summaryrefslogtreecommitdiff
path: root/npc/new_38-1-woodland-mine
diff options
context:
space:
mode:
Diffstat (limited to 'npc/new_38-1-woodland-mine')
-rw-r--r--npc/new_38-1-woodland-mine/angus.txt19
-rw-r--r--npc/new_38-1-woodland-mine/books.txt18
-rw-r--r--npc/new_38-1-woodland-mine/caul.txt479
-rw-r--r--npc/new_38-1-woodland-mine/miners.txt15
-rw-r--r--npc/new_38-1-woodland-mine/monsters.txt14
-rw-r--r--npc/new_38-1-woodland-mine/passages.txt12
-rw-r--r--npc/new_38-1-woodland-mine/receptionist.txt65
7 files changed, 622 insertions, 0 deletions
diff --git a/npc/new_38-1-woodland-mine/angus.txt b/npc/new_38-1-woodland-mine/angus.txt
new file mode 100644
index 00000000..7be183f4
--- /dev/null
+++ b/npc/new_38-1-woodland-mine/angus.txt
@@ -0,0 +1,19 @@
+// Angus the craftsman
+
+new_38-1.gat,31,39,0 script Angus 147,{
+ set @honorific$, "lad";
+ if (Sex == 0) set @honorific$, "lass";
+
+ if (Inspector == 10) goto L_NohMask;
+
+ mes "[Angus]";
+ mes "Angus is tinkering with some mechanical concoction.";
+ mes "\"It keeps breakin' left an' right... fortunat'ly I put in redundancies everywhere, but I haf' to keep repairin'.\"";
+ next;
+ close;
+
+L_NohMask:
+ mes "[Angus]";
+ mes "\"I'm sorry, " + @honorific$ + ", I truely am, but I stay in the town. One o' the miners might have heard something.\"";
+ close;
+}
diff --git a/npc/new_38-1-woodland-mine/books.txt b/npc/new_38-1-woodland-mine/books.txt
new file mode 100644
index 00000000..dfd4ecda
--- /dev/null
+++ b/npc/new_38-1-woodland-mine/books.txt
@@ -0,0 +1,18 @@
+//
+
+new_38-1.gat,112,19,0 script #Bookcase38 127,0,1{
+ if (Inspector == 11) goto L_NohMask;
+
+ mes "Looking over the bookcase, you find nothing strange or out of order.";
+ close;
+
+L_NohMask:
+ mes "Looking over the bookcase closely, you find a book is upside down.";
+ next;
+
+ mes "The book has been hollowed out. Inside is a theater mask and a note that you cannot even begin to read.";
+ next;
+
+ set Inspector, 12;
+ close;
+}
diff --git a/npc/new_38-1-woodland-mine/caul.txt b/npc/new_38-1-woodland-mine/caul.txt
new file mode 100644
index 00000000..99e316a1
--- /dev/null
+++ b/npc/new_38-1-woodland-mine/caul.txt
@@ -0,0 +1,479 @@
+//#################################################################################
+//#
+//# this script file contains the script for the NPC which allows the
+//# PCs to create potions from herbs.
+//#
+//# Participates in the monster oil subquest (cf. Nicholas' Setzer quest)
+//#
+//#################################################################################
+
+new_38-1.gat,37,22,0 script Caul 107,{
+ set @SETZER_INITIAL, 0;
+ set @SETZER_KNOWS_OIL, 1;
+ set @SETZER_KNOWS_STINGER, 2;
+ set @SETZER_FLAG_MADE_OIL, 4;
+
+ set @PEARL, 700;
+ set @SNAKE_SKIN, 641;
+ set @BLACK_STINGER, 709;
+ set @ASH_PILE, 701;
+ set @GOLDEN_STINGER, 706;
+ set @MONSTER_OIL, 707;
+ set @MONSTER_OIL_XP, 100000;
+
+ set @Q_MASK, NIBBLE_3_MASK;
+ set @Q_SHIFT, NIBBLE_3_SHIFT;
+
+ set @MAUVE, 680;
+ set @COBALT, 681;
+ set @GAMBOGE, 682;
+ set @ALIZARIN, 683;
+
+ set @Q_status, (QUEST_Forestbow_state & @Q_MASK) >> @Q_SHIFT;
+
+ mes "[Caul]";
+ mes "\"I can help you to brew healing potions out of mauve, cobalt, gamboge and alizarin herbs.";
+ mes "How many potions do you want to brew?\"";
+ next;
+
+
+ if (@Q_status && Inspector == 10)
+ menu
+ "One", L_1,
+ "Five", L_5,
+ "Ten", L_10,
+ "Fifty", L_50,
+ "I would like to brew monster oil.", L_monster_oil_start,
+ "Actually...", L_NohMask,
+ "Never mind", L_close;
+ if (@Q_status && Inspector != 10)
+ menu
+ "One", L_1,
+ "Five", L_5,
+ "Ten", L_10,
+ "Fifty", L_50,
+ "I would like to brew monster oil.", L_monster_oil_start,
+ "Never mind", L_close;
+ if (!@Q_status && Inspector == 10)
+ menu
+ "One", L_1,
+ "Five", L_5,
+ "Ten", L_10,
+ "Fifty", L_50,
+ "Actually...", L_NohMask,
+ "Never mind", L_close;
+ if (!@Q_status && Inspector != 10)
+ menu
+ "One", L_1,
+ "Five", L_5,
+ "Ten", L_10,
+ "Fifty", L_50,
+ "Never mind", L_close;
+
+L_1:
+ set @num, 1;
+ goto L_brew;
+
+L_5:
+ set @num, 5;
+ goto L_brew;
+
+L_10:
+ set @num, 10;
+ goto L_brew;
+
+L_50:
+ set @num, 50;
+ goto L_brew;
+
+
+L_brew:
+ mes "[Caul]";
+ mes "\"Now put " + @num + " herbs of each kind into the cauldron, stir, and concentrate all your mental energy on it.\"";
+ next;
+
+ if (countitem(@MAUVE) < @num) goto L_NotEnough;
+ if (countitem(@COBALT) < @num) goto L_NotEnough;
+ if (countitem(@GAMBOGE) < @num) goto L_NotEnough;
+ if (countitem(@ALIZARIN) < @num) goto L_NotEnough;
+
+ set @a, @num;
+ set @result1, 0;
+ set @result2, 0;
+ set @result3, 0;
+ set @result4, 0;
+
+L_CraftLoop:
+ set @throw, rand(readparam(bInt));
+ set @result, 1;
+ if (@throw >= 5) set @result, 2;
+ if (@throw >= 15) set @result, 3;
+ if (@throw >= 35) set @result, 4;
+
+ if (@result == 1) set @result1, @result1 + 1;
+ if (@result == 2) set @result2, @result2 + 1;
+ if (@result == 3) set @result3, @result3 + 1;
+ if (@result == 4) set @result4, @result4 + 1;
+
+ set @a, @a - 1;
+ if (@a > 0) goto L_CraftLoop;
+
+ delitem @MAUVE, @num;
+ delitem @COBALT, @num;
+ delitem @GAMBOGE, @num;
+ delitem @ALIZARIN, @num;
+
+ getitem 684, @result1;
+ getitem 685, @result2;
+ getitem 686, @result3;
+ getitem 687, @result4;
+
+ mes "[Caul]";
+ mes "\"Well done! You made:";
+ if (@result1 > 0) mes @result1 + " tiny potions";
+ if (@result2 > 0) mes @result2 + " small potions";
+ if (@result3 > 0) mes @result3 + " medium potions";
+ if (@result4 > 0) mes @result4 + " large potions";
+ mes "Come again.\"";
+ close;
+
+L_NotEnough:
+ mes "[Caul]";
+ mes "\"Oh, it seems like you don't have enough herbs. You can find herbs in deep forests.\"";
+ close;
+
+L_monster_oil_start:
+ mes "[Caul]";
+ mes "\"Monster oil? Hmm, I have heard of it, but I don't remember the precise recipe to make it...\"";
+ next;
+ if (@Q_status == @SETZER_KNOWS_OIL)
+ menu "OK, I'll ask around, perhaps someone else knows.", L_close;
+ if (@Q_status > @SETZER_KNOWS_OIL)
+ menu "Rauk told me the recipe.", L_monster_oil_knows_recipe;
+ close;
+
+L_monster_oil_knows_recipe:
+ mes "[Caul]";
+ mes "\"Ah, but of course! Yes, we should be able to brew that here. Except that... hmm. Pearl and three black scorpion stingers? This sounds very dangerous;";
+ mes "I fear that I will have to ask you to do this yourself.\"";
+ next;
+
+L_monster_oil_main_menu:
+ set @main_menu, 1;
+ menu
+ "What do you mean by 'dangerous'?", L_monster_oil_why_dangerous,
+ "What do I need, again?", L_monster_oil_ingredients,
+ "How does this work?", L_monster_oil_explain,
+ "Let's start!", L_monster_oil_start_brew,
+ "Where can I get a golden scorpion stinger?", L_monster_oil_where_gold,
+ "I've changed my mind.", L_close;
+ close;
+
+L_monster_oil_why_dangerous:
+ mes "[Caul]";
+ mes "\"Well, with those two reagents in there at that ratio, you risk an explosion-- quite possibly a fatal one. So be prepared to duck if the brew gets too bubbly-- it's better to lose the ingredients than your head!\"";
+ next;
+ goto L_monster_oil_main_menu;
+
+L_monster_oil_ingredients:
+ mes "[Caul]";
+ mes "\"You will need one pearl, two snake skins, three black scorpion stingers, two piles of ash, and a golden scorpion stinger. The golden stinger goes in last, after the dangerous part, so you won't lose if if your brew blows up.\"";
+ next;
+ mes "[Caul]";
+ mes "\"You should also bring gamboge, mauve, alizarin and cobalt leaves. You will have to stabilize the brew, and they will help with that.\"";
+ next;
+ goto L_monster_oil_main_menu;
+
+L_monster_oil_explain:
+ mes "[Caul]";
+ mes "\"After you have put in the monster parts-- except for the golden stinger-- the brew will take on some random color; this can be a light, dark, or medium color. You have to stabilize this color by adding leaves to it.\"";
+ next;
+ mes "[Caul]";
+ mes "\"Of course, with such a violent brew the mixture will change color by itself, too, probably faster than your leaves can affect it. It will randomly add or remove colors, and might even get lighter.\"";
+ next;
+ mes "[Caul]";
+ mes "\"From what I have seen, it seems to go through phases-- for each alternate leaf it adds a colour, then removes a color, then adds again and so on. Of course, if the color is there already it can't add any more.\"";
+ next;
+ mes "[Caul]";
+ mes "\"I haven't figured out yet precisely when it gets lighter, though.\"";
+ next;
+ mes "[Caul]";
+ mes "\"By adding Mauve, you can make it darker. Alizarin adds red, Gamboge yellow, Cobalt blue. To make it a proper black, you have to get it to be dark gray, then add one Mauve leaf.\"";
+ next;
+ mes "[Caul]";
+ mes "\"Unfortunately the brew changes randomly before your leaves dissolve, so sometimes you can't help but add the wrong color...\"";
+ next;
+ mes "[Caul]";
+ mes "\"Since the brew changes its color first, you might want to add the Mauve when your color is a dark purple or dark green or dark orange and hope for the best.\"";
+ next;
+ mes "[Caul]";
+ mes "\"But don't add too much! If you add a color that is already there, or try to make it darker at the wrong spot, it may backfire.\"";
+ next;
+ if (@main_menu)
+ goto L_monster_oil_main_menu;
+ goto L_monster_oil_loop;
+
+L_monster_oil_where_gold:
+ mes "[Caul]";
+ mes "\"Good question. There aren't any golden scorpions nearby. Perhaps you can find a trader or an adventurer who have travelled further south and ask them to help?\"";
+ next;
+ goto L_monster_oil_main_menu;
+
+L_monster_oil_start_brew:
+ set @main_menu, 0;
+ if (countitem (@PEARL) < 1) goto L_monster_oil_missing;
+ if (countitem (@SNAKE_SKIN) < 2) goto L_monster_oil_missing;
+ if (countitem (@BLACK_STINGER) < 3) goto L_monster_oil_missing;
+ if (countitem (@ASH_PILE) < 2) goto L_monster_oil_missing;
+ if (countitem (@GOLDEN_STINGER) < 1) goto L_monster_oil_missing_gold;
+
+ delitem @PEARL, 1;
+ delitem @SNAKE_SKIN, 2;
+ delitem @BLACK_STINGER, 3;
+ delitem @ASH_PILE, 2;
+
+ set @bubble_mode, 0;
+ setarray @bubble_modes$,
+ "The brew is calm.",
+ "The brew is bubbling.",
+ "The brew is bubbling violently.";
+
+ set @color, 1 << (rand(3));
+ setarray @colors$,
+ "white",
+ "red",
+ "yellow",
+ "orange",
+ "blue",
+ "purple",
+ "green",
+ "gray";
+
+ set @intensity, 1;
+ setarray @intensities$,
+ "light",
+ "medium",
+ "dark";
+
+ set @auto_mode, 0; // Start by adding a colour or going lighter
+
+ goto L_monster_oil_loop;
+
+L_monster_oil_missing:
+ mes "[Caul]";
+ mes "\"You don't seem to have all of the ingredients. You need one pearl, two snake skins, three black stingers, two piles of ash, and one golden stinger.\"";
+ next;
+ close;
+
+L_monster_oil_missing_gold:
+ mes "[Caul]";
+ mes "\"You seem to have everything except for the golden stinger. I understand that this one is hard to get, but I'm sure that you can find one somewhere.\"";
+ next;
+ close;
+
+L_monster_oil_loop:
+ mes "[Brewing monster oil]";
+ mes @bubble_modes$[@bubble_mode];
+ mes "It is currently a " + @intensities$[@intensity] + " " + @colors$[@color] + ".";
+ next;
+
+ menu
+ "Add alizarin leaf", L_monster_oil_alizarin,
+ "Add gamboge leaf", L_monster_oil_gamboge,
+ "Add cobalt leaf", L_monster_oil_cobalt,
+ "Add mauve leaf", L_monster_oil_mauve,
+ "Ask Caul for advice", L_monster_oil_explain,
+ "Duck!", -;
+
+ mes "[Brewing monster oil]";
+ mes "You throw yourself onto the ground. Seconds later, the cauldron shakes, and your entire mixture explodes upwards.";
+ mes "Caul crawls out from underneath a char.";
+ next;
+ mes "[Caul]";
+ mes "\"I'm glad to see that you chose to brew another day... perhaps it might be best if you give up on this dangerous concoction, though!\"";
+ next;
+ close;
+
+L_monster_oil_out_of_leaves:
+ mes "[Brewing monster oil]";
+ mes "You don't have any of these leaves left!";
+ next;
+ goto L_monster_oil_loop;
+
+L_monster_oil_alizarin:
+ set @use_leaf, @ALIZARIN;
+ set @use_color, 1;
+ goto L_monster_oil_leaf_color;
+
+L_monster_oil_gamboge:
+ set @use_leaf, @GAMBOGE;
+ set @use_color, 2;
+ goto L_monster_oil_leaf_color;
+
+L_monster_oil_cobalt:
+ set @use_leaf, @COBALT;
+ set @use_color, 4;
+ goto L_monster_oil_leaf_color;
+
+L_monster_oil_leaf_color:
+ if (countitem (@use_leaf) < 1) goto L_monster_oil_out_of_leaves;
+
+ callsub S_monster_oil_random_move;
+ if (@color & @use_color) goto L_monster_oil_pc_bad;
+ set @color, @color | @use_color;
+ delitem @use_leaf, 1;
+
+ mes "The brew changes its hue as your leaf dissolves.";
+ next;
+ goto L_monster_oil_loop;
+
+L_monster_oil_mauve:
+ if (countitem(@MAUVE) < 1) goto L_monster_oil_out_of_leaves;
+ delitem @MAUVE, 1;
+
+ callsub S_monster_oil_random_move;
+ if (@intensity == 2 && @color == 7) goto L_monster_oil_done;
+ if (@intensity == 2) goto L_monster_oil_pc_bad;
+
+ set @intensity, @intensity + 1;
+ mes "The brew darkens as your mauve leaf dissolves.";
+ next;
+ goto L_monster_oil_loop;
+
+S_monster_oil_random_move:
+ mes "[Brewing monster oil]";
+ mes "You throw in a leaf and stir.";
+
+ if (@auto_mode == 1)
+ goto L_monster_oil_random_1;
+
+L_monster_oil_random_0: // mode 0: add colour or lighten up
+ set @auto_mode, 1;
+ if (rand(3) == 0)
+ goto L_monster_oil_random_0_lighten;
+
+ set @choice, 1 << (rand(3));
+ if (@color & @choice)
+ goto L_monster_oil_auto_bad;
+ set @color, @color | @choice;
+
+ mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue.";
+ return;
+
+L_monster_oil_random_0_lighten:
+ if (@intensity == 0)
+ goto L_monster_oil_auto_bad;
+ set @intensity, @intensity - 1;
+ mes "Before your leaf has a chance to dissolve, the brew takes on a lighter shade of " + @colors$[@color] + ".";
+ return;
+
+L_monster_oil_random_1: // mode 1: remove colour
+ set @auto_mode, 0;
+ set @choice, 1 << (rand(3));
+ if (!(@color & @choice))
+ goto L_monster_oil_auto_bad;
+ set @color, @color & (~@choice);
+ mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue.";
+ return;
+
+L_monster_oil_pc_bad:
+ if (rand(readparam(bInt) + 100) > 60) goto L_monster_oil_pc_bad_ok;
+ if (@bubble_mode)
+ mes "As your leaf dissolves, the intensity of the bubbling increases.";
+ if (!@bubble_mode)
+ mes "As your leaf dissolves, the brew begins to bubble.";
+ next;
+ set @bubble_mode, @bubble_mode + 1;
+ if (@bubble_mode > 2)
+ goto L_monster_oil_explode;
+ goto L_monster_oil_loop;
+
+L_monster_oil_pc_bad_ok:
+ mes "Your leaf dissolves but seems to have no effect.";
+ next;
+ goto L_monster_oil_loop;
+
+L_monster_oil_auto_bad:
+ if (rand(3) == 0)
+ return;
+ if (rand(readparam(bInt) + 100) > 70)
+ return;
+ mes "The brew begins to bubble more violently.";
+ set @bubble_mode, @bubble_mode + 1;
+ if (@bubble_mode > 2)
+ next;
+ if (@bubble_mode > 2)
+ goto L_monster_oil_explode;
+ return;
+
+L_monster_oil_explode:
+ mes "[Exploding monster oil]";
+ mes "Your brew explodes!";
+ if (rand(readparam(bAgi)) > 40)
+ goto L_monster_oil_explode_dodge;
+ mes "The burst of boiling monster brew hits you.";
+ next;
+ itemheal (15 * rand(readparam(bVit))) - 1500, 0;
+ close;
+
+L_monster_oil_explode_dodge:
+ mes "You throw yourself to the ground at the very last moment, barely avoiding the burst of boiling monster brew.";
+ next;
+ mes "[Caul]";
+ mes "Caul nods at you from underneath a chair.";
+ mes "\"I told you, it's dangerous!!\"";
+ next;
+ close;
+
+L_monster_oil_done:
+ mes "As you throw in another mauve leaf, the brew takes on a deep black color and calms down.";
+ next;
+
+ mes "[Brewing monster oil]";
+ mes "As instructed, you toss in your golden scorpion stinger.";
+
+ if (countitem (@GOLDEN_STINGER) < 1) goto L_monster_oil_no_gold_end;
+
+ mes "The brew bubbles once more, then calms completely.";
+
+ delitem @GOLDEN_STINGER, 1;
+ getitem @MONSTER_OIL, 1;
+
+ if (!(@Q_status & @SETZER_FLAG_MADE_OIL))
+ getexp @MONSTER_OIL_XP, 0;
+ if (!(@Q_status & @SETZER_FLAG_MADE_OIL))
+ mes "[" + @MONSTER_OIL_XP + " experience points]";
+
+ set @Q_status, @Q_status | @SETZER_FLAG_MADE_OIL;
+ callsub S_Update_Var;
+ next;
+
+ mes "[Caul]";
+ mes "Caul gets up from underneath the cover he was taking and looks at your brew. He is visibly impressed.";
+ mes "\"Well done! This should be just enough for one potion of monster oil. Let me get you a bottle.\"";
+ mes "He hands you the monster oil.";
+ next;
+ close;
+
+L_monster_oil_no_gold_end:
+ mes "But where is your golden stinger? Didn't you have one earlier?";
+ mes "Frustrated, you give up.";
+ next;
+ close;
+
+L_close:
+ close;
+
+S_Update_Var:
+ set QUEST_Forestbow_state,
+ (QUEST_Forestbow_state & ~(@Q_MASK)
+ | (@Q_status << @Q_SHIFT));
+ return;
+
+L_NohMask:
+ mes "[Caul]";
+ mes "\"I'm sorry, but I didn't. I'm staying in town. Try asking one of the miners.\"";
+ close;
+}
+
+
diff --git a/npc/new_38-1-woodland-mine/miners.txt b/npc/new_38-1-woodland-mine/miners.txt
new file mode 100644
index 00000000..92261cb5
--- /dev/null
+++ b/npc/new_38-1-woodland-mine/miners.txt
@@ -0,0 +1,15 @@
+//
+
+new_38-1.gat,85,23,0 script Miner 109,{
+ if (Inspector == 10) goto L_NohMask;
+
+ mes "[Miner]";
+ mes "\"Hello.\"";
+ close;
+
+L_NohMask:
+ set Inspector, 11;
+ mes "[Miner]";
+ mes "\"Yeah, we did hear a commotion. We thought we heard someone go down to the basement, but we checked the whole place over and didn't see anything out of the ordinary.\"";
+ close;
+}
diff --git a/npc/new_38-1-woodland-mine/monsters.txt b/npc/new_38-1-woodland-mine/monsters.txt
new file mode 100644
index 00000000..7eb44908
--- /dev/null
+++ b/npc/new_38-1-woodland-mine/monsters.txt
@@ -0,0 +1,14 @@
+// Map: new_38-1
+// This is the Woodland Mines -- level 1.
+//
+
+new_38-1.gat,114,21,4,3 monster YellowSlime 1007,1,120000,60000,Mob38::OnYellowSlime
+
+new_38-1.gat,0,0,0 script Mob38 -1,{
+OnYellowSlime:
+ set @mobID, 1007;
+ callfunc "MobPoints";
+ break;
+
+ end;
+}
diff --git a/npc/new_38-1-woodland-mine/passages.txt b/npc/new_38-1-woodland-mine/passages.txt
new file mode 100644
index 00000000..f406f47c
--- /dev/null
+++ b/npc/new_38-1-woodland-mine/passages.txt
@@ -0,0 +1,12 @@
+// Outside
+new_38-1.gat,50,28 warp outside -1,-1,new_37-1.gat,65,74
+new_38-1.gat,41,21 warp outside -1,-1,new_37-1.gat,64,69
+
+// Basement
+new_38-1.gat,20,24 warp 1b -1,-1,new_38-1.gat,112,27
+new_38-1.gat,112,26 warp 1f -1,-1,new_38-1.gat,20,23
+
+// Second floor
+new_38-1.gat,21,28 warp 2f 0,-1,new_38-1.gat,79,25
+new_38-1.gat,79,26 warp 1f 0,-1,new_38-1.gat,21,29
+ \ No newline at end of file
diff --git a/npc/new_38-1-woodland-mine/receptionist.txt b/npc/new_38-1-woodland-mine/receptionist.txt
new file mode 100644
index 00000000..822d09a3
--- /dev/null
+++ b/npc/new_38-1-woodland-mine/receptionist.txt
@@ -0,0 +1,65 @@
+//
+
+new_38-1.gat,50,24,0 script Receptionist 108,{
+ mes "[Receptionist]";
+ mes "\"Welcome to the mining camp!";
+ mes "Do you need anything?\"";
+ next;
+
+L_Menu:
+ if (Inspector == 10)
+ menu
+ "Why was a mine setup here?", L_Mine,
+ "Can I go into the mine?", L_Enter,
+ "Did the company build this building?", L_Building,
+ "Did you hear a commotion here the other night?", L_NohMask,
+ "Thank you, no.", -;
+ if (Inspector != 10)
+ menu
+ "Why was a mine setup here?", L_Mine,
+ "Can I go into the mine?", L_Enter,
+ "Did the company build this building?", L_Building,
+ "Thank you, no.", -;
+ close;
+
+L_Mine:
+ mes "[Receptionist]";
+ mes "\"Minerals have been easy to find in this area historically. The mine entrance we're using collapsed from the mountain side when the volcano errupted. Plenty of minerals were exposed then.\"";
+ next;
+ goto L_Question_End;
+
+L_Enter:
+ mes "[Receptionist]";
+ mes "\"I'm sorry, but the mine is very active. Entrance is restricted to miners only.\"";
+ next;
+ goto L_Question_End;
+
+L_Building:
+ mes "[Receptionist]";
+ mes "\"No, the company bought this building. It's been abandoned for a while. The villagers think it's haunted, but we haven't seen anything, except for the basement. None of us have been able to stay there for very long.\"";
+ next;
+
+ menu
+ "Why not?", -,
+ "Not my problem", L_Question_End;
+
+ mes "[Receptionist]";
+ mes "\"I haven't been down there myself, and the ones who have haven't been able to describe why at all.\"";
+ next;
+
+ goto L_Question_End;
+
+L_NohMask:
+ mes "[Receptionist]";
+ mes "\"I stay in town, and so couldn't have heard anything over here. One of the miners might be able to help you.\"";
+ next;
+
+ goto L_Question_End;
+
+L_Question_End:
+ mes "[Receptionist]";
+ mes "\"Do you need anything else?\"";
+ next;
+
+ goto L_Menu;
+}