $EF72F7 L_EF72F7: newline "•Black smoke poured from" linebreak " {user}'s body!" prompt linebreak "•" call(TEXT_PartyDescription) " was" linebreak " overcome by the smoke!" prompt linebreak "•You can't see a thing!" prompt eob // $EF733D L_EF733D: newline "•All of a sudden," linebreak " some guys rushed into the room!" prompt music(149) pause(60) newline "•It was the Runaway Five!" prompt window_closetop pause(30) window_open(1) newline set_prompt(0) "•Lucky quickly ducked behind the robot!" prompt sound(11) pause(60) window_clear "•“I flipped the switch, and it stopped. ”" next "•“Ha ha ha hah..." linebreak " Geez, what a loser robot. It was so easy to stop!”{pause(20)}" prompt window_clear "•“That was quick thinking!”" prompt pause(60) set_prompt(1) window_closetop window_open(14) set(RUNAWAY_FIVE_AT_CLUMSY_ROBOT_ROOM) eob // $EF7415 L_EF7415: learn_psi(4, 2) newline "•Suddenly, {name(POO)} swooped down" linebreak " from the sky!" eob // $EF743B L_EF743B: newline "•{name(POO)} used his new power," prompt linebreak " PSI Starstorm!" prompt linebreak eob // $EF745F L_EF745F: rand_range(8) switch(L_EF749D, L_EF74B0, L_EF74C9, L_EF74E6, L_EF74FA, L_EF7514, L_EF7530, L_EF7548) newline "•Pokey used {stat(NESS_NAME)}" linebreak " as a shield!" prompt2 eob // $EF749D L_EF749D: newline "•Pokey played dead!" prompt2 eob // $EF74B0 L_EF74B0: newline "•Pokey pretended" linebreak " to cry!" prompt2 eob // $EF74C9 L_EF74C9: newline "•Pokey apologized" linebreak " profusely!" prompt2 eob // $EF74E6 L_EF74E6: newline "•Pokey thought" linebreak " to himself!" prompt2 eob // $EF74FA L_EF74FA: newline "•Pokey acted" linebreak " all innocent!" prompt2 eob // $EF7514 L_EF7514: newline "•Pokey smiled" linebreak " insincerely!" prompt2 eob // $EF7530 L_EF7530: newline "•Pokey complained" linebreak " to {stat(NESS_NAME)}!" prompt2 eob // $EF7548 L_EF7548: newline "•Pokey tried to" linebreak " edge closer to the enemy!" prompt2 eob // $EF7569 L_EF7569: newline "•{user} is" linebreak " barking!" prompt2 eob // $EF7579 L_EF7579: newline "•{user} is" linebreak " chanting a magic spell!" prompt2 eob // $EF7591 L_EF7591: newline eob // $EF7593 L_EF7593: newline "•{user} is" linebreak " scratching his head!" prompt2 eob // $EF75AB L_EF75AB: newline sound(46) "•{delta} HP of damage" linebreak " to {target}!" prompt2 eob // $EF75C2 L_EF75C2: newline sound(30) "•{delta} HP of damage" linebreak " to {target}!" prompt2 eob // $EF75D9 L_EF75D9: newline sound(46) "•{delta} HP of damage" linebreak " to {target}!" prompt2 eob // $EF75F0 L_EF75F0: newline sound(30) "•{delta} HP of damage" linebreak " to {target}!" prompt2 eob // $EF7607 L_EF7607: newline sound(47) "•{delta} HP of mortal damage" linebreak " to {target}!" prompt2 eob // $EF7624 L_EF7624: newline sound(31) " " smash linebreak prompt2 eob // $EF7630 L_EF7630: newline " " smash linebreak sound(47) prompt2 eob // $EF763C L_EF763C: newline sound(35) "•{target} dodged" linebreak " quickly!" prompt2 eob // $EF7655 L_EF7655: newline sound(35) "•{target} dodged" linebreak " quickly!" prompt2 eob // $EF766E L_EF766E: newline "•It did not work" linebreak " on {target}!" prompt2 eob // $EF7682 L_EF7682: newline "•It did not work" linebreak " on {target}!" prompt2 eob // $EF7696 L_EF7696: newline "•It had no visible effect" linebreak " on {target}!" prompt2 eob // $EF76B3 L_EF76B3: newline "•It did not work" linebreak " on {target}!" prompt2 eob // $EF76C7 L_EF76C7: newline sound(34) "•Just missed!" prompt2 eob // $EF76D8 L_EF76D8: newline sound(34) "•...narrowly missed" linebreak " hitting the target!" prompt2 eob // $EF76FD L_EF76FD: newline "•But {target} was" linebreak " already gone..." prompt2 eob // $EF7710 L_EF7710: newline "•{user} drained " call(TEXT_AttackerPossessive) " own HP!" prompt2 eob // $EF7729 L_EF7729: newline "•Drained {delta} HP" linebreak " from {target}!" prompt2 eob // $EF773F L_EF773F: newline "•Drained {delta} PP" linebreak " from {target}!" prompt2 eob // $EF7755 L_EF7755: newline "•{target} lost" linebreak " {delta} PP!" prompt2 eob // $EF7768 L_EF7768: newline "•{user} felt sick" linebreak " and took {delta} HP damage!" prompt2 eob // $EF7787 L_EF7787: newline "•{target} felt pain" linebreak " from the poison" next " and took {delta} HP damage." prompt2 eob // $EF77B1 L_EF77B1: newline "•{target} felt dizzy" linebreak " and weak and received {delta} HP damage!" prompt2 eob // $EF77DB L_EF77DB: newline "•{target} sneezed" linebreak " and received {delta} HP damage!" prompt2 eob // $EF77FD L_EF77FD: newline "•{target} joined" linebreak " the battle." prompt2 eob // $EF7810 L_EF7810: newline "•{target} started" linebreak " to grow." prompt2 eob // $EF7824 L_EF7824: newline "•But no one came." prompt2 eob // $EF7830 L_EF7830: newline "•But, the seed didn't sprout." prompt2 eob // $EF7843 L_EF7843: music(98) newline "•Time started again." prompt2 eob // $EF7858 L_EF7858: newline "•" call(L_EF790B) " attacked!" prompt2 eob // $EF7866 L_EF7866: newline "•" call(L_EF790B) " blocked the way!" prompt2 eob // $EF7879 L_EF7879: newline "•" call(L_EF790B) " came after you!" prompt2 eob // $EF788B L_EF788B: newline "•" call(L_EF790B) " trapped you!" prompt2 eob // $EF789C L_EF789C: "•You encounter " call(L_EF794B) prompt2 eob // $EF78AB L_EF78AB: "•You meet " call(L_EF794B) prompt2 eob // $EF78B8 L_EF78B8: "•You engage " call(L_EF794B) prompt2 eob // $EF78C7 L_EF78C7: "•You confront " call(L_EF794B) prompt2 eob // $EF78D8 L_EF78D8: newline "•Here is a chance" linebreak " for a surprise opening attack!" prompt2 eob // $EF78F7 L_EF78F7: newline "•Here is " call(L_EF798F) " opening attack!" prompt2 eob // $EF790B L_EF790B: get_attacker_party_size switch(L_EF792B, L_EF792E, L_EF793C) user " and its cohorts" eob // $EF792B L_EF792B: user eob // $EF792E L_EF792E: user " and its cohort" eob // $EF793C L_EF793C: user " and its cohorts" eob // $EF794B L_EF794B: get_attacker_party_size switch(L_EF796C, L_EF7970, L_EF797F) user " and its cohorts." eob // $EF796C L_EF796C: user "." eob // $EF7970 L_EF7970: user " and its cohort." eob // $EF797F L_EF797F: user " and its cohorts." eob // $EF798F L_EF798F: get_attacker_party_size switch(L_EF79B1, L_EF79B6, L_EF79C6) user " and its cohorts's" eob // $EF79B1 L_EF79B1: user "'s" eob // $EF79B6 L_EF79B6: user " and its cohort's" eob // $EF79C6 L_EF79C6: user " and its cohorts's" eob // $EF79D7 L_EF79D7: window_clear music(5) linebreak " " youwon linebreak pause(120) // $EF79E6 L_EF79E6: attempt_homesickness goto_true(L_EF7A0A) // $EF79EF L_EF79EF: next "•" call(TEXT_PartyDescription) " gained {delta} exp" call(L_EF8FAD) prompt eob // $EF7A0A L_EF7A0A: inflict(NESS, HOMESICKNESS, HOMESICK) goto(L_EF79EF) // $EF7A14 L_EF7A14: window_clear music(184) linebreak " " youwon linebreak pause(120) goto(L_EF79E6) // $EF7A28 L_EF7A28: window_clear linebreak " " youwon linebreak pause(90) linebreak "•" call(TEXT_PartyDescription) " gained {delta} exp" call(L_EF8FAD) prompt eob // $EF7A4D L_EF7A4D: newline pause(10) music(7) "•" call(TEXT_PartyDescription) " lost the battle..." prompt eob // $EF7A66 L_EF7A66: newline "•{target}'s level is" linebreak " now {delta}!" prompt eob // $EF7A7D L_EF7A7D: newline "•" call(L_EF7BBF) "Offense went up by {delta}!" prompt eob // $EF7A97 L_EF7A97: newline "•" call(L_EF7BBF) "Defense went up by {delta}!" prompt eob // $EF7AB1 L_EF7AB1: newline "•" call(L_EF7BBF) "Speed went up by {delta}!" prompt eob // $EF7AC9 L_EF7AC9: newline "•" call(L_EF7BBF) "Guts went up by {delta}!" prompt eob // $EF7AE0 L_EF7AE0: newline "•" call(L_EF7BBF) "Vitality went up by {delta}!" prompt eob // $EF7AFB L_EF7AFB: newline "•" call(L_EF7BBF) "IQ went up by {delta}!" prompt eob // $EF7B11 L_EF7B11: newline "•" call(L_EF7BBF) "Luck went up by {delta}!" prompt eob // $EF7B28 L_EF7B28: newline "•" call(L_EF7B83) "Maximum HP went up by {delta}!" prompt eob // $EF7B46 L_EF7B46: newline "•" call(L_EF7BA0) "Maximum PP went up by {delta}!" prompt eob // $EF7B64 L_EF7B64: newline sound(103) "•{target} realized the power of" linebreak get_action_argument swap " {psiname(0)}." prompt eob // $EF7B83 L_EF7B83: store_registers get_delta compare_reg(REG_RESULT, 20) goto_false(L_EF7B9D) "Sweet!" linebreak " " // $EF7B9D L_EF7B9D: load_registers eob // $EF7BA0 L_EF7BA0: store_registers get_delta compare_reg(REG_RESULT, 8) goto_false(L_EF7BBC) "That rocks!" linebreak " " // $EF7BBC L_EF7BBC: load_registers eob // $EF7BBF L_EF7BBF: store_registers get_delta compare_reg(REG_RESULT, 3) goto_false(L_EF7BDC) "Oh, baby!" linebreak " " // $EF7BDC L_EF7BDC: load_registers eob // $EF7BDF L_EF7BDF: newline "•The enemy left a present!" prompt linebreak sound(16) pause(1) "•Inside the present," linebreak get_action_argument swap " there was a {itemname(REG_ARGUMENT)}!" prompt linebreak notfull(any) goto_false(L_EF7C73) store_registers call(L_C7DC85) goto_true(L_EF7C42) load_registers swap "•{name(argument)}" swap " took it." give_return_slot(result, REG_ARGUMENT) sound(116) prompt eob // $EF7C42 L_EF7C42: get_char(1) swap newline "•{name(argument)} added" load_registers " the {itemname(REG_ARGUMENT)} to" linebreak " " swap name(argument) "'s stuff." swap give_return_slot(result, REG_ARGUMENT) sound(116) prompt eob // $EF7C73 L_EF7C73: "•But, " call(TEXT_PartyDescription) " cannot carry anymore stuff." prompt linebreak // $EF7C89 L_EF7C89: "•Do you want to throw" linebreak " something away?" prompt linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_EF7D0F, L_EF7CB4) // $EF7CB4 L_EF7CB4: get_action_argument swap "•Then, will you leave" linebreak " the {itemname(REG_ARGUMENT)} behind?" prompt linebreak add_option("Yes") add_option("No") build_menu_horizontal(2) menu clearline switch(L_EF7CF8, L_EF7CED) // $EF7CED L_EF7CED: "•Then," prompt linebreak goto(L_EF7C89) // $EF7CF8 L_EF7CF8: "•" call(TEXT_PartyDescriptionNoClobber) " abandoned" linebreak " the {itemname(REG_ARGUMENT)}." prompt eob // $EF7D0F L_EF7D0F: newline "•What do you want to throw away?" prompt call(SUB_SelectInventoryItem_Battle) newline goto_false(L_EF7CB4) store_registers get_inventory(result, 0) get_item_sell_price(REG_ARGUMENT) goto_false(L_EF7DBE) load_registers get_inventory(result, 0) "•So you want to throw away" linebreak " the {itemname(REG_ARGUMENT)}?" prompt linebreak add_option("Throw away") add_option("Don't do it") build_menu_horizontal(2) menu clearline switch(L_EF7D83, L_EF7CB4) goto(L_EF7CB4) // $EF7D83 L_EF7D83: load_registers take_slot(argument, 0) swap "•{name(argument)}" swap " threw the {itemname(REG_ARGUMENT)} away" prompt linebreak swap get_action_argument swap "•and took the {itemname(REG_ARGUMENT)}." give_return_slot(result, REG_ARGUMENT) sound(116) pause(1) prompt2 eob // $EF7DBE L_EF7DBE: "•Do not throw the {itemname(REG_ARGUMENT)} away." prompt goto(L_EF7D0F) // $EF7DD5 L_EF7DD5: newline "•{user} saw" linebreak " a present behind the enemy." next sound(16) "•Inside the present," linebreak get_action_argument swap " there was a {itemname(REG_ARGUMENT)}." next "•{name(JEFF)} takes it." give_return_slot(JEFF, REG_ARGUMENT) sound(116) prompt2 eob // $EF7E25 L_EF7E25: newline sound(25) "•{user} made" linebreak " something spin around!" prompt2 eob // $EF7E3E L_EF7E3E: newline sound(25) "•{user} lost" linebreak " his temper!" prompt2 eob // $EF7E55 L_EF7E55: newline sound(25) "•{user} said" linebreak " something nasty!" sound(84) prompt2 pause(1) eob // $EF7E70 L_EF7E70: newline sound(25) "•{user} used a" linebreak " vacuum attack!" prompt2 eob // $EF7E88 L_EF7E88: newline sound(25) "•{user} replenished a fuel supply!" sound(89) prompt2 pause(1) eob // $EF7EAC L_EF7EAC: newline sound(25) "•{user} took a bite" linebreak " using its poisonous fangs!" prompt2 eob // $EF7ED5 L_EF7ED5: newline sound(25) "•{user} fired" linebreak " a missile, making itself dizzy." sound(70) prompt2 pause(1) eob // $EF7F02 L_EF7F02: newline sound(25) "•{user} started a" linebreak " continuous attack!" prompt2 eob // $EF7F1E L_EF7F1E: newline sound(25) "•{user} is" linebreak " on guard." prompt2 eob // $EF7F32 L_EF7F32: newline sound(25) "•{user} spewed out" linebreak " a flaming fireball!" sound(75) prompt2 pause(1) eob // $EF7F5A L_EF7F5A: newline sound(25) "•{user} rushed in," linebreak " and intertwined with you!" prompt2 eob // $EF7F7B L_EF7F7B: newline sound(25) "•{user} attacked" linebreak " with a crushing chop!" prompt2 eob // $EF7F9A L_EF7F9A: newline sound(25) "•{user} grappled and used" linebreak " his submission hold!" prompt2 eob // $EF7FC3 L_EF7FC3: newline sound(25) "•{user} revved and accelerated!" linebreak prompt2 eob // $EF7FE0 L_EF7FE0: newline sound(25) "•{user} brandished" linebreak " a knife!" prompt2 eob // $EF7FFC L_EF7FFC: newline sound(25) "•{user} tore" linebreak " into you!" prompt2 eob // $EF8010 L_EF8010: newline sound(25) "•{user} used a" linebreak " biting attack!" prompt2 eob // $EF8026 L_EF8026: newline sound(25) "•{user} clawed" linebreak " with " call(TEXT_AttackerPossessive) " sharp nails!" prompt2 eob // $EF804B L_EF804B: newline sound(25) "•{user} swung" linebreak " " call(TEXT_AttackerPossessive) " tail very hard!" prompt2 eob // $EF806D L_EF806D: newline sound(25) "•{user} growled" linebreak " and lunged forward!" prompt2 eob // $EF808D L_EF808D: newline sound(25) "•{user} wielded" linebreak " a shopping bag!" prompt2 eob // $EF80AC L_EF80AC: newline sound(25) "•{user} swung" linebreak " a club!" prompt2 eob // $EF80C4 L_EF80C4: newline sound(25) "•{user} generated" linebreak " a tornado!" sound(90) prompt2 eob // $EF80E4 L_EF80E4: newline sound(25) "•{user} sprayed a gigantic blast of water!" linebreak prompt2 eob // $EF8109 L_EF8109: newline sound(25) "•{user} flashed" linebreak " a menacing smile!" prompt2 eob // $EF812B L_EF812B: newline sound(25) "•{user} started" linebreak " laughing hysterically!" prompt2 eob // $EF814F L_EF814F: newline sound(25) "•{user} edged" linebreak " closer!" prompt2 eob // $EF8167 L_EF8167: newline sound(25) "•{user} muttered" linebreak text_blips(2) " “1...”" text_blips(1) prompt2 eob // $EF8186 L_EF8186: newline sound(25) "•{user} murmured" linebreak text_blips(2) " “2...”" text_blips(1) prompt2 eob // $EF81A5 L_EF81A5: newline sound(25) "•{user} whispered" linebreak text_blips(2) " “3...”" text_blips(1) prompt2 eob // $EF81C4 L_EF81C4: newline sound(25) "•{user} fell down!" sound(34) prompt2 eob // $EF81D7 L_EF81D7: newline sound(25) "•{user} is being" linebreak " absentminded." prompt2 eob // $EF81F1 L_EF81F1: newline sound(25) "•{user} generated" linebreak " a burst of steam!" prompt2 eob // $EF8211 L_EF8211: newline sound(25) "•{user} is" linebreak " wobbly." prompt2 eob // $EF8226 L_EF8226: newline sound(25) "•{user} is" linebreak " reeling." prompt2 eob // $EF8239 L_EF8239: newline sound(25) "•{user} has" linebreak " a big grin on " call(TEXT_AttackerPossessive) " face." prompt2 eob // $EF825C L_EF825C: newline sound(25) "•{user} is taking deep breaths for the next assault." linebreak prompt2 eob // $EF8281 L_EF8281: newline sound(25) "•{user} sends" linebreak " a greeting!" prompt2 eob // $EF8299 L_EF8299: newline sound(25) "•{user} is" linebreak " making a loud, piercing howl." prompt2 eob // $EF82BC L_EF82BC: newline sound(25) "•{user} is" linebreak " saying “tick-tock.”" prompt2 eob // $EF82D7 L_EF82D7: newline sound(25) "•{user} emitted" linebreak " a glorious light!" prompt2 eob // $EF82F7 L_EF82F7: newline sound(25) "•{user} used an" linebreak " electrical shock attack!" prompt2 eob // $EF8317 L_EF8317: newline sound(25) "•{user} scattered" linebreak " its pollen around!" sound(82) prompt2 pause(1) eob // $EF833E L_EF833E: newline sound(25) "•{user} reached" linebreak " out with its icy hand." prompt2 eob // $EF835C L_EF835C: newline sound(25) "•{user} played" linebreak " a flute with " call(TEXT_AttackerPossessive) " poisonous breath!" prompt2 eob // $EF838A L_EF838A: newline sound(25) "•{user} spewed" linebreak " exhaust fumes!" prompt2 eob // $EF83A8 L_EF83A8: newline sound(25) "•{user} started" linebreak " laughing maniacally!" prompt2 eob // $EF83CA L_EF83CA: newline sound(25) "•{user} breathed" linebreak " in through " call(TEXT_AttackerPossessive) " flute!" prompt2 eob // $EF83ED L_EF83ED: newline sound(25) "•{user} leaped" linebreak " forward and spread its wings!" prompt2 eob // $EF8413 L_EF8413: newline sound(25) "•{user} became" linebreak " friendly and affectionate!" next "•You backed off." linebreak prompt2 eob // $EF843F L_EF843F: goto(L_EF71DF) // $EF8444 L_EF8444: eob // $EF8445 L_EF8445: newline "•{target} is acting" linebreak " a little bit strange." prompt2 eob // $EF845D L_EF845D: newline "•{user} is acting" linebreak " a bit unusual." prompt2 eob // $EF8477 L_EF8477: newline "•{user} is" linebreak " feeling funky." prompt2 eob // $EF848C L_EF848C: newline is_attacker_enemy goto_false(L_EF84A7) sound(25) "•{user} is attacking!" sound(26) prompt2 eob // $EF84A7 L_EF84A7: sound(24) "•{user} attacks!" sound(26) prompt2 eob // $EF84B6 L_EF84B6: newline sound(24) "•{user} attacks!" sound(27) prompt2 eob // $EF84C6 L_EF84C6: newline "•{user} is on guard." eob // $EF84D4 L_EF84D4: newline "•{user} relaxed" linebreak " and took a deep breath." prompt2 eob // $EF84F3 L_EF84F3: newline "•" call(TEXT_PartyDescription) " tried to get away,{pause(60)}" next "•and did!" prompt2 eob // $EF8511 L_EF8511: newline "•" call(TEXT_PartyDescription) " tried to get away,{pause(60)}" next "•but couldn't!" prompt2 eob // $EF8530 L_EF8530: newline "•{user} spies on" linebreak " {target}!" prompt2 eob // $EF8543 L_EF8543: newline is_attacker_enemy goto_false(L_EF8568) sound(55) "•{user} tried" linebreak get_action_argument swap " {psiname(0)}!" prompt2 goto(L_EF857E) // $EF8568 L_EF8568: sound(29) "•{user} tried" linebreak get_action_argument swap " {psiname(0)}!" prompt2 // $EF857E L_EF857E: swap switch_call(L_EF864C, L_EF866E, L_EF8698, L_EF86E2, L_EF874A, L_EF875F, L_EF8777, L_EF878F, L_EF87AC, L_EF87C3, L_EF87DA, L_EF87F4, L_EF8813, L_EF8813, L_EF8813, L_EF8813, L_EF883D, L_EF8847, L_EF8851, L_EF8868, L_EF8882, L_EF88B8, L_EF88E9, L_EF88E9, L_EF88E9, L_EF88E9, L_EF88E9, L_EF88E9, L_EF88E9, L_EF88E9, L_EF88EC, L_EF88F6, L_EF8900, L_EF890A, L_EF8914, L_EF891E, L_EF8928, L_EF8932, L_EF88E9, L_EF88E9, L_EF893C, L_EF894C, L_EF895C, L_EF896C, L_EF897C, L_EF898C, L_EF899C, L_EF89AC, L_EF89BC, L_EF89CE) eob // $EF864C L_EF864C: battle_anim(0, 19) pause(10) sound(48) pause(32) sound(74) pause(2) sound(48) battle_anim(42, 0) pause(32) sound(74) pause(14) sound(91) eob // $EF866E L_EF866E: sound(48) battle_anim(0, 20) pause(32) sound(74) pause(2) sound(48) pause(29) sound(74) pause(2) sound(49) battle_anim(42, 0) pause(29) sound(49) pause(25) sound(91) eob // $EF8698 L_EF8698: battle_anim(0, 21) pause(5) sound(49) pause(32) sound(50) pause(26) sound(71) pause(7) sound(71) pause(7) sound(71) pause(7) sound(71) pause(7) sound(71) pause(7) battle_anim(42, 0) sound(71) pause(7) sound(71) pause(7) sound(71) pause(3) sound(91) pause(3) sound(91) pause(5) sound(91) eob // $EF86E2 L_EF86E2: battle_anim(0, 22) pause(30) sound(49) pause(34) sound(49) pause(34) sound(49) pause(34) sound(91) pause(7) sound(91) pause(7) sound(91) pause(7) sound(91) pause(7) sound(91) pause(11) sound(91) pause(11) sound(91) pause(11) battle_anim(42, 0) sound(91) pause(3) sound(91) pause(3) sound(91) pause(3) sound(91) pause(3) sound(91) pause(3) sound(91) pause(3) sound(91) pause(3) sound(91) pause(3) sound(91) eob // $EF874A L_EF874A: sound(51) battle_anim(0, 7) pause(28) sound(53) pause(6) battle_anim(36, 0) pause(30) eob // $EF875F L_EF875F: sound(51) battle_anim(0, 8) pause(28) sound(53) pause(24) sound(52) battle_anim(36, 0) pause(30) eob // $EF8777 L_EF8777: sound(51) battle_anim(0, 9) pause(28) sound(53) pause(24) sound(52) battle_anim(36, 0) pause(35) eob // $EF878F L_EF878F: sound(51) battle_anim(0, 10) pause(28) sound(53) pause(29) sound(53) pause(24) sound(53) battle_anim(36, 0) pause(55) eob // $EF87AC L_EF87AC: sound(56) battle_anim(0, 15) pause(30) sound(57) pause(20) battle_anim(41, 0) pause(15) pause(27) eob // $EF87C3 L_EF87C3: sound(56) battle_anim(0, 16) pause(34) sound(57) pause(20) battle_anim(41, 0) pause(15) pause(27) eob // $EF87DA L_EF87DA: sound(56) battle_anim(0, 17) pause(38) sound(57) pause(11) battle_anim(41, 0) pause(27) sound(58) pause(42) eob // $EF87F4 L_EF87F4: sound(56) battle_anim(0, 18) pause(54) sound(57) pause(5) battle_anim(41, 0) pause(31) sound(58) pause(27) sound(58) pause(20) eob // $EF8813 L_EF8813: eob // $EF8814 L_EF8814: sound(61) battle_anim(46, 33) pause(22) sound(63) pause(30) eob // $EF8823 L_EF8823: sound(62) battle_anim(46, 34) pause(22) sound(63) pause(23) sound(63) pause(30) eob // $EF8837 L_EF8837: sound(60) pause(60) eob // $EF883D L_EF883D: sound(65) battle_anim(40, 11) pause(30) eob // $EF8847 L_EF8847: sound(65) battle_anim(40, 12) pause(30) eob // $EF8851 L_EF8851: sound(67) pause(10) battle_anim(0, 13) pause(20) battle_anim(40, 0) pause(19) sound(66) pause(26) eob // $EF8868 L_EF8868: sound(67) battle_anim(0, 14) pause(17) battle_anim(40, 0) pause(50) sound(66) pause(5) sound(66) pause(14) eob // $EF8882 L_EF8882: battle_anim(0, 31) pause(10) sound(64) pause(50) battle_anim(45, 0) sound(91) pause(7) sound(91) pause(15) sound(91) pause(7) sound(91) pause(7) sound(91) pause(7) sound(91) pause(7) sound(91) pause(7) sound(91) eob // $EF88B8 L_EF88B8: battle_anim(0, 32) pause(20) sound(64) pause(40) battle_anim(45, 0) pause(24) sound(64) sound(91) pause(19) sound(91) pause(15) sound(91) pause(15) sound(91) pause(11) sound(91) pause(4) sound(91) eob // $EF88E9 L_EF88E9: pause(30) eob // $EF88EC L_EF88EC: sound(38) battle_anim(50, 0) pause(1) eob // $EF88F6 L_EF88F6: sound(38) battle_anim(50, 0) pause(1) eob // $EF8900 L_EF8900: sound(38) battle_anim(51, 0) pause(1) eob // $EF890A L_EF890A: sound(38) battle_anim(51, 0) pause(1) eob // $EF8914 L_EF8914: sound(39) battle_anim(52, 0) pause(1) eob // $EF891E L_EF891E: sound(39) battle_anim(52, 0) pause(1) eob // $EF8928 L_EF8928: sound(39) battle_anim(53, 0) pause(1) eob // $EF8932 L_EF8932: sound(39) battle_anim(53, 0) pause(1) eob // $EF893C L_EF893C: sound(44) battle_anim(0, 5) pause(40) battle_anim(39, 0) pause(100) eob // $EF894C L_EF894C: sound(79) battle_anim(0, 6) pause(40) battle_anim(39, 0) pause(125) eob // $EF895C L_EF895C: sound(42) battle_anim(0, 28) pause(25) battle_anim(47, 0) pause(30) eob // $EF896C L_EF896C: sound(42) battle_anim(0, 29) pause(55) battle_anim(47, 0) pause(30) eob // $EF897C L_EF897C: sound(43) battle_anim(0, 25) pause(45) battle_anim(44, 0) pause(57) eob // $EF898C L_EF898C: sound(76) battle_anim(0, 26) pause(45) battle_anim(44, 0) pause(33) eob // $EF899C L_EF899C: sound(44) battle_anim(0, 23) pause(60) battle_anim(43, 0) pause(70) eob // $EF89AC L_EF89AC: sound(79) battle_anim(0, 24) pause(60) battle_anim(43, 0) pause(70) eob // $EF89BC L_EF89BC: pause(20) sound(45) battle_anim(0, 2) pause(20) battle_anim(47, 0) pause(76) eob // $EF89CE L_EF89CE: pause(20) sound(80) battle_anim(0, 3) pause(40) battle_anim(47, 0) pause(128) eob // $EF89E0 L_EF89E0: newline sound(28) "•{user} prayed" linebreak " with her whole heart!" prompt2 eob // $EF89FE L_EF89FE: newline sound(25) "•{user} made a" linebreak " loud rumble!" prompt2 eob // $EF8A18 L_EF8A18: newline sound(25) "•{user} gave you" linebreak " a great big hug." prompt2 eob // $EF8A33 L_EF8A33: newline sound(25) "•{user} let loose" linebreak " with a hacking cough." prompt2 eob // $EF8A52 L_EF8A52: newline sound(25) "•{user} used" linebreak " " call(TEXT_AttackerPossessive) " misery attack!" prompt2 eob // $EF8A6F L_EF8A6F: newline sound(25) "•{user} utilized a" linebreak " paint attack!" prompt2 eob // $EF8A8C L_EF8A8C: newline sound(25) "•{user} came out" linebreak " swinging!" prompt2 eob // $EF8AA3 L_EF8AA3: newline sound(25) "•{user} scratched" linebreak " with its claws!" prompt2 eob // $EF8AC2 L_EF8AC2: newline sound(25) "•{user} pecked" linebreak " at your eyes!" prompt2 eob // $EF8ADD L_EF8ADD: newline sound(25) "•{user} rammed and trampled you!" prompt2 eob // $EF8AF8 L_EF8AF8: newline sound(25) "•{user} threw" linebreak " a punch!" prompt2 eob // $EF8B11 L_EF8B11: newline sound(25) "•{user} spit" linebreak " its pumpkin seeds!" prompt2 eob // $EF8B2F L_EF8B2F: newline sound(25) "•{user} fired" linebreak " a beam!" sound(77) prompt2 pause(1) eob // $EF8B4A L_EF8B4A: newline sound(25) "•{user} jabbed" linebreak " with a spear!" prompt2 eob // $EF8B65 L_EF8B65: newline sound(25) "•{user} stomped" linebreak " with " call(TEXT_AttackerPossessive) " huge foot!" prompt2 eob // $EF8B89 L_EF8B89: newline sound(25) "•{user} swung" linebreak " his hula hoop." sound(26) prompt2 eob // $EF8BA8 L_EF8BA8: newline sound(25) "•{user} charged" linebreak " forward!" prompt2 eob // $EF8BC0 L_EF8BC0: newline sound(25) "•{user} shredded" linebreak " fiercely on a skateboard!" prompt2 eob // $EF8BE8 L_EF8BE8: newline sound(25) "•{user} bit you" linebreak " hard!" prompt2 eob // $EF8BFB L_EF8BFB: newline sound(25) "•{user} grumbled" linebreak " about today's youth!" sound(84) prompt2 eob // $EF8C1D L_EF8C1D: newline sound(25) "•{user} started" linebreak " lecturing you!" sound(84) prompt2 eob // $EF8C3A L_EF8C3A: newline sound(25) "•{user} scowled" linebreak " sharply!" sound(84) prompt2 eob // $EF8C58 L_EF8C58: newline sound(25) "•{user} vented" linebreak " a terrible odor!" prompt2 eob // $EF8C75 L_EF8C75: newline sound(25) "•{user} shouted" linebreak " in a loud voice!" prompt2 eob // $EF8C92 L_EF8C92: newline sound(25) "•{user} shrieked a war cry!" prompt2 eob // $EF8CAC L_EF8CAC: newline sound(25) "•{user} knitted" linebreak " its brow!" prompt2 eob // $EF8CC7 L_EF8CC7: rand_range(3) switch(L_EF8CFB, L_EF8D17, L_EF8D2F) goto(L_EF8CDD) // $EF8CDD L_EF8CDD: newline sound(25) "•{user} lost" linebreak " a gear and some bolts!" prompt2 eob // $EF8CFB L_EF8CFB: newline sound(25) "•{user} re-applied" linebreak " a bandage!" prompt2 eob // $EF8D17 L_EF8D17: newline sound(25) "•{user} cleaned" linebreak " the area!" prompt2 eob // $EF8D2F L_EF8D2F: newline sound(25) "•{user} wanted to go" linebreak " and get a battery!" prompt2 eob // $EF8D4C L_EF8D4C: newline "•{user} ate a" linebreak " bologne sandwich!" sound(68) next call(L_EF69A1) eob // $EF8D72 L_EF8D72: newline sound(25) "•{user} shot a" linebreak " beam`that`causes`night-time`stuffiness!" prompt2 eob // $EF8D9F L_EF8D9F: newline sound(25) "•{user} emitted" linebreak " a pale green light!" prompt2 eob // $EF8DC1 L_EF8DC1: newline sound(25) "•{user} coiled" linebreak " around you and attacked!" prompt2 eob // $EF8DDE L_EF8DDE: newline "•All of a sudden," next "•{user} gave off" linebreak " a rainbow of colors!" sound(65) battle_anim(40, 0) pause(30) sound(65) battle_anim(40, 0) pause(30) sound(65) battle_anim(40, 0) pause(30) eob // $EF8E27 L_EF8E27: newline "•{user}" get_action_argument swap " used the" linebreak " {itemname(REG_ARGUMENT)}!" prompt2 eob // $EF8E3C L_EF8E3C: newline "•{user}" get_action_argument swap " used the" linebreak " {itemname(REG_ARGUMENT)}!{pause(30)}" sound(54) pause(30) battle_anim(0, 1) pause(60) prompt2 eob // $EF8E5E L_EF8E5E: newline "•{user}" get_action_argument swap " used the" linebreak " {itemname(REG_ARGUMENT)}!{pause(30)}" sound(59) battle_anim(0, 4) pause(60) prompt2 eob // $EF8E7E L_EF8E7E: newline "•{user}" get_action_argument swap " used the" linebreak " {itemname(REG_ARGUMENT)}!{pause(30)}" sound(59) battle_anim(0, 30) pause(60) prompt2 eob // $EF8E9E L_EF8E9E: newline "•{user}" get_action_argument swap " used the" linebreak " {itemname(REG_ARGUMENT)}!{pause(30)}" sound(99) battle_anim(0, 27) pause(60) prompt2 eob // $EF8EBE L_EF8EBE: newline sound(25) "•{user} discharged" linebreak " a very stinky gas!" prompt2 eob // $EF8EE2 L_EF8EE2: call(L_C9EE2F) pause(40) window_clear "•You cannot grasp the true form" linebreak " of {user}' attack!" battle_anim(49, 0) battle_anim(54, 0) sound(81) pause(40) sound(81) eob // $EF8F17 L_EF8F17: call(L_C9EE68) window_clear "•You cannot grasp the true form" linebreak " of {user}' attack!" battle_anim(49, 0) battle_anim(54, 0) sound(81) pause(40) sound(81) eob // $EF8F4A L_EF8F4A: call(L_C9EE2F) pause(40) window_clear call(L_C9EE2F) pause(40) window_clear call(L_C9EE2F) pause(40) window_clear "•You cannot grasp the true form" linebreak " of {user}' attack!" battle_anim(49, 0) battle_anim(54, 0) sound(81) pause(40) sound(81) eob // $EF8F91 L_EF8F91: call(L_C9EE2F) pause(40) window_clear call(L_C9EE2F) pause(40) window_clear call(L_C9EE2F) pause(40) window_clear eob // $EF8FAD L_EF8FAD: check_party_size(2) goto_true(L_EF8FC9) get_char(2) has_status(result, PERSISTENT, KO) goto_true(L_EF8FC9) " each." eob // $EF8FC9 L_EF8FC9: "." eob // $EF8FCB L_EF8FCB: goto_ifset(MOONSIDE_ENRAGED_FIRE_PLUG_DEFEATED, L_C7C588) window_closeall start_battle(438) goto_true(L_C77EFF) set(MOONSIDE_ENRAGED_FIRE_PLUG_DEFEATED) pause(1) eob // $EF8FE4 Npc1363: goto_ifset(MOONSIDE_CAFE_ROBO_PUMP_DEFEATED, L_C7C588) window_closeall start_battle(439) goto_true(L_C77EFF) set(MOONSIDE_CAFE_ROBO_PUMP_DEFEATED) pause(1) set_npc_movement(1363, 635) eob // $EF9003 Npc1371: goto_ifset(MOONSIDE_MUSEUM_ROBO_PUMP_DEFEATED, L_C7C588) window_closeall start_battle(439) goto_true(L_C77EFF) set(MOONSIDE_MUSEUM_ROBO_PUMP_DEFEATED) pause(1) set_npc_movement(1371, 635) eob // $EF9022 Npc1366: goto_ifset(MOONSIDE_HOSPITAL_ABSTRACT_ART_DEFEATED, L_C7C588) window_closeall start_battle(440) goto_true(L_C77EFF) set(MOONSIDE_HOSPITAL_ABSTRACT_ART_DEFEATED) pause(1) set_npc_movement(1366, 635) eob // $EF9041 L_EF9041: goto_ifset(GUARDIAN_HIEROGLYPH_1_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_1_DEFEATED) pause(1) set_npc_movement(1166, 635) eob // $EF9060 L_EF9060: goto_ifset(GUARDIAN_HIEROGLYPH_2_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_2_DEFEATED) pause(1) set_npc_movement(1167, 635) eob // $EF907F Npc1168: goto_ifset(GUARDIAN_HIEROGLYPH_3_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_3_DEFEATED) pause(1) set_npc_movement(1168, 635) eob // $EF909E Npc1169: goto_ifset(GUARDIAN_HIEROGLYPH_4_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_4_DEFEATED) pause(1) set_npc_movement(1169, 635) eob // $EF90BD Npc1172: goto_ifset(GUARDIAN_HIEROGLYPH_5_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_5_DEFEATED) pause(1) set_npc_movement(1172, 635) eob // $EF90DC Npc1173: goto_ifset(GUARDIAN_HIEROGLYPH_6_DEFEATED, L_C7C588) start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_6_DEFEATED) pause(1) set_npc_movement(1173, 635) eob // $EF90F9 Npc1174: goto_ifset(GUARDIAN_HIEROGLYPH_7_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_7_DEFEATED) pause(1) set_npc_movement(1174, 635) eob // $EF9118 Npc1176: goto_ifset(GUARDIAN_HIEROGLYPH_8_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_8_DEFEATED) pause(1) set_npc_movement(1176, 635) eob // $EF9137 Npc1178: goto_ifset(GUARDIAN_HIEROGLYPH_9_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_9_DEFEATED) pause(1) set_npc_movement(1178, 635) eob // $EF9156 Npc1181: goto_ifset(GUARDIAN_HIEROGLYPH_10_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_10_DEFEATED) pause(1) set_npc_movement(1181, 635) eob // $EF9175 Npc1182: goto_ifset(GUARDIAN_HIEROGLYPH_11_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_11_DEFEATED) pause(1) set_npc_movement(1182, 635) eob // $EF9194 Npc1183: goto_ifset(GUARDIAN_HIEROGLYPH_12_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_12_DEFEATED) pause(1) set_npc_movement(1183, 635) eob // $EF91B3 Npc1185: goto_ifset(GUARDIAN_HIEROGLYPH_13_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_13_DEFEATED) pause(1) set_npc_movement(1185, 635) eob // $EF91D2 Npc1186: goto_ifset(GUARDIAN_HIEROGLYPH_14_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_14_DEFEATED) pause(1) set_npc_movement(1186, 635) eob // $EF91F1 Npc1188: goto_ifset(GUARDIAN_HIEROGLYPH_15_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_15_DEFEATED) pause(1) set_npc_movement(1188, 635) eob // $EF9210 Npc1189: goto_ifset(GUARDIAN_HIEROGLYPH_16_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_16_DEFEATED) pause(1) set_npc_movement(1189, 635) eob // $EF922F Npc1190: goto_ifset(GUARDIAN_HIEROGLYPH_17_DEFEATED, L_C7C588) window_closeall start_battle(443) goto_true(L_C77EFF) set(GUARDIAN_HIEROGLYPH_17_DEFEATED) pause(1) set_npc_movement(1190, 635) eob // $EF924E Npc1170: goto_ifset(LETHAL_ASP_HIEROGLYPH_1_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_1_DEFEATED) pause(1) set_npc_movement(1170, 635) eob // $EF926D Npc1171: goto_ifset(LETHAL_ASP_HIEROGLYPH_2_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_2_DEFEATED) pause(1) set_npc_movement(1171, 635) eob // $EF928C Npc1175: goto_ifset(LETHAL_ASP_HIEROGLYPH_3_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_3_DEFEATED) pause(1) set_npc_movement(1175, 635) eob // $EF92AB Npc1177: goto_ifset(LETHAL_ASP_HIEROGLYPH_4_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_4_DEFEATED) pause(1) set_npc_movement(1177, 635) eob // $EF92CA Npc1179: goto_ifset(LETHAL_ASP_HIEROGLYPH_5_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_5_DEFEATED) pause(1) set_npc_movement(1179, 635) eob // $EF92E9 Npc1184: goto_ifset(LETHAL_ASP_HIEROGLYPH_6_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_6_DEFEATED) pause(1) set_npc_movement(1184, 635) eob // $EF9308 Npc1187: goto_ifset(LETHAL_ASP_HIEROGLYPH_7_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_7_DEFEATED) pause(1) set_npc_movement(1187, 635) eob // $EF9327 Npc1191: goto_ifset(LETHAL_ASP_HIEROGLYPH_8_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_8_DEFEATED) pause(1) set_npc_movement(1191, 635) eob // $EF9346 Npc1192: goto_ifset(LETHAL_ASP_HIEROGLYPH_9_DEFEATED, L_C7C588) window_closeall start_battle(444) goto_true(L_C77EFF) set(LETHAL_ASP_HIEROGLYPH_9_DEFEATED) pause(1) set_npc_movement(1192, 635) eob // $EF9365 Npc0678: goto_ifset(BRICK_ROAD_DUNGEON_DUCK_1_DEFEATED, L_C7C588) window_closeall start_battle(445) goto_true(L_C77EFF) set(BRICK_ROAD_DUNGEON_DUCK_1_DEFEATED) pause(1) set_npc_movement(678, 635) eob // $EF9384 Npc0679: goto_ifset(BRICK_ROAD_DUNGEON_DUCK_2_DEFEATED, L_C7C588) window_closeall start_battle(445) goto_true(L_C77EFF) set(BRICK_ROAD_DUNGEON_DUCK_2_DEFEATED) pause(1) set_npc_movement(679, 635) eob // $EF93A3 Npc0680: goto_ifset(BRICK_ROAD_DUNGEON_PROTOPLASM_1_DEFEATED, L_C7C588) window_closeall start_battle(446) goto_true(L_C77EFF) set(BRICK_ROAD_DUNGEON_PROTOPLASM_1_DEFEATED) pause(1) set_npc_movement(680, 635) eob // $EF93C2 Npc0681: goto_ifset(BRICK_ROAD_DUNGEON_PROTOPLASM_2_DEFEATED, L_C7C588) window_closeall start_battle(446) goto_true(L_C77EFF) set(BRICK_ROAD_DUNGEON_PROTOPLASM_2_DEFEATED) pause(1) set_npc_movement(681, 635) eob // $EF93E1 Npc0682: goto_ifset(BRICK_ROAD_DUNGEON_MOUSE_1_DEFEATED, L_C7C588) window_closeall start_battle(447) goto_true(L_C77EFF) set(BRICK_ROAD_DUNGEON_MOUSE_1_DEFEATED) pause(1) set_npc_movement(682, 635) eob // $EF9400 Npc0683: goto_ifset(BRICK_ROAD_DUNGEON_MOUSE_2_DEFEATED, L_C7C588) window_closeall start_battle(447) goto_true(L_C77EFF) set(BRICK_ROAD_DUNGEON_MOUSE_2_DEFEATED) pause(1) set_npc_movement(683, 635) eob // $EF941F Npc0672: goto_ifset(STARMAN_DX_ABSENT, L_C7C588) call(L_C6CFC5) window_closeall start_battle(466) goto_true(L_C77EFF) set(STARMAN_DX_ABSENT) pause(1) set_npc_movement(672, 635) call(L_C92BE3) eob // $EF9448 Npc1180: goto_ifset(GUARDIAN_GENERAL_DEFEATED, L_C7C588) window_closeall start_battle(468) goto_true(L_C77EFF) set(GUARDIAN_GENERAL_DEFEATED) pause(1) set_npc_movement(1180, 635) eob // $EF9467 Npc1354: goto_ifset(SEA_OF_EDEN_KRAKEN_1_DEFEATED, L_C7C588) window_closeall start_battle(467) goto_true(L_C77EFF) set(SEA_OF_EDEN_KRAKEN_1_DEFEATED) pause(1) set_npc_movement(1354, 635) eob // $EF9486 Npc1355: goto_ifset(SEA_OF_EDEN_KRAKEN_2_DEFEATED, L_C7C588) window_closeall start_battle(467) goto_true(L_C77EFF) set(SEA_OF_EDEN_KRAKEN_2_DEFEATED) pause(1) set_npc_movement(1355, 635) eob // $EF94A5 Npc1356: goto_ifset(SEA_OF_EDEN_KRAKEN_3_DEFEATED, L_C7C588) window_closeall start_battle(467) goto_true(L_C77EFF) set(SEA_OF_EDEN_KRAKEN_3_DEFEATED) pause(1) set_npc_movement(1356, 635) eob // $EF94C4 Npc1039: goto_ifset(SHATTERED_MAN_1_DEFEATED, L_C7C588) window_closeall start_battle(442) goto_true(L_C77EFF) set(SHATTERED_MAN_1_DEFEATED) pause(1) set_npc_movement(1039, 635) eob // $EF94E3 Npc1040: goto_ifset(SHATTERED_MAN_2_DEFEATED, L_C7C588) window_closeall start_battle(442) goto_true(L_C77EFF) set(SHATTERED_MAN_2_DEFEATED) pause(1) set_npc_movement(1040, 635) eob // $EF9502 Npc0590: goto_ifset(MINI_BARF_DEFEATED, L_C7C588) window_open(1) call(L_EF681A) window_closeall start_battle(482) goto_true(L_C77EFF) call(L_EF68D7) set(MINI_BARF_DEFEATED) pause(1) set_npc_movement(590, 635) eob // $EF952E Npc0436: goto_ifset(CARPAINTER_DEFEATED, L_EF9737) goto_ifset(GOT_FRANKLIN_BADGE, L_EF970F) goto_ifset(TEMP_10, L_EF95A3) "•...Who?..." next "•...Are you {name(NESS)}?" next "•{name(NESS)}! I'm so glad it's you." next "•I had a dream that a boy named {name(NESS)} was my destiny." next "•I know it's hard to believe." next // $EF95A3 L_EF95A3: "•Therefore,{pause(15)} I knew you would rescue me." next "•If you didn't come,{pause(15)} I would have had to try to bust out of here." next "•You can't open the door." next "•You'll have to get the key from Carpainter. He's got it hidden away." next "•I heard Carpainter can control lightning." next "•In that case,{pause(15)} you should wear this {itemname(FRANKLIN_BADGE)}, okay?" notfull(any) goto_false(L_EF96D3) give_return_slot(result, FRANKLIN_BADGE) call(SUB_KeyItemGet) next set(GOT_FRANKLIN_BADGE) set(POKEY_OUTSIDE_PAULA_CABIN) unset(PAULA_TELEPATHY_DREAM_1) unset(PAULA_TELEPATHY_DREAM_2) "•I'll wait here until you return." next "•Come back here and get me out once you defeat Carpainter." next "•Don't worry about me, just kick butt like I know you can!" wait set(ENEMY_SUPPRESS) set_oss_flag eob // $EF96D3 L_EF96D3: sound(5) "•What--{pause(15)}do you want to get fried by lightning?" next "•Get rid of something so I can give you the {itemname(FRANKLIN_BADGE)}." wait linebreak set(TEMP_10) eob // $EF970F L_EF970F: "•If you didn't come,{pause(15)} I would have had to try to bust out of here." next eob // $EF9737 L_EF9737: "•{name(NESS)}! You got the key!" next "•Are you hurt?" linebreak add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_EF976B, L_EF976B) // $EF976B L_EF976B: "•I'm sorry for all the trouble I've caused you." end // $EF9785 Npc0449: "•(Cross bridge to Happy-Happy Village)" end // $EF97A2 Npc0451: goto_ifset(CONQUERED_SANCTUARY_2, L_C7C588) counter(1) call(CHECK_PMemberIncapacitated) goto_true(L_C690A6) music(155) "•You finally got here." next "•This is the second “Your Sanctuary” location.{pause(20)} But it's mine now." next "•Take it from me,{pause(30)} if you dare..." prompt2 call(L_C68410) goto_true(L_C683DE) delete_npc(451, 8) pause(120) set(CONQUERED_SANCTUARY_2) eob // $EF981C Npc0444: call(L_C900F9) eob // $EF9822 Npc0443: "•I wonder who made the bridge impassable?" next "•Why would someone do this?{pause(15)} Crud..." end // $EF9857 Npc0448: "•(I'm not an enemy." next "•I'm just a regular mole." next "•Would you like to know about how to survive battles?)" next add_option("Yes") " " add_option("No") build_menu_horizontal(2) menu clearline switch(L_EF98D3, L_EF98AD) // $EF98AD L_EF98AD: "•(Well, you seem to know a lot already, even if you don't look like it.)" end // $EF98D3 L_EF98D3: "•(You may have noticed that,{pause(15)} when you have been badly hurt in battle," next "•you may survive a mortal attack and still have 1 HP.{pause(20)} If this has happened," next "•it was because of your Guts.{pause(20)} Your survival may depend on your Guts level." next "•Also,{pause(15)} more Guts helps you get more SMAAAAASHing hits." next "•Beyond Guts,{pause(15)} you should have noticed that it takes some time" next "•for damage to be taken from you." next "•This is because of the rolling action of your HP meter.{pause(15)} Oops!{pause(20)} I mean your life." next "•If an enemy deals mortal damage to you,{pause(15)} but you defeat all enemies" next "•before your life is gone,{pause(15)} you survive.{pause(30)} This is all I know.)" end // $EF9A47 L_EF9A47: newline sound(25) "•{user} called" linebreak " for help!" sound(72) prompt2 eob // $EF9A5E L_EF9A5E: sound(25) newline "•{user} sowed" linebreak " some seeds around itself!" sound(72) prompt2 eob // $EF9A7E L_EF9A7E: newline sound(25) "•{user} exploded" linebreak " into bits!" sound(91) prompt2 pause(30) eob // $EF9A9E L_EF9A9E: newline sound(25) "•{user} burst" linebreak " into flames!" sound(75) prompt2 pause(30) eob // $EF9ABB L_EF9ABB: newline "•{user}" get_action_argument goto_false(L_EF9AE8) swap " stole a {itemname(REG_ARGUMENT)}" next " in the confusion of the battle!" prompt2 eob // $EF9AE8 L_EF9AE8: " tried to" linebreak " steal something, but failed!" prompt2 eob // $EF9B02 L_EF9B02: newline sound(25) "•{user} froze" linebreak " you in time!" music(4) prompt2 pause(1) eob // $EF9B20 L_EF9B20: newline sound(25) "•{user} glared" linebreak " with its eerie eyes!" prompt2 pause(1) eob // $EF9B43 L_EF9B43: sound(25) newline "•{user} generated" linebreak " a mysterious electric field!" sound(77) prompt2 pause(1) eob // $EF9B73 L_EF9B73: newline sound(25) "•{user} stumbled, but fired a strange beam." sound(77) prompt2 pause(1) eob // $EF9B96 L_EF9B96: newline sound(25) "•{user} burped" linebreak " and blew his nauseating breath at you!" sound(78) prompt2 pause(1) eob // $EF9BC3 L_EF9BC3: newline sound(25) "•{user} stung" linebreak " with its poison stinger!" prompt2 pause(1) eob // $EF9BE6 L_EF9BE6: newline sound(25) "•{user} gave" linebreak " the kiss of death!" prompt2 pause(1) eob // $EF9C02 L_EF9C02: newline sound(25) "•{user} exhaled" linebreak " " call(TEXT_AttackerPossessive) " arctic-cold breath!" sound(81) prompt2 pause(1) eob // $EF9C30 L_EF9C30: newline sound(25) "•{user} scattered" linebreak " some spores!" sound(82) prompt2 pause(1) eob // $EF9C51 L_EF9C51: newline sound(25) "•{user} tried to" linebreak " possess you in a frightening manner." sound(96) prompt2 pause(1) eob // $EF9C7E L_EF9C7E: newline sound(25) "•{user} sprinkled around some wonderful-smelling powder." sound(82) prompt2 pause(1) eob // $EF9CAD L_EF9CAD: newline sound(25) "•{user} scattered" linebreak " some mold spores!" sound(82) prompt2 pause(1) eob // $EF9CD1 L_EF9CD1: newline sound(25) "•{user} employed" linebreak " a binding attack!" prompt2 pause(1) eob // $EF9CF1 L_EF9CF1: newline sound(25) "•{user} spit out a sticky mucus!" sound(81) prompt2 pause(1) eob // $EF9D14 L_EF9D14: newline sound(25) "•{user} spewed" linebreak " “Fly Honey” out of his mouth!" sound(81) prompt2 pause(1) eob // $EF9D3E L_EF9D3E: newline sound(25) "•{user} shot" linebreak " spider silk out of its body!" prompt2 eob // $EF9D62 L_EF9D62: newline sound(25) "•{user} said" linebreak " something really scary!" sound(84) prompt2 pause(1) eob // $EF9D81 L_EF9D81: newline sound(25) "•{user} did" linebreak " something very mysterious!" sound(85) prompt2 pause(1) eob // $EF9DA1 L_EF9DA1: newline sound(25) "•{user} disrupted" linebreak " your senses!" prompt2 eob // $EF9DBD L_EF9DBD: newline sound(25) "•{user} is" linebreak " sizing up the situation!" prompt2 eob // $EF9DDA L_EF9DDA: newline sound(25) "•{user} exhaled" linebreak " a blast of stinky breath!" sound(92) prompt2 pause(1) eob // $EF9E05 L_EF9E05: newline sound(25) "•{user} summoned" linebreak " a storm!" sound(86) prompt2 pause(1) eob // $EF9E22 L_EF9E22: newline sound(25) "•{user} spilled" linebreak " some scalding hot espresso!" prompt2 eob // $EF9E47 L_EF9E47: newline sound(25) "•{user} played" linebreak " a haunting melody!" prompt2 pause(1) eob // $EF9E69 L_EF9E69: newline sound(25) "•{user} dispensed" linebreak " an extinguishing blast!" sound(88) prompt2 pause(1) eob // $EF9E92 L_EF9E92: newline sound(25) "•{user} used a" linebreak " Crashing Boom Bang attack!" prompt2 eob // $EF9EB4 L_EF9EB4: newline sound(25) "•{user} shot out" linebreak " a spray of fire!" sound(75) prompt2 pause(1) eob // $EF9ED7 L_EF9ED7: newline sound(25) "•{user} breathed" linebreak " fire!" sound(75) prompt2 pause(1) eob // $EF9EF4 L_EF9EF4: store_registers newline can_use_exit_mouse goto_false(L_EF9F9F) goto_ifset(EXIT_MOUSE_ASLEEP, L_EF9FE2) isset(PIZZA_DELIVERY) goto_true(L_EFA002) isset(ESCARGO_EXPRESS_DELIVERY) goto_true(L_EFA07E) isset(ESCARGO_EXPRESS_PICK_UP) goto_true(L_EFA07E) isset(FOR_SALE_SIGN_CUSTOMER_1) goto_true(L_EFA029) isset(FOR_SALE_SIGN_CUSTOMER_2) goto_true(L_EFA029) isset(FOR_SALE_SIGN_CUSTOMER_3) goto_true(L_EFA029) isset(FOR_SALE_SIGN_CUSTOMER_4) goto_true(L_EFA029) isset(MACH_PIZZA_ZOMBIE_PAPER_DELIVERY) goto_true(L_EFA002) isset(ESCARGO_EXPRESS_PENCIL_ERASER_DELIVERY) goto_true(L_EFA07E) isset(ESCARGO_EXPRESS_HAWK_EYE_DELIVERY) goto_true(L_EFA07E) goto_ifset(EXIT_MOUSE_DISAGREEABLE, L_EFA0B7) set_oss_flag "•(The mouse found the way out and waved for you to follow.)" prompt2 warp_exit_mouse load_registers take_slot(argument, 0) unset(HAS_EXIT_MOUSE) reset_oss_flag call(L_C7DE60) eob // $EF9F9F L_EF9F9F: "•(The Exit Mouse cannot do its job" next "•unless it is in a hole, cave, or some place with an exit!)" end // $EF9FE2 L_EF9FE2: "•(At this point in time, the mouse is fast asleep.)" end // $EFA002 L_EFA002: "•You shouldn't let the mouse go until the pizza has arrived." end // $EFA029 L_EFA029: "•If you release the mouse now, it might be stepped on by the approaching customer." next "•So... it's not a good idea to release the mouse now." end // $EFA07E L_EFA07E: "•Please stick around until Escargo Express arrives." next "•So... do not use the Exit Mouse!" eob // $EFA0B7 L_EFA0B7: "•For some reason, the exit mouse isn't being agreeable." end // $EFA0DC L_EFA0DC: swap "•{name(argument)} read the hieroglyphs." next "•“To fight against the invaders, we built this pyramid fortress." next "•However, our efforts were futile, and we lost." next "•Nonetheless, our pyramid was protected by the gods of Scaraba." next "•The invaders will be reborn every millennium and will attack again." next "•Even now, the invaders hide beyond space and time and build their evil stronghold." next "•A place out of time is beyond the Dark, and is even farther beyond the Lost Underworld." next "•The Deep Darkness is shrouded, it is without light." next "•Only one with the {itemname(HAWK_EYE)} can pierce the dark." next "•The Sphinx now watches over everything," next "•waiting for the coming of a truly brave hero." next "• #" linebreak " 4 3" linebreak " 2 5" next "•Dance in front of the Sphinx!”" end // $EFA2AB L_EFA2AB: try_show_map goto_false(L_EFA2B5) eob // $EFA2B5 L_EFA2B5: "•This town is not shown on the map." end // $EFA2C9 Npc0147: goto_ifset(ENTERTAINERS_SHACK_UNLOCKED, L_EFA2D5) call(L_C6FB20) // $EFA2D5 L_EFA2D5: eob // $EFA2D6 L_EFA2D6: store_registers get_inventory(result, 0) swap result_is(170) goto_false(L_C6FB5D) call(L_C6FB33) load_registers take_slot(argument, 0) delete_npc(147, 6) set(ENTERTAINERS_SHACK_UNLOCKED) eob // $EFA2FA L_EFA2FA: set(ENEMY_SUPPRESS) create_sprite(106, 145, 1) camera_focus_sprite(106) unfreeze_char(all) wait_movement hide_char(all, 6) music(83) music_switching_off unfocus_camera freeze_char(all) create_sprite(162, 139, 1) wait_movement unfreeze_npc(623) wait_movement warp(174) create_sprite(209, 146, 1) pause(1) camera_focus_sprite(209) unfreeze_char(all) pause(1) wait_movement unfocus_camera freeze_char(all) party_add(NESS) party_add(PAULA) party_remove(JEFF) warp(77) create_sprite(13, 176, 1) pause(60) delete_sprite(13, 6) create_sprite(3, 177, 1) pause(1) freeze_sprite(3) window_open(1) unset(ENEMY_SUPPRESS) goto(L_C884D0) // $EFA379 L_EFA379: eob // $EFA3B6 L_EFA3B6: text_pos(8, 0) "Level:" text_pos(44, 3) "Hit Points:" text_pos(23, 4) "Psychic Points:" text_pos(10, 5) "Experience Points:" text_pos(57, 6) "Exp. for next level." text_pos(156, 0) "Offense:" text_pos(155, 1) "Defense:" text_pos(164, 2) "Speed:" text_pos(170, 3) "Guts:" text_pos(159, 4) "Vitality:" text_pos(182, 5) "IQ:" text_pos(170, 6) "Luck:" eob // $EFA460 L_EFA460: text_pos(0, 0) "⯈A⯈B⯈C⯈D⯈E⯈F⯈G⯈H⯈I" text_pos(22, 0) "⯈-⯈#" text_pos(0, 1) "⯈J⯈K⯈L⯈M⯈N⯈O⯈P⯈Q⯈R" text_pos(22, 1) "⯈'⯈~" text_pos(0, 2) "⯈S⯈T⯈U⯈V⯈W⯈X⯈Y⯈Z⯈ " text_pos(22, 2) "⯈.⯈/" text_pos(0, 3) "⯈0⯈1⯈2⯈3⯈4⯈5⯈6⯈7⯈8⯈9" text_pos(22, 3) "⯈!⯈♪" text_pos(22, 4) "⯈?⯈○" eob // $EFA4E3 L_EFA4E3: text_pos(0, 0) "⯈a⯈b⯈c⯈d⯈e⯈f⯈g⯈h⯈i" text_pos(22, 0) "⯈-⯈#" text_pos(0, 1) "⯈j⯈k⯈l⯈m⯈n⯈o⯈p⯈q⯈r" text_pos(22, 1) "⯈'⯈~" text_pos(0, 2) "⯈s⯈t⯈u⯈v⯈w⯈x⯈y⯈z⯈ " text_pos(22, 2) "⯈.⯈/" text_pos(0, 3) "⯈0⯈1⯈2⯈3⯈4⯈5⯈6⯈7⯈8⯈9" text_pos(22, 3) "⯈!⯈♪" text_pos(22, 4) "⯈?⯈○" eob // $EFA566 L_EFA566: text_pos(0, 0) "⯈A⯈B⯈C⯈D⯈E⯈F⯈G⯈H⯈I" text_pos(22, 0) "⯈-⯈#" text_pos(0, 1) "⯈J⯈K⯈L⯈M⯈N⯈O⯈P⯈Q⯈R" text_pos(22, 1) "⯈'⯈~" text_pos(0, 2) "⯈S⯈T⯈U⯈V⯈W⯈X⯈Y⯈Z⯈ " text_pos(22, 2) "⯈.⯈/" text_pos(0, 3) "⯈0⯈1⯈2⯈3⯈4⯈5⯈6⯈7⯈8⯈9" text_pos(22, 3) "⯈!⯈♪" text_pos(22, 4) "⯈?⯈○" eob // $EFA5E9 L_EFA5E9: text_pos(0, 0) "⯈a⯈b⯈c⯈d⯈e⯈f⯈g⯈h⯈i" text_pos(22, 0) "⯈-⯈#" text_pos(0, 1) "⯈j⯈k⯈l⯈m⯈n⯈o⯈p⯈q⯈r" text_pos(22, 1) "⯈'⯈~" text_pos(0, 2) "⯈s⯈t⯈u⯈v⯈w⯈x⯈y⯈z⯈ " text_pos(22, 2) "⯈.⯈/" text_pos(0, 3) "⯈0⯈1⯈2⯈3⯈4⯈5⯈6⯈7⯈8⯈9" text_pos(22, 3) "⯈!⯈♪" text_pos(22, 4) "⯈?⯈○" eob // $EFA66C L_EFA66C: text_pos(0, 4) "⯈CAPITAL" text_pos(7, 4) "⯈small" text_pos(0, 6) "⯈Don't Care" text_pos(17, 6) "⯈Backspace" text_pos(25, 6) "⯈OK" eob // $EFA6A7 L_EFA6A7: text_pos(0, 4) "⯈CAPITAL" text_pos(7, 4) "⯈small" text_pos(17, 6) "⯈Backspace" text_pos(25, 6) "⯈OK" eob // $EFA6EB L_EFA6EB: eob // $EFA6EC L_EFA6EC: window_closeall create_sprite(106, 355, 1) pause(1) camera_focus_sprite(106) unfreeze_char(all) create_sprite(106, 36, 1) wait_movement unfocus_camera delete_sprite(106, 6) eob