summaryrefslogtreecommitdiff
path: root/npc/028-1/Doctor.txt
blob: be5dcfd5353159123b9b5e228d651991145975c6 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
// Yes, it really does start at 0,0.
028-1.gat,0,0,0	script	Doctor#who	184,{
    // States here
    callsub S_Helped_Count;
    if (@Easter_2010_helper >= 2 && !((Easter_2010_QuestState >> E10_FLAG_MID_REWARD_SHIFT) & E10_FLAG_MID_REWARD_MASK))
        goto L_MidReward;
    if (@Easter_2010_helper == 4 && !((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK))
        goto L_Defeat_Invader;
    set @pos, ($Easter_2010_Npc_State2 >> E10_DOCTOR_POSITION_SHIFT) & E10_DOCTOR_POSITION_MASK;
    if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK == E10_FLAG_RETURN_READY && (Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK == E10_STATE_ROSE_ROSE_COMPLETE)
        goto L_Return_Ready_Optional;

L_Choose_Location:
    if (@pos == E10_DOCTOR_POSITION_BIGTREE) goto L_At_Tree;
    if (@pos == E10_DOCTOR_POSITION_ISLAND) goto L_At_Island;
    if (@pos == E10_DOCTOR_POSITION_STONES) goto L_At_Stones;
    if (@pos == E10_DOCTOR_POSITION_FRUIT) goto L_At_Fruit;
    if (@pos == E10_DOCTOR_POSITION_CAVE) goto L_At_Cave;

    // Fallthrough. We've handled all the positions we can think of. If this still doesn't catch, then warp.
    mes "[Doctor]";
    mes "";
    mes "\"You shouldn't be here!\"";
    close2;
    goto OnDoWarp;

// The player has defeated the invader and helped enough times.
L_Return_Ready_Optional:
    // if (@pos == E10_DOCTOR_POSITION_CAVE) goto L_At_Cave;
    callsub S_Has_Helped_At, @pos;
    if (!(~(Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK) || @Easter_2010_helper)
        goto L_Return_Ready;

    // Player can help one more time, if so desired.
    mes "[Doctor]";
    mes "";
    mes "\"Well... this has been quite an adventure, hasn't it? I'd say it's about timey--er, time for me to go, but I think I can stick around for a little while longer to tie up some loose ends for myself.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Oh, did you want to help again?\"";
    next;
    menu "Sure, that sounds good", L_Choose_Location,
            "Hm, I can't right now, but maybe later.", L_Return_Ready,
            "I was looking for a way to go home.", L_At_Stones_Capable,
            "No, sorry, I don't think so.", L_Return_Ready;
    close;

// Player has done "everything" to do in this world, just talking to the Doctor.
L_Return_Ready:
    set @parting$, "!";
    if (strcharinfo(0) == "Alonso" || strcharinfo(0) == "AlOnS") set @parting$, ", Alonso!";
    mes "[Doctor]";
    mes "";
    mes "\"Well, you have been absolutely brilliant! Brilliant! Very impressive.\" He smiles kindly and shakes your hand. \"It has been a pleasure. Now for the next adventure. Allons-y" + @parting$ + "\"";
    close;

L_Defeat_Invader:
    mes "[Doctor]";
    mes "";
    mes "\"Ah-ha! It's nice to see you again. How goes the battle?\"";
    next;
    menu "I'm having a hard time, actually. I'd like to go home...", -,
            "Regrouping now for the next encounter, actually.", L_Encourage;
    if (($Easter_2010_Npc_State2 >> E10_DOCTOR_POSITION_SHIFT) & E10_DOCTOR_POSITION_MASK == E10_DOCTOR_POSITION_STONES)
        goto L_At_Stones_Turn_Back;

L_Encourage:
    mes "[Doctor]";
    mes "";
    mes "\"Oh, well, I think you'll prevail in the end! If you'll excuse me, I still have some things to see to.\"";
    close;

S_Dialogue_Knows:
    mes "[Doctor]";
    mes "";
    mes "\"Oh, hello again... hm...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes @responses$[rand(getarraysize(@responses$))];
    return;

S_Update_Knows:
    // Working "name" for when he hasn't introduced himself (can be changed).
    mes "[Mysterious Man]";
    mes "";
    mes @responses$[rand(getarraysize(@responses$))];
    next;
    set Easter_2010_QuestState, Easter_2010_QuestState & ~(E10_FLAG_KNOWS_DOCTOR_MASK << E10_FLAG_KNOWS_DOCTOR_SHIFT) | (E10_FLAG_KNOWS_DOCTOR << E10_FLAG_KNOWS_DOCTOR_SHIFT);
    mes "[Doctor]";
    mes "";
    mes "\"Oh, excuse me,\" he gestures. \"I'm the Doctor.\"";
    return;

S_Update_Helped:
    if (getarg(0) == E10_DOCTOR_POSITION_BIGTREE)
        set Easter_2010_QuestState, Easter_2010_QuestState & ~(E10_FLAG_HELPED_DOCTOR_TREE_MASK << E10_FLAG_HELPED_DOCTOR_TREE_SHIFT) | (E10_FLAG_HELPED_DOCTOR_TREE << E10_FLAG_HELPED_DOCTOR_TREE_SHIFT);
    if (getarg(0) == E10_DOCTOR_POSITION_ISLAND)
        set Easter_2010_QuestState, Easter_2010_QuestState & ~(E10_FLAG_HELPED_DOCTOR_ISLAND_MASK << E10_FLAG_HELPED_DOCTOR_ISLAND_SHIFT) | (E10_FLAG_HELPED_DOCTOR_ISLAND << E10_FLAG_HELPED_DOCTOR_ISLAND_SHIFT);
    if (getarg(0) == E10_DOCTOR_POSITION_STONES)
        set Easter_2010_QuestState, Easter_2010_QuestState & ~(E10_FLAG_HELPED_DOCTOR_STONES_MASK << E10_FLAG_HELPED_DOCTOR_STONES_SHIFT) | (E10_FLAG_HELPED_DOCTOR_STONES << E10_FLAG_HELPED_DOCTOR_STONES_SHIFT);
    if (getarg(0) == E10_DOCTOR_POSITION_FRUIT)
        set Easter_2010_QuestState, Easter_2010_QuestState & ~(E10_FLAG_HELPED_DOCTOR_FRUIT_MASK << E10_FLAG_HELPED_DOCTOR_FRUIT_SHIFT) | (E10_FLAG_HELPED_DOCTOR_FRUIT << E10_FLAG_HELPED_DOCTOR_FRUIT_SHIFT);
    callsub S_Helped_Count;
    if (@Easter_2010_helper == 3) set Easter_2010_QuestState, (Easter_2010_QuestState & ~(E10_STATE_ROSE_MASK << E10_STATE_ROSE_SHIFT)) | (E10_STATE_ROSE_ROSE_COMPLETE << E10_STATE_ROSE_SHIFT);
    return;

S_Helped_Count:
    set @Easter_2010_helper, 0;
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_TREE_SHIFT) & E10_FLAG_HELPED_DOCTOR_TREE_MASK == E10_FLAG_HELPED_DOCTOR_TREE)
        set @Easter_2010_helper, @Easter_2010_helper + 1;
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_ISLAND_SHIFT) & E10_FLAG_HELPED_DOCTOR_ISLAND_MASK == E10_FLAG_HELPED_DOCTOR_ISLAND)
        set @Easter_2010_helper, @Easter_2010_helper + 1;
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_STONES_SHIFT) & E10_FLAG_HELPED_DOCTOR_STONES_MASK == E10_FLAG_HELPED_DOCTOR_STONES)
        set @Easter_2010_helper, @Easter_2010_helper + 1;
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_FRUIT_SHIFT) & E10_FLAG_HELPED_DOCTOR_FRUIT_MASK == E10_FLAG_HELPED_DOCTOR_FRUIT)
        set @Easter_2010_helper, @Easter_2010_helper + 1;
    return;

S_Has_Helped_At:
    set @Easter_2010_helper, 0;
    if (getarg(0) == E10_DOCTOR_POSITION_BIGTREE)
        set @Easter_2010_helper, (Easter_2010_QuestState >> E10_HELPED_DOCTOR_TREE_SHIFT) & E10_HELPED_DOCTOR_TREE_MASK;
    if (getarg(0) == E10_DOCTOR_POSITION_ISLAND)
        set @Easter_2010_helper, (Easter_2010_QuestState >> E10_HELPED_DOCTOR_ISLAND_SHIFT) & E10_HELPED_DOCTOR_ISLAND_MASK;
    if (getarg(0) == E10_DOCTOR_POSITION_STONES)
        set @Easter_2010_helper, (Easter_2010_QuestState >> E10_HELPED_DOCTOR_STONES_SHIFT) & E10_HELPED_DOCTOR_STONES_MASK;
    if (getarg(0) == E10_DOCTOR_POSITION_FRUIT)
        set @Easter_2010_helper, (Easter_2010_QuestState >> E10_HELPED_DOCTOR_FRUIT_SHIFT) & E10_HELPED_DOCTOR_FRUIT_MASK;
    return;

L_MidReward:
    if (((Easter_2010_QuestState >> E10_FLAG_MID_REWARD_SHIFT) & E10_FLAG_MID_REWARD_MASK)) close;
    mes "[Doctor]";
    mes "";
    mes "\"Fantastic! You have really been quite helpful.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Er, now that I think about it, perhaps I have something you'd be interested in.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"While visiting another dimension--hm, as a matter of fact, it was quite like this one. But their choices in the past seem to have differed from the ones here...\"";
	next;
    mes "[Doctor]";
    mes "";
    mes "The Doctor reflects on his words. \"Interesting how things turn out. Well, I now have a lot of these Valentine's Glasses, if you'd like a pair.\"";
    next;
    getinventorylist;
    if (@inventorylist_count == 100)
        goto L_MidReward_NoRoom;
    mes "[Doctor]";
    mes "";
    mes "He hands you the glasses.";
    mes "\"They're not too brainy, or suited for detecting background radiation, but they are charming.\"";
    set Easter_2010_QuestState, Easter_2010_QuestState & ~(E10_FLAG_MID_REWARD_MASK << E10_FLAG_MID_REWARD_SHIFT) | (E10_FLAG_MID_REWARD << E10_FLAG_MID_REWARD_SHIFT);
    getitem E10_MIDREWARD_ID, 1;
    close;

L_MidReward_NoRoom:
    mes "[Doctor]";
    mes "";
    mes "\"Oh, I don't think you have room for these. Well, I suppose I'll hold on to them for now.\"";
    close;

// ======================
// === First location ===
// ======================

L_At_Tree:
    // Checks for if the player has already helped the doctor, either here or elsewhere, go here.
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_TREE_SHIFT) & E10_FLAG_HELPED_DOCTOR_TREE_MASK == E10_FLAG_HELPED_DOCTOR_TREE)
        goto L_At_Tree_Helped;

    if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR_MASK == E10_FLAG_KNOWS_DOCTOR)
        goto L_At_Tree_Knows_Doctor;
    // Fallthrough, reaction to a player that is completely new.

    setarray @responses$, "\"This tree, I'm sure it's - \"The man looks up distractedly.\" Oh, hello. Can't talk now, I'm afraid, this world needs my help...\"", "He looks up, confused. \"Withering... why is this world dying? Perhaps--er, who are you? You'll have to excuse me, I'm a little preoccupied with this tree...\"", "\"What-what? I mean, sorry, hello! Can't quite talk, a bit busy trying to save this world.\" He seems to be deep in thought, brandishing what looks to be a small tool near the tree.", "\"You there! Do you realise what's happening here? This world is dying, much like a human would, perhaps. Nevertheless...\""; // Not many responses are needed here, since init only happens one per player.
    callsub S_Update_Knows;
    next;
    if (countitem("LifeStone") > 0)
        goto L_has_lifestone;
    close;

L_At_Tree_Knows_Doctor:
    // More responses than the initial here, and need to be more of a hint.
    setarray @responses$, "\"I just don't know what's wrong. My analysis tells me this tree is important, but I don't seem to have the right tool...\"", "A distinct... whirring noise sounds from the device the Doctor wields. \"You see this tree? Right here, this one! There's something amiss here, perhaps beyond my expertise.\"", "\"Yes, yes, all evidence points to this tree. \"He leans in for a closer look. \"Brilliant! No! Um... that's not right.\"", "He withdraws what appear to be glasses from his pocket and puts them on, peering intently at the tree.", "\"Mm-hmm, yes! Do you see what's wrong with this tree? No?\" He sounds somewhat dejected, but still determined. \"Well, neither do I, I'm afraid.\"", "The Doctor turns with a look of panic on his face, gesturing for you to stop talking. He turns back to the tree, muttering \"some way to heal...\"";
    callsub S_Dialogue_Knows;
    next;

    if (countitem("LifeStone") > 0)
        goto L_has_lifestone;
    mes "[Doctor]";
    mes "";
    mes "\"I'm trying to understand something, but it's got me quite confused, I'm afraid. I need something to assist me... something to counter the death...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Unfortunately, I really can't think of anything to use. Please leave me alone while I think.\"";
    close;

L_has_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"I'm busy right now, I'm afraid I - what's that thing you've got there?\"";
    next;
    goto L_spotted_lifestone;

L_spotted_lifestone:
    menu
            "That? That's just a Life Stone. Basic level one magic item.", L_want_lifestone,
            "Sorry, I'm not interested in talking right now.", -;
    close;

L_want_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"A Life Stone? It is not of this world... and it's just what I need! Where did you get it?\"";
    next;
    menu
        "I made it myself!", L_made_lifestone,
        "Elanore the Healer made it for me.", L_elanore_lifestone,
        "I bought it off someone.", L_bought_lifestone,
        "What? You expect me to remember where I get every single lifestone?", L_expect_lifestone;
    close;

L_made_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"You made it? But then you... you must be from elsewhere as well! How did you get here?\"";
    next;
    menu
        "A mysterious old woman gave me a flower, and then I appeared here.", L_woman_lifestone,
        "I died.", L_dead_lifestone,
        "I think I've told you enough for now...", -;
    close;

L_elanore_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Elanore the Healer... I have not heard of her, but she must be a powerful being indeed. But there are more pressing matters - will you lend me this... 'Life Stone'?\"";
    next;
    menu
        "Yeah, whatever.", L_offer_lifestone,
        "I'm not giving you my stuff!", -;
    close;

L_bought_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"And you could afford it? Something as powerful as this must be worth a fortune.\"";
    next;
    menu
        "Actually, it was only 100 GP.", L_cheap_lifestone,
        "Yeah, well, I got a few million in the bank.", L_rich_lifestone,
        "Powerful? I thought it just did minor healing.", L_powerful_lifestone;
    close;

L_expect_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Well, I suppose so. I need something like this, however... I must be sure it has not been tainted with darkness. If you don't remember where you got it, it's no use to me.\"";
    close;

L_woman_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"An old woman gave you - ? Well, never mind that. This 'Life Stone'... I think I need it. Will you lend it to me?\"";
    next;
    menu
        "Sure.", L_offer_lifestone,
        "Sorry, I need it.", -;
    close;

L_dead_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"So... you're dead? Then maybe this world is some kind of... afterlife to yours?\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"But if this world is dying, how can it be an afterlife? That doesn't make sense...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Unless you were already dead, and you've been reincarnated...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"But surely you wouldn't be able to make a powerful thing like this... this 'Life Stone' in a world for the dead?\"";
    mes "\"But since you are here, and you do have this Life Stone - can I borrow it? I think I may need it, and quite soon.\"";
    next;
    menu
        "Yes, take it.", L_offer_lifestone,
        "No, I need it.", -;
    close;

L_cheap_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Then that was a bargain, my friend. This must surely be worth thousands! And I'm afraid I'm going to have to ask you if I may borrow it.\"";
    next;
    menu
        "Yeah, you can.", L_offer_lifestone,
        "Nope, sorry.", -;
    close;

L_rich_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Ah! I'm afraid I expected you to be poor... being the warrior type, I mean. Well... I'm going to need this Life Stone. It's quite important. Might I purchase it from you?\"";
    next;
    menu
        "Indeed. That will be 50,000 GP, please.", L_expensive_lifestone,
        "Better. You can have it for free!", L_offer_lifestone,
        "No. It's mine.", -;
    close;

L_powerful_lifestone:
    if (getskilllv(SKILL_MAGIC)) goto L_hasmagic_lifestone;
    mes "[Doctor]";
    mes "";
    mes "\"It contains a strange power which I have never detected before... and I think I can use it. Can I borrow it off you?\"";
    next;
    menu
        "Yeah, if you want.", L_offer_lifestone,
        "Er... no. My powerful rock! Ha!", -;
    close;

L_hasmagic_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"It contains a strange power which I have never detected before... except... in you. You have this power in you!\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Anyway... this stone, this Life Stone, can I borrow it?\"";
    next;
    menu
        "Sure. Here you are.", L_offer_lifestone,
        "Tell me more about this power.", L_power_lifestone,
        "No.", -;
    close;

L_power_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"There's nothing I can really tell you. I just know it's there, I don't know what it is. Can I borrow the Stone?\"";
    next;
    menu
        "Yeah, sure.", L_offer_lifestone,
        "No.", -;
    close;

L_help_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Just the boost I needed... hm? No, that's all for now, thank you. Is there anything *you* need?\"";
    next;
    menu "I might have some questions later, if you'll be here...", -,
         "Thank you for the offer, really, but I'm fine.", -;
    mes "[Doctor]";
    mes "";
    mes "\"Well, I'll still be gathering information myself, so perhaps we'll cross paths again.\"";
    close;

L_expensive_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Oh, excuse me. I'm not sure about your currency, but I don't think I can cover that right now. Please let me know if you change your mind.\"";
    close;

L_only_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Yes... uh, well, I suppose if you wanted I could pay you for it. Let me see now...\"";
    next;
    mes "\"Here we are! It's all I've got on me at the moment, I'm afraid.\"";
    getitem "StrangeCoin", 1;
    next;
    menu
        "Is there anything else you need?", L_help_lifestone,
        "Alright then. Bye!", -;
    close;

L_offer_lifestone:
    if (countitem("LifeStone") < 1)
        goto L_lost_lifestone;

    delitem "LifeStone", 1;
    callsub S_Update_Helped, E10_DOCTOR_POSITION_BIGTREE;

    if (countitem("LifeStone") == 0)
        goto L_one_lifestone;

    mes "[Doctor]";
    mes "";
    mes "\"Wonderful! What a spot of luck it was you coming here with this. You don't know how much you deserve thanks.\"";
    mes "He takes your lifestone and places it into a curious device, then waves the device up and down the tree. It makes a number of beeping sounds, and the Doctor seems happy.";
    next;
    goto L_given_lifestone;

L_one_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Wonderful! What a spot of luck it was you coming here with this. You don't know how much you deserve thanks.\"";
    mes "He takes your lifestone and places it into a curious device, then waves the device up and down the tree. It makes a number of beeping sounds, and the Doctor seems happy.";
    next;
    menu
        "Is there anything else you need?", L_help_lifestone,
        "That was the only one I had, I'm glad it helped.", L_only_lifestone,
        "Alright then. Bye!", -;
    close;

L_lost_lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Brilliant! Fantastic! This will surely help... Wait, I thought you had a lifestone for me? Well, maybe you can come by again when you do.\"";
    close;

L_given_lifestone:
    menu
        "Is there anything else you need?", L_help_lifestone,
        "Alright then. Bye!", -;
    close;

L_At_Tree_Helped:
    mes "[Doctor]";
    mes "";
    mes "\"Fantastic! Your help with this tree is much appreciated. I believe we are that much closer to solving this mystery.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"I suspect there is still much to do. Please feel free to look around, there might be more information to gather elsewhere.\"";
    close;

// =======================
// === Second location ===
// =======================

L_At_Island:
    // Checks for if the player has already helped the doctor, either here or elsewhere, go here.
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_ISLAND_SHIFT) & E10_FLAG_HELPED_DOCTOR_ISLAND_MASK == E10_FLAG_HELPED_DOCTOR_ISLAND)
        goto L_At_Island_Helped;

    if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR_MASK == E10_FLAG_KNOWS_DOCTOR)
        goto L_At_Island_Knows_Doctor;

    setarray @responses$, "\"Odd spheres of energy floating about... Interesting. The decay is very severe here...\" He looks over, as if only now noticing your presence. \"Excuse me, how do you do? Don't mean to be rude, just lost in thought...\"", "There's a man in glasses, scanning the area carefully. \"There are more trees affected than I had thought.\" He extends his hand, waving a small device around carefully.", "\"Well, so what does that mea--oh, sorry! Please don't mind me, but right now I'm trying to figure out why this world is dying.\"", "A somewhat oddly dressed man turns about. Suddenly, he speaks up, \"No, no, something's definitely wrong. Explain it? Well... it's complicated.\"";
    callsub S_Update_Knows;
    close;

L_At_Island_Knows_Doctor:
    setarray @responses$, "\"Oi! What killed these trees...\" He takes a moment, studying carefully. \"And this open area--there don't seem to be any creatures around. Interesting.",
                          "\"Hm, do you know anything about those spheres of energy?\" The device he's holding glows briefly. \"Well, that's what I thought. If you'll excuse me for a moment.\" He adjusts his glasses and continues his work.",
                          "\"There's the other, big tree... Then there are these trees, and... glowing orbs. Some... force is slowly destroying this world.\" The Doctor finishes his thought and continues pacing.",
                          "The Doctor takes out the same strange device, anticipating a question and responding. \"Oh, this, it's good for everything. Right now I'm looking for what might be controlling these blobs of light; they don't seem to be moving on their own.\"",
                         "\"I know there is some other agent at work here. I don't quite know what it is yet, but... Well, if you have any information that could help, please do share.\"";

    callsub S_Dialogue_Knows;
    next;

L_At_Island_Menu:
    setarray @menuitems$, "", "", "", "", "";
    set @c, 0;

    set @menuitems$[@c], "What's going on here? It looks like everything is dying! The trees are dead and decaying, the grass is weak and easily crushed, and the animals are gone!";
    set @menuid[@c], E10_ISLAND_MENU_DEATH_AWE;
    set @c, @c + 1;

    set @menuitems$[@c], "There's an eerie sort of silence about this place, don't you think? ... Er, what was that?! ... It doesn't seem all that safe here...";
    set @menuid[@c], E10_ISLAND_MENU_SCARED;
    set @c, @c + 1;

    set @menuitems$[@c], "The orbs of light flying about? Wisps. And you know, they do seem to be behaving strangely, or as much is possible given the circumstances. You think there's a reason for that?";
    set @menuid[@c], E10_ISLAND_MENU_WISPS;
    set @c, @c + 1;


    if (!(Easter_2010_QuestState & (E10_FLAG_HELPED_DOCTOR_TREE << E10_FLAG_HELPED_DOCTOR_TREE_SHIFT))) goto L_post_tree_help;
    set @menuitems$[@c], "This place looks dead... do you need any more lifestones?";
    set @menuid[@c], E10_ISLAND_MENU_OFFER_LIFESTONE;
    set @c, @c + 1;

L_post_tree_help:
    menu
        @menuitems$[0], -,
        @menuitems$[1], -,
        @menuitems$[2], -,
        @menuitems$[3], -,
        @menuitems$[4], -;

    set @menu, @menu -1;
    if (@menu >= @c) close;
    if (@menuid[@menu] == E10_ISLAND_MENU_DEATH_AWE) goto L_At_Island_Death_Awe;
    if (@menuid[@menu] == E10_ISLAND_MENU_SCARED) goto L_At_Island_Scared;
    if (@menuid[@menu] == E10_ISLAND_MENU_WISPS) goto L_At_Island_Wisps;
    if (@menuid[@menu] == E10_ISLAND_MENU_OFFER_LIFESTONE) goto L_At_Island_Offer_Lifestone;
    close;

L_At_Island_Death_Awe:
    mes "[Doctor]";
    mes "";
    mes "\"Yes, yes. For most, death can't be avoided, but this...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"So much death, and so quickly, even. It doesn't seem quite natural, does it?\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Take a look at this, won't you?\"";
    next;
    menu "I'm not sure, what am I looking for exactly?", -;
    mes "[Doctor]";
    mes "";
    mes "\"Ah, you don't see it? Well, these glasses of mine--well, here, take a look\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "The Doctor takes off his red-blue glasses and holds them up. You peer through and examine the surroundings.";
    next;
    menu "I... don't see anything unusual, sorry.", -,
            "Oh, something about the grass?", L_At_Island_Grass,
            "Er, what exactly do these glasses do?", L_At_Island_Glasses,
            "Oh, so the... the um... that?", -,
            "Right, of course, that is... very... interesting?", -,
            "Could you hold that thought? I need to check on something else first.", -;
    close;

L_At_Island_Grass:
    mes "[Doctor]";
    mes "";
    mes "The Doctor pauses, examining the ground. \"Now that you mention it...\" He holds up a blade of grass between his fingers. \"There is a sort of strange texture about it, perhaps slightly grating.\"";
    next;
    menu "Yes, I had noticed that, too. Do you think it's relevant?", L_At_Island_Explain,
            "Hm, now that I think about it, it doesn't seem all too different from my own world's.", L_At_Island_Explain,
            "Do you think it's a result of all the death here?", L_At_Island_Explain,
            "Oh, excuse me for just a second.", -;
    close;

L_At_Island_Glasses:
    mes "[Doctor]";
    mes "";
    mes "\"Well, I had suspected that what may have been causing damage to this world was in fact from another universe.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"So you can think of these glasses as the means to identifying when something or someone has gone through the Void.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Here, let me show you.\" The Doctor turns the glasses so you can view him and moves around.";
    next;
    menu "Oh, wow. There's a sort of... grainy effect about you. Like particles?", -;
    mes "[Doctor]";
    mes "";
    mes "\"Yes, stuff from the Void. I saw something earlier, but nothing now. Strange.\"";
    close;

L_At_Island_Explain:
    mes "[Doctor]";
    mes "";
    mes "\"Well, from the other things I've seen here, I wouldn't couldn't say so definitively, but it's possible.\"";
    next;
    mes "Your eyes follow the Doctor as he begins to pace. He pauses to continue his thought.";
    next;
    mes "[Doctor]";
    mes "";
    if ((Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK)
        goto L_At_Island_Theory;
    mes "\"Well, it's interesting. I'll have to take a closer look.\"";
    close;

L_At_Island_Theory:
    mes "[Doctor]";
    mes "";
    mes "\"Based on what we had uncovered before, I think some force is exerting its will on those glowing entities.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"How it all ties together is what I'm still trying to figure out.\" He adjusts his glasses again.";
    next;
    menu "It is very strange, can't argue there.", -,
            "I have faith in you.", -,
            "What if--oh, are you thinking about something?", L_At_Island_Knows_Doctor,
            "Yes, that is an interesting idea. I will think it over for a bit.", -;
    close;

L_At_Island_Scared:
    mes "[Doctor]";
    mes "";
    mes "\"Ahh, feeling a bit anxious are we? I don't blame you, chap, it is a bit unnerving here.\" The Doctor continues to analyze the environment with his various instruments, apparently lost in thought.";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"It's really quite strange... the levels of electromagnetic energy in the area seem to be spiking regularly, almost in time with the movements of these glowing blobs.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Judging from these readouts, it would seem that either some force is acting upon these orbs of light, or they are in fact creating a sporadic magnetic field.\"";
    next;
    menu "What? I'm just really, really scared!", L_At_Island_Terror,
            "Electromagnetic what now?", L_At_Island_Magnetic,
            "I've got to get out of here!", L_At_Island_Terror,
            "Um, uh, I... gotta run... to some place more safe.", L_At_Island_Terror;
    close;

L_At_Island_Terror:
    mes "[Doctor]";
    mes "";
    if (baselevel == 99)
        mes "\"Really? Out of those I've detected here, I would have thought you'd be among the most skilled.\"";
    if (baselevel >= 90 && baselevel <= 98)
        mes "\"Er, um? I'm so sorry, I had assumed you were more than capable for this sort of thing.";
    if (baselevel >= 70 && baselevel <= 89)
        mes "\"Please excuse me, but I had sensed you were stronger than that.\""; 
    if (baselevel >= 50 && baselevel <= 69)
        mes "\"Ah... well, I have seen others here, too. Perhaps you could work together?\"";
    if (baselevel <= 49)
        mes "\"Don't lose hope, you're not alone in all this. We'll get through it.\"";
    next;
    menu "I don't know what to say...", -,
            "Yes, yes, you're absolutely right!", L_At_Island_Calm,
            "I-I need a moment to think.", -;
    close;

L_At_Island_Magnetic:
    mes "[Doctor]";
    mes "";
    mes "\"Well, haven't you noticed the strange behaviour of those blobs of light?\"";
    next;
    menu "Um, strange doesn't even begin to cover this world.", -,
            "Sure, I can never find enough stuff after fighting them.", L_At_Island_Loot,
            "Other than the fact that they wish to kill me?", L_At_Island_Wisps,
            "Blobs? I hadn't noticed anything.",L_At_Island_Knows_Doctor;
    close;

L_At_Island_Calm:
    mes "[Doctor]";
    mes "";
    mes "\"There, isn't that better?\" He smiles warmly. \"Now, I was thinking--\"";
    next;
    menu "Sorry to interrupt, but...", L_At_Island_Menu,
            "*I* was thin--oh, thought you were pausing. Sorry, please continue.", L_At_Island_Theory,
            "Sorry, I need another moment to regain my composure.", -;
    close;

L_At_Island_Loot:
    mes "[Doctor]";
    mes "";
    mes "He seems confused. \"Find enough stuff? I'm not sure I could help you there, but perhaps someone else can?\"";
    close;

L_At_Island_Wisps:
    mes "[Doctor]";
    mes "";
    mes "\"I'm glad you asked! You see, the behaviour of these creatures doesn't appear to be very natural at all; the elephant in the room if you will.\" The Doctor pauses temporarily to check his instruments again.";
    next;
    menu "Well, they are normally very peaceful; they'll only attack if you attack them.", -;
    mes "[Doctor]";
    mes "";
    mes "\"Interesting! I've seen them attack with no discernable provocation. This is quite ominous. \"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\If it didn't sound so mad, I'd postulate that something is controlling these things... some malevolent force or entity.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Oh, sorry, what do you think?\"";
    next;
    menu "That doesn't seem quite right, to be honest.", -,
            "Now that you mention it, I had some ideas.", L_At_Island_Ideas,
            "Malevolent? Where did you get that idea?", -,
            "Instruments? They seem quite versatile.", L_At_Island_Devices,
            "That's a lot for me to take in right now. Excuse me.", -;
    close;

L_At_Island_Ideas:
    menu "Strange behaviour comes up with magic in my world, like agitating creatures to do harm.", L_At_Island_Magic,
            "Maybe something or someone is summoning them?", L_At_Island_Summon,
            "Could it be possible they're not from this place, either?", L_At_Island_Void,
            "Maybe this sounds crazy, but... could these be the remains of all the entities that have died?", L_At_Island_Spirits,
            "I don't understand time all that well, but perhaps the wisps indicate a rip... in the fabric?", L_At_Island_Time,
            "Er, how embarrassing. I seem to have forgotten what I was going to say.", -;
    close;

L_At_Island_Devices:
    mes "[Doctor]";
    mes "";
    mes "\"Hm? Oh, ha-ha, like this?\" The Doctor points out one of the instruments.";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"They are very useful, yes! Fantastic, even. Proved invaluable in so many circumstances.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Yes. Well, then.\" He continues his analysis, putting something away, almost in anticipation of your next question.";
    close;

L_At_Island_Magic:
    mes "[Doctor]";
    mes "";
    mes "\"Magic, you say? Yes, I have been hearing about that from others, too.\"";
    mes "The Doctor looks off into the distance.";
    next;
    menu "Erm? Hello?", -;
    mes "[Doctor]";
    mes "";
    mes "\"Still here, just wondering. So you say it's possible to aggravate creatures where you come from?\"";
    next;
    menu "Yes, within a certain radius of the caster, it is possible.", -;
    mes "[Doctor]";
    mes "";
    mes "\"Really? Ha-ha! I knew it. Tell me more, could you? Anything particular about the practice of magic in your world?\"";
    next;
    menu "Well... it is possible to follow a darker path, so to speak, when it comes to practicing magic.", L_At_Island_Dark,
            "Hm. Not sure if it's relevant, but I have often suspected an unknown evil in my own world.", L_At_Island_Dark,
            "Even the 'good' practicioners seem to exhibit malicious behaviour at times.", L_At_Island_Evil,
            "I don't know much more than that, I'm afraid.", -;
    close;

L_At_Island_Summon:
    mes "[Doctor]";
    mes "";
    mes "\"Summoning them? Via some sort of magic, presumably, or do you mean by other means?\"";
    next;
    menu "Yes, with magic, I think. The creatures can be aggravated, even.", L_At_Island_Magic,
            "Other means? I never thought of that. Could you explain?", L_At_Island_Void,
            "On second thought, I've lost my train of thought.", -;
    close;

L_At_Island_Void:
    mes "[Doctor]";
    mes "";
    mes "\"Sure, it is a distinct possibility.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"The Void, or otherwise this sort of, empty space between universes.\"";
    mes "\"It might be easier to think about the universes as being stacked on top of one another, though can't quite say there's an up or a down about the Void.\"";
    close;

L_At_Island_Spirits:
    mes "[Doctor]";
    mes "";
    mes "\"Sort of like spirits?\" Or are you suggesting that these blobs are the collective energy lost upon death?\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Um, I'm not sure what to make of that.\"";
    close;

L_At_Island_Time:
    mes "[Doctor]";
    mes "\"Time, did you say?\" He takes a moment. \"Well, it's more like a big ball--it's probably not what you think. But you know? I have detected temporal abnormalities here.\"";
    close;

L_At_Island_Dark:
    mes "[Doctor]";
    mes "";
    mes "\"Your home isn't all that safe? Are there regular patrols, or is there a shortage of help?\"";
    next;
    menu "I forgot what we were talking about. Something about the wisps?", L_At_Island_Wisps,
            "Well, either way, I can't quite compare that to this... sinister atmosphere.", -,
            "It--wait, a shortage? Well...", L_At_Island_Help;
    mes "[Doctor]";
    mes "";
    mes "\"That feeling does pervade this world. A darkness that wishes to smother and extinguish all in its path.\"";
    next;
    menu "Maybe a poison was unleashed, and it's what's causing the death, and the erratic behaviour?", -,
            "So, could the behaviour of these wisps be explained by magic?", -,
            "Could we start over? I was trying to recall what you said--hello?", L_At_Island_Knows_Doctor,
             "Well, the effects, though widespread, seem to be more severe at times.", L_At_Island_Evil;
    mes "[Doctor]";
    mes "";
    mes "\"A very valid idea. Hm...\"";
    close;

L_At_Island_Evil:
    mes "[Doctor]";
    mes "";
    mes "\"Yes, sadly that does seem to be the case at times. I feel we've almost solved at least this mystery. Just... definitively, what would you say is going on here?\"";
    next;
    setarray @menuitems$,
     "I think the wisps are drawn to those that have died, like... me? And when they become aggravated they end up destroying more of the world.",
        "In order to escape, the beings that have died and ended up here are forced to... fight?",
        "An evil force placed a curse on all of us, dooming us to fight here, pitted against one another in pointless battle--for all eternity!",
        "The trees are dead as a result of the fighting, and the wisps are angry spirits looking for revenge?",
        "This world is in disarray, subject to chaos, and ultimately, utter destruction. Those, like me, have been given an opportunity, a choice--to put an end to this, to drive out the evil stench that plagues this land.",
        "Unlike me, the old woman that led me here was not without hidden motives. So, she planted a way to bring me here, and in doing so, eliminated the ones that could foil her plans.",
        "When I died and came here, my soul was fragmented, and part of it manifested as the tormented wisps here now?",
        "You do seem rather odd, using those alien devices. I think you're to blame for what's happened here!",
        "Something, or someone, perhaps, walks this world, appearing from the shadows. With it come misery and pain. But it is up to us to rid this world of its blight.",
        "There is an intermittent, evil presence in this world. When it arrives it brings about more destruction, resulting in these dead trees. Then, at the whim of its madness, it uses magic to incite the wisps to attack and be unwilling accomplices.";
    setarray @submenu$, "", "", "", "";
    setarray @submenuindex, 0, 0, 0, 0;
    set @c, 0;

L_island_end_menu_loop:
    set @index, rand(getarraysize(@menuitems$));
    set @i, 0;
    if (@c == 0) goto L_island_post_menu_loop_sub;
L_island_end_menu_loop_sub:
    if (@submenu$[@c] == @menuitems$[@index]) goto L_island_end_menu_loop;
    set @i, @i + 1;
    if (@i < @c) goto L_island_end_menu_loop_sub;
L_island_post_menu_loop_sub:
    set @submenu$[@i], @menuitems$[@index];
    set @submenuindex[@i], @index;
    set @c, @c + 1;
    if (@c < 4) goto L_island_end_menu_loop;

    menu @submenu$[0], -,
         @submenu$[1], -,
         @submenu$[2], -,
         @submenu$[3], -;
    set @menu, @menu - 1;
    if (@menu >= 4) goto L_island_oo_range;
    if (@submenuindex[@menu] == 8 || @submenuindex[@menu] == 9)
        goto L_At_Island_Resolve;

L_island_oo_range:
    mes "[Doctor]";
    mes "";
    mes "\"Ah, I'm sorry, but that doesn't seem to fit with what we know. Perhaps we should give this some more thought.\"";
    close;

L_At_Island_Help:
    menu "Yes, help is probably needed, but I hadn't really considered my own role...", -,
            "Perhaps, but it's not really my problem.", -;
    mes "[Doctor]";
    mes "";
    mes "\"Just as you are helping here, I believe that if it is what you desire, you can find a suitable way to help elsewhere, too.\"";
    close;

L_At_Island_Resolve:
    callsub S_Update_Helped, E10_DOCTOR_POSITION_ISLAND;
    mes "[Doctor]";
    mes "";
    mes "\"Ha-ha, that's it! Brilliant!\" He shakes your hand enthusiastically. \"I knew you could do it! You don't know how much your help means!\"";
    close;

L_At_Island_Offer_Lifestone:
    mes "[Doctor]";
    mes "";
    mes "\"Hm, no, while I appreciate your generosity, I don't think that will be necessary.\"";
    mes "He looks off into the distance. \"Strange things...\"";
    close;

L_At_Island_Helped:
    mes "[Doctor]";
    mes "";
    mes "The Doctor smiles. \"A disturbing force is devastating this world. But with your help I think we're well on our way. Indeed.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Well, I won't keep you, still rather busy. Should probably survey some other regions, too.\" The Doctor's words trail off as he returns to thought.";
    close;

// =======================
// === Third  location ===
// =======================

L_At_Stones:
    // Checks for if the player has already helped the doctor, either here or elsewhere, go here.
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_STONES_SHIFT) & E10_FLAG_HELPED_DOCTOR_STONES_MASK == E10_FLAG_HELPED_DOCTOR_STONES)
        goto L_At_Stones_Helped;

    if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR_MASK == E10_FLAG_KNOWS_DOCTOR)
        goto L_At_Stones_Knows_Doctor;

    setarray @responses$, "\"There's something definitely unsettling about this region. Do you sense it, too?\" His acknowledgement comes suddenly and as a surprise. Something whirs and beeps as he continues, \"Oh, yes, this very spot.\"", "\"An abnormality! Yes, yes, here! Here! No, not quite imperceptible, but we must exercise caution, wouldn't you agree?\"", "\"The mysterious man paces from side to side, quickly taking notice. \"Um, I would be careful around here if I were you. I'm detecting something very powerful nearby.\"", "\"Er, that's interesting. Do you see this? It's remarkable, really. Terrifying all the same, but remarkable. Still not quite sure what makes *this* spot special.\"";
    callsub S_Update_Knows;
    close;

L_At_Stones_Knows_Doctor:
    setarray @responses$, "\"So from what I've gathered, this area here is somehow involved. See the stones? Yes, right there. The readings suggest it's something very, very strong.\"", "The Doctor takes a closer look at the stones on the ground. \"Interesting, don't you think?\" He waves the small device about as it beeps. \"Perhaps I'm missing something.\"", "\"If I had a, um... well, I don't know what it is. Yet. But what I do know is that there's a dark, disturbing presence here.\"", "\"Hm. The readings here were the highest.\" You take a second to look around as the Doctor continues. \"Ah, yes! I will likely be needing something... maybe similar in nature to this evil presence?\"", "\"Shouldn't get too close there. Ah, yes, be careful there. An evil consumes the life os this world, and my analysis led me to this area.\"", "\"Well, you don't see that every day, do you? Er, well, it's not that strange for me, I think. If I am correct, some agent is at work here, behind the scenes. For now, if you think of anything that might help, please let me know.\"";
    callsub S_Dialogue_Knows;
    next;

L_At_Stones_Menu:
    mes "[Doctor]";
    mes "";
    mes "\"This place... there's something, I'm not sure what. But I know there's something... something dark!\"";
    next;
    menu
        "Wow! How can you tell?", L_stones_light,
        "Do you need any more help?", L_stones_offer,
        "Er, pardon me? Did you hear what I said?", L_At_Stones_Pardon,
        "Actually, I was hoping you could help me leave this world.", L_At_Stones_Warning,
        "Good luck with that.", -;
    close;

L_At_Stones_Pardon:
    mes "[Doctor]";
    mes "";
    mes "\"H'm, what? Oh, hello...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"But this...\" - the man waves a strange, beeping device in the air - \"surely that must mean... oh? You're still here?\"";
    next;
    menu
        "What's that thing you've got there?", L_stones_device,
        "Sure I am. Do you need help with anything?", L_stones_offer,
        "I was just leaving.", -;
    close;

L_stones_device:
    mes "[Doctor]";
    mes "";
    mes "\"This? Oh, it's just an ordinary megalectrometer. Good model, though.\"";
    next;
    menu
        "I'm intrigued. Do you need any help?", L_stones_offer,
        "Megalawhat? I knew you were a crazy!", -;
    close;

L_stones_light:
    mes "[Doctor]";
    mes "";
    mes "\"Well, it's obvious.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"The red light on my megalectrometer's come on.\"";
    next;
    menu
        "Uh, okay. So... you need any more help?", L_stones_offer,
        "I've got better things to do. Bye.", -;
    close;

// Now comes the confusing part.
L_stones_offer:
    setarray @menuitems$, "", "", "", "", "", "", "", "", "", "", "", "", "", "";
    set @c, 0;

    if (countitem("WispPowder") < 1) goto L_stones_wisp;
    set @menuitems$[@c], "Wisp Powder?";
    set @menuid[@c], E10_STONES_WISP;
    set @c, @c + 1;

L_stones_wisp:
    if (countitem("SpectrePowder") < 1) goto L_stones_spectre;
    set @menuitems$[@c], "Spectre Powder?";
    set @menuid[@c], E10_STONES_SPECTRE;
    set @c, @c + 1;

L_stones_spectre:
    if (countitem("PoltergeistPowder") < 1) goto L_stones_poltergeist;
    set @menuitems$[@c], "Poltergeist Powder?";
    set @menuid[@c], E10_STONES_POLTERGEIST;
    set @c, @c + 1;

L_stones_poltergeist:
    if (countitem("DiseasedHeart") < 1) goto L_stones_soul;
    set @menuitems$[@c], "A Diseased Heart?";
    set @menuid[@c], E10_STONES_HEART;
    set @c, @c + 1;

L_stones_soul:
    if (countitem("JackOSoul") < 1) goto L_stones_heart;
    set @menuitems$[@c], "A Jack O Soul?";
    set @menuid[@c], E10_STONES_SOUL;
    set @c, @c + 1;

L_stones_heart:
    if (countitem("UndeadEar") < 1) goto L_stones_ear;
    set @menuitems$[@c], "An Undead Ear?";
    set @menuid[@c], E10_STONES_EAR;
    set @c, @c + 1;

L_stones_ear:
    if (countitem("UndeadEye") < 1) goto L_stones_eye;
    set @menuitems$[@c], "An Undead Eye?";
    set @menuid[@c], E10_STONES_EYE;
    set @c, @c + 1;

L_stones_eye:
    if (countitem("Bone") < 1) goto L_stones_bone;
    set @menuitems$[@c], "A Bone?";
    set @menuid[@c], E10_STONES_BONE;
    set @c, @c + 1;

L_stones_bone:
    if (countitem("Skull") < 1) goto L_stones_skull;
    set @menuitems$[@c], "A Skull?";
    set @menuid[@c], E10_STONES_SKULL;
    set @c, @c + 1;

L_stones_skull:
    if (countitem("DarkCrystal") < 1) goto L_stones_crystal;
    set @menuitems$[@c], "A Dark Crystal?";
    set @menuid[@c], E10_STONES_CRYSTAL;
    set @c, @c + 1;

L_stones_crystal:
    if (countitem("RottenRags") < 1) goto L_stones_rags;
    set @menuitems$[@c], "Rotten Rags?";
    set @menuid[@c], E10_STONES_RAGS;
    set @c, @c +1;

    if (countitem("DarkPetal") < 1) goto L_stones_petal;
    set @menuitems$[@c], "A Dark Petal?";
    set @menuid[@c], E10_STONES_PETAL;
    set @c, @c + 1;

L_stones_petal:
    set @menuitems$[@c], "No, I don't have anything like that.";
    set @menuid[@c], E10_STONES_NEVERMIND;
    set @c, @c + 1;

    mes "[Doctor]";
    mes "";
    mes "\"I doubt you could help, since you wouldn't have - actually, you might. Coming from another world and all.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"I need something dark. Something connected with death... a deathly item. Sort of thing. Do you have anything of this kind?\"";
    next;
    menu
        @menuitems$[0], -,
        @menuitems$[1], -,
        @menuitems$[2], -,
        @menuitems$[3], -,
        @menuitems$[4], -,
        @menuitems$[5], -,
        @menuitems$[6], -,
        @menuitems$[7], -,
        @menuitems$[8], -,
        @menuitems$[9], -,
        @menuitems$[10], -,
        @menuitems$[11], -,
        @menuitems$[12], -,
        @menuitems$[13], -;

    set @menu, @menu -1;
    if (@menu >= @c) close;
    if (@menuid[@menu] == E10_STONES_WISP) goto L_stones_offer_wisp;
    if (@menuid[@menu] == E10_STONES_SPECTRE) goto L_stones_offer_spectre;
    if (@menuid[@menu] == E10_STONES_POLTERGEIST) goto L_stones_offer_poltergeist;
    if (@menuid[@menu] == E10_STONES_SOUL) goto L_stones_offer_soul;
    if (@menuid[@menu] == E10_STONES_HEART) goto L_stones_offer_heart;
    if (@menuid[@menu] == E10_STONES_EAR) goto L_stones_offer_ear;
    if (@menuid[@menu] == E10_STONES_EYE) goto L_stones_offer_eye;
    if (@menuid[@menu] == E10_STONES_BONE) goto L_stones_offer_bone;
    if (@menuid[@menu] == E10_STONES_SKULL) goto L_stones_offer_skull;
    if (@menuid[@menu] == E10_STONES_CRYSTAL) goto L_stones_offer_crystal;
    if (@menuid[@menu] == E10_STONES_RAGS) goto L_stones_offer_rags;
    if (@menuid[@menu] == E10_STONES_PETAL) goto L_stones_offer_petal;
    if (@menuid[@menu] == E10_STONES_NEVERMIND) goto L_stones_nevermind;
    close;

L_stones_offer_wisp:
    if (countitem("WispPowder") < 1) goto L_stones_noitem;
    delitem "WispPowder", 1;
    goto L_stones_thanks;

L_stones_offer_spectre:
    if (countitem("SpectrePowder") < 1) goto L_stones_noitem;
    delitem "SpectrePowder", 1;
    goto L_stones_thanks;

L_stones_offer_poltergeist:
    if (countitem("PoltergeistPowder") < 1) goto L_stones_noitem;
    delitem "PoltergeistPowder", 1;
    goto L_stones_thanks;

L_stones_offer_soul:
    if (countitem("JackOSoul") < 1) goto L_stones_noitem;
    delitem "JackOSoul", 1;
    goto L_stones_nothanks;

L_stones_offer_heart:
    if (countitem("DiseasedHeart") < 1) goto L_stones_noitem;
    delitem "DiseasedHeart", 1;
    goto L_stones_thanks;

L_stones_offer_ear:
    if (countitem("UndeadEar") < 1) goto L_stones_noitem;
    delitem "UndeadEar", 1;
    goto L_stones_thanks;

L_stones_offer_eye:
    if (countitem("UndeadEye") < 1) goto L_stones_noitem;
    delitem "UndeadEye", 1;
    goto L_stones_thanks;

L_stones_offer_bone:
    if (countitem("Bone") < 1) goto L_stones_noitem;
    delitem "Bone", 1;
    goto L_stones_thanks;

L_stones_offer_skull:
    if (countitem("Skull") < 1) goto L_stones_noitem;
    delitem "Skull", 1;
    goto L_stones_thanks;

L_stones_offer_crystal:
    if (countitem("DarkCrystal") < 1) goto L_stones_noitem;
    delitem "DarkCrystal", 1;
    goto L_stones_thanks;

L_stones_offer_rags:
    if (countitem("RottenRags") < 1) goto L_stones_noitem;
    delitem "RottenRags", 1;
    goto L_stones_nothanks;

L_stones_offer_petal:
    if (countitem("DarkPetal") < 1) goto L_stones_noitem;
    mes "[Doctor]";
    mes "";
    mes "\"Let me examine it... h'm...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Well now... this is quite... impressive.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"I think I've figured out how you came here...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"This item will certainly serve my purposes. However, when it comes time for you to go home, you may find it a little more difficult.\"";
    mes "\"Not impossible, but difficult.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Do you want to give it to me anyway?\"";
    next;
    menu
        "I'm a tough guy, I'll still make it home.", L_stones_tough,
        "Sorry, I'm a coward. Maybe I've got something else...", L_stones_offer;
    close;

L_stones_nevermind:
    mes "[Doctor]";
    mes "";
    mes "\"H'm, well, if you come by anything please let me know!\"";
    close;

L_stones_thanks:
    callsub S_Update_Helped, E10_DOCTOR_POSITION_STONES;
    mes "[Doctor]";
    mes "";
    mes "\"Let me examine it... h'm...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Yes, that should do perfectly! Thank you very much.\"";
    next;
    menu
        "Is there anything else you need?", L_stones_help,
        "Yep, that's fine. Bye then!", -;
    close;

L_stones_nothanks:
    mes "[Doctor]";
    mes "";
    mes "\"Let me examine it... h'm...\"";
    mes "\"No, I'm afraid that won't work. Do you have anything else?\"";
    goto L_stones_offer;

L_stones_noitem:
    mes "[Doctor]";
    mes "";
    mes "\"Let me examine it... h'm...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Wait a minute! You don't even have one of those!\"";
    next;
    menu
        "Well, I did, but I dropped it halfway through the dialogue.", L_stones_dropped,
        "Sorry, I thought I did. Let's see what else I have...", L_stones_offer,
        "Aha! Got you all excited there!", -;
    close;

L_stones_tough:
    mes "[Doctor]";
    mes "";
    mes "\"Well, if you're sure...\"";
    next;
    menu
        "I am! Just take the petal, okay?", L_give_petal,
        "Er, actually, I'm not. Maybe I have something else...", L_stones_offer;
    close;

L_give_petal:
    if (countitem("DarkPetal") < 1) goto L_stones_noitem;
    delitem "DarkPetal", 1;
    goto L_stones_thanks;

L_stones_help:
    mes "[Doctor]";
    mes "";
    mes "\"Hmm, that's all for now, thank you. I'm going to have a look around this area, though, and I might need some assistance later on.\"";
    close;

// Warning about the potential perils ahead, but the player must still want to abort the quest.
L_At_Stones_Warning:
    mes "[Doctor]";
    mes "";
    mes "\"There is no doubt in my mind that what awaits us is both powerful and dangerous, to say the least.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"If this... destruction, this disregard for life isn't an indication, what is?\"";
    mes "He takes a moment, searching your face.";
    next;
    mes "[Doctor]";
    mes "";
    if (((Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK))
        mes "\"I do appreciate your help thus far, really. And I did look forward to working with you again in putting an end to this devastation.\"";
    if (!((Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK))
        mes "\"Despite the danger, I think pressing on would certainly be a brave choice.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"But if you were to leave now, I'm afraid it would be impossible to return...\"";
    mes "He pauses again. \"There is still time for you to turn back now, while it's relatively easy.\"";
    next;
    menu "N-no, I-I think I will continue... Yes, I'm ready!", L_At_Stones_Menu,
            "Now that you mention it, maybe I'd better leave now while I can.", L_At_Stones_Turn_Back,
            "Um, could I have a minute to think it over?", -;
    close;

L_At_Stones_Turn_Back:
    mes "[Doctor]";
    mes "";
    mes "\"You really want to turn back now?\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"I don't think there's any shame in going back. Quite the contrary. You're brave for even being here.\"";
    mes "He hesitates ever so slightly, choosing his words. \"I just wanted to make sure you were certain about your decision.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Once you've left, I don't see how you'll be able to return.\"";
    next;
    menu "On second thought, perhaps I will stick around.", -,
            "No, no, I'm quite sure I want to leave.", L_At_Stones_Really_Return;
    close;

// The player definitely wants to go back, and there's no returning.
L_At_Stones_Really_Return:
    if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK == E10_FLAG_RETURN_READY && (Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK == E10_STATE_ROSE_ROSE_COMPLETE)
        goto L_At_Stones_Capable;
    mes "[Doctor]";
    mes "";
    mes "\"If that is what you want, then consider it done. And good luck.\"";
    next;
    goto L_At_Stones_Return;

L_At_Stones_Return:
    callsub S_Helped_Count;
    if (countitem("DarkPetal") == 0 && @Easter_2010_helper < 3) goto L_At_Stones_Difficult_Return;
    set Easter_2010_QuestState, (Easter_2010_QuestState & ~(E10_STATE_ROSE_MASK << E10_STATE_ROSE_SHIFT)) | (E10_STATE_ROSE_RETURNED << E10_STATE_ROSE_SHIFT);
    if (@Easter_2010_helper < 3)
        delitem "DarkPetal", 1;
    savepoint "009-1", 52, 40;
    warp "009-1", 0, 0;
    close;

L_At_Stones_Difficult_Return:
    mes "[Doctor]";
    mes "";
    mes "\"Hm... you don't seem to have the thing that brought you here, that petal, that I could have used to send you back... assuming you really do want to give up.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Others have been able to battle some darkness directly, which might serve as a substitute.\"";
    mes "\"You could still help me here and elsewhere if you want to try to get this done once and for all, but if you want to go early you will need to fight, somehow.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Though there are others helping, too. No doubt that soon enough, you'll be able to go anyway...\"";
    close;

L_At_Stones_Capable:
    mes "[Doctor]";
    mes "";
    mes "\"Hm. Oh, it looks like you've learned how to travel between these worlds on your own. Don't you remember the way?\"";
    next;
    menu "Oh, you're right! It was a spell, um..." + getspellinvocation("world-shift") + " was the name!", -;
    close;

L_At_Stones_Helped:
    mes "[Doctor]";
    mes "";
    mes "A smile appears on the Doctor's face. \"You really have done splendidly here.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Will have to see about taking care of these other loose ends, though. Well, I should be getting back to my observations. Please feel free to let me know if you have some new information for me.\"";
    close;

// =======================
// === Fourth location ===
// =======================

//From Freeyorp on IRC:
//The fourth position is the only position with any serious sign of life - there are quite a lot of living trees there, packed quite densely
//In the middle of this area, atop cliffs overlooking water, is a fruit tree

L_At_Fruit:
    if ((Easter_2010_QuestState >> E10_FLAG_HELPED_DOCTOR_FRUIT_SHIFT) & E10_FLAG_HELPED_DOCTOR_FRUIT_MASK == E10_FLAG_HELPED_DOCTOR_FRUIT)
        goto L_At_Fruit_Helped;
    if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR_MASK == E10_FLAG_KNOWS_DOCTOR)
        goto L_At_Fruit_Known;

    setarray @responses$, "\"This tree... it bears remarkable signs of life for such a dead world...\"", "\"But this red light here in conjunction with the blue... that means it must be...\"", "\"Oh dear! Pressed the wrong dratted button again. I wish they'd make them just a little larger...\"", "\"But why so alive? It's surprising to find something that isn't long dead...\"";

    callsub S_Update_Knows;
    close;

L_At_Fruit_Known:
    setarray @responses$, "\"Hmm...\" He pauses. \"Ah, hello there. Could you help with a few things for a bit? Might be a bit dangerous, though...\"",
                          "\"Hello again. Mind helping out again for a bit?\"",
                          "He wanders around, apparently lost in thought. \"Hm. Are you able to help with something? Er, but just so that you know, it could be dangerous...\"",
                          "\"Ah, it's you. Thanks for your help back there, by the way. There is something else, though it might be a bit dangerous, that I need help with if you don't mind?\"";
    set @i, rand(getarraysize(@responses$) >> 1) << 1;
    if ((Easter_2010_QuestState >> E10_DOCTOR_HELP_STATES_SHIFT) & E10_DOCTOR_HELP_STATES_MASK) set @i, @i + 1;
    mes @responses$[@i];
    next;

L_lens_main_menu:
    menu "What do I need to do?", L_lens_minigame_explain,
         "Dangerous?", L_lens_minigame_dangers,
         "Let's start!", L_lens_loop_init,
         "Actually, I'd rather not...", -;
    close;

L_lens_minigame_explain:
    mes "[Doctor]";
    mes "";
    mes "\"I need a special sort of lens, one that might be used to detect what's going on around here.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"To do this, I'll need a special concoction... but I'll need an extra set of hands, and some dark crystal - they seem to match the dark presence here quite nicely.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"We'll probably need other items as well, to get the concoction to the right state. Hm...\"";
    next;
    mes "[Doctor]";
    mes "";
    if (countitem("Pearl") < 1) mes "\"If you get some solid, shiny object that could be used in the mix, that would help. A lot.\"";
    if (countitem("Pearl") > 0) mes "\"Your pearl there would be great in the mix, as such things help in removing color. Though adding too much would make the wrong kind of texture, and also make it difficult to see through...\"";
    if (countitem("IronPotion") < 1) mes "\"From what I've heard about potions from your world, one of them would be excellent at removing an unwanted presence while we make this. I can't remember the name right now, but I think it was orange...\"";
    if (countitem("IronPotion") > 0) mes "\"That orange potion there... an Iron Potion, isn't it? It looks like a fairly thick brew, but something that strong should be useful for getting rid of this presence if it gets too much.\"";
    if (countitem("ConcentrationPotion") < 1) mes "\"If you could find some potion to refine the concoction, that should be quite useful.\"";
    if (countitem("ConcentrationPotion") > 0) mes "\"That purple potion there... a Concentration Potion, you say? That's closer to the sort of texture we're looking for, but it might draw the attention of that presence...\"";
    if (countitem("SlowPoisonPotion") < 1) mes "\"And any other potion you can think of, really. I just make it up as I go along, most of the time.\"";
    if (countitem("SlowPoisonPotion") > 0) mes "\"Ah, a potion to slow the effects of poison? Interesting, interesting, perhaps something like that could also protect our mix from this evil influence.\"";
    if (countitem("BottleOfWater") < 1) mes "\"Though you don't seem to have any water... there is water all around in this place, but whenever I try to do anything with it, things never work. I think it might be tainted here. Maybe there are other things from your world that could help?\"";
    if (countitem("BottleOfWater") > 0) mes "\"Ah, water. That will be fantastic for getting rid of unwanted coloration and make the mixture clearer, but of course, too much of it and we'll lose the properties that I was looking for in the first place...\"";
    next;
    goto L_lens_main_menu;

L_lens_minigame_dangers:
    mes "[Doctor]";
    mes "";
    mes "\"Well. There's some sort of malign force around here, and the things I want to do will probably draw its attention.\"";
    next;
    goto L_lens_main_menu;

// ##### Initialise the minigame. #####

L_lens_loop_init:

    // Insert sanity checks here
    if (countitem("DarkCrystal") < 1) goto L_lens_no_crystal;
    
    set @MAX_LENS_CRYSTAL_ENERGY_INCREASE, 70;

    // Texture:
    setarray @textures$, "finely powdered", "thick", "slightly thick", "slightly thin", "thin";
    set @textureID, rand(3);

    // Coloration is more interesting. 1 for red, 2 for blue, 4 for yellow. So 7 has everything, 0 is clear.
    setarray @tints$, "clear", "red", "blue", "purple", "yellow", "orange", "green", "dark";
    set @tintID, rand(7);

    // Opacity, final explicitly displayed value
    setarray @opacities$, "opaque", "moderately opaque", "moderately transparent", "transparent";
    set @opacityID, rand(2);

    set @crystalEnergy, rand(rand(@MAX_LENS_CRYSTAL_ENERGY_INCREASE) + 1); // Yes, things _can_ go wrong right from the start.
    set @dilution, 4;
    set @rounds, 0; // Things go spectacularly wrong as time goes on.
    set @damage, 0; // When this hits 4, game over.

    mes "The Doctor places the dark crystal in a small metal container. Looking away, and shielding his face with one hand, he uses a small thin metallic device to emit a sharp, piecing sound, shattering the dark crystal.";
    delitem "DarkCrystal", 1;
    mes "There is a cloud of smoke, and purple flames leap from the container.";
    next;

// ----------------------
// ===== Main loop. =====
// ----------------------

L_lens_loop_main:
    set @retloc, 0;
    set @oldtextureID, @textureID;
    set @oldtintID, @tintID;
    set @oldopacityID, @opacityID;

    mes "[Lens concoction]";
    mes "";
    mes "The concoction is currently a " + @textures$[@textureID] + ", " + @tints$[@tintID] + " " + @opacities$[@opacityID] + " concoction.";
    set @mod, 0;
    if (rand(@crystalEnergy) / 3 + rand(@crystalEnergy >> 1) > 30) set @mod, 1;
    if (@mod == 1) mes "The Doctor seems uneasy. \"We seem to have drawn the attention of something. Be careful...\"";
    next;

L_lens_loop_menu:
    set @LENS_CHOICE_PEARL, 0;
    set @LENS_CHOICE_IRON_POTION, 1;
    set @LENS_CHOICE_CONC_POTION, 2;
    set @LENS_CHOICE_SLOW_POISON_POTION, 3;
    set @LENS_CHOICE_WATER, 4;
    set @LENS_CHOICE_WAIT, 5;
    set @LENS_CHOICE_DISCARD, 6;

    setarray @lensmenu$, "", "", "", "", "", "", "";
    set @lensmenuiter, 0;

    if (countitem("Pearl") < 1) goto L_lens_loop_post_pearl_choice;

    set @lensmenu$[@lensmenuiter], "Pearl";
    set @lensmenuID[@lensmenuiter], @LENS_CHOICE_PEARL;
    set @lensmenuiter, @lensmenuiter + 1;

L_lens_loop_post_pearl_choice:
    if (countitem("IronPotion") < 1) goto L_lens_loop_post_iron_potion_choice;

    set @lensmenu$[@lensmenuiter], "Iron potion";
    set @lensmenuID[@lensmenuiter], @LENS_CHOICE_IRON_POTION;
    set @lensmenuiter, @lensmenuiter + 1;

L_lens_loop_post_iron_potion_choice:
    if (countitem("ConcentrationPotion") < 1) goto L_lens_loop_post_conc_potion_choice;

    set @lensmenu$[@lensmenuiter], "Concentration potion";
    set @lensmenuID[@lensmenuiter], @LENS_CHOICE_CONC_POTION;
    set @lensmenuiter, @lensmenuiter + 1;

L_lens_loop_post_conc_potion_choice:
    if (countitem("SlowPoisonPotion") < 1) goto L_lens_loop_post_slow_poison_potion_choice;

    set @lensmenu$[@lensmenuiter], "Slow poison potion";
    set @lensmenuID[@lensmenuiter], @LENS_CHOICE_SLOW_POISON_POTION;
    set @lensmenuiter, @lensmenuiter + 1;

L_lens_loop_post_slow_poison_potion_choice:
    if (countitem("BottleOfWater") < 1) goto L_lens_loop_post_water_choice;

    set @lensmenu$[@lensmenuiter], "Bottle of Water";
    set @lensmenuID[@lensmenuiter], @LENS_CHOICE_WATER;
    set @lensmenuiter, @lensmenuiter + 1;

L_lens_loop_post_water_choice:
    set @lensmenu$[@lensmenuiter], "Wait for a moment";
    set @lensmenuID[@lensmenuiter], @LENS_CHOICE_WAIT;
    set @lensmenuiter, @lensmenuiter + 1;

    set @lensmenu$[@lensmenuiter], "Discard the brew";
    set @lensmenuID[@lensmenuiter], @LENS_CHOICE_DISCARD;
    set @lensmenuiter, @lensmenuiter + 1;

    menu @lensmenu$[0], -,
         @lensmenu$[1], -,
         @lensmenu$[2], -,
         @lensmenu$[3], -,
         @lensmenu$[4], -,
         @lensmenu$[5], -,
         @lensmenu$[6], -;

    set @menu, @menu - 1;
    set @pcmod, 0;
    if (@menu >= @lensmenuiter) goto L_lens_loop_menu_invalid;

    if (@lensmenuID[@menu] == @LENS_CHOICE_PEARL) goto L_lens_pc_use_pearl; // set @pcmod, rand(2);
    if (@lensmenuID[@menu] == @LENS_CHOICE_IRON_POTION) goto L_lens_pc_use_ironpot;
    if (@lensmenuID[@menu] == @LENS_CHOICE_CONC_POTION) goto L_lens_pc_use_concpot;
    if (@lensmenuID[@menu] == @LENS_CHOICE_SLOW_POISON_POTION) goto L_lens_pc_use_slowpoisonpot;
    if (@lensmenuID[@menu] == @LENS_CHOICE_WATER) goto L_lens_pc_use_water;
    if (@lensmenuID[@menu] == @LENS_CHOICE_WAIT) set @pcmod, 6;
    if (@lensmenuID[@menu] == @LENS_CHOICE_DISCARD) goto L_lens_discard_confirm;

L_lens_loop_automodify:
    set @rounds, @rounds + 1;
    set @inc, rand(rand(@MAX_LENS_CRYSTAL_ENERGY_INCREASE / (1+(@crystalEnergy >> 2))) + 1);
    if (!(@pcmod & 1)) set @crystalEnergy, @crystalEnergy + @MAX_LENS_CRYSTAL_ENERGY_INCREASE * @inc / (2 + @inc);
    set @crystalEnergy, @crystalEnergy - rand(rand(@MAX_LENS_CRYSTAL_ENERGY_INCREASE) + 1);
    if (@crystalEnergy < 0) set @crystalEnergy, 0;
    set @effects, rand(20 + rand(40 + @crystalEnergy));

    if (!(@effects & 1)) goto L_lens_loop_automodify_post_texture;

// --- Automatically modify the texture ---
    if (@textureID == 0) set @retloc, 1;
    if (@textureID == 0) goto L_lens_auto_alter_texture_dry;
L_lens_loop_automodify_ret:
    set @mod, rand(3);
    if (@mod == 1) goto L_lens_loop_post_automods;
    set @textureID, @textureID - 1 + @mod;
    goto L_lens_loop_automodify_post_texture;

L_lens_loop_automodify_post_texture:
    if (@effects & 2) goto L_lens_auto_alter_color;
L_lens_loop_auto_post_color:
    if (@effects & 4) goto L_lens_auto_alter_transparency;
L_lens_loop_auto_post_transparency:
    if (@effects > 50) goto L_lens_warp_pc_hair;
L_lens_loop_auto_post_warp_hair:
    if (@effects > @crystalEnergy) goto L_lens_autofix_texture;
L_lens_loop_auto_post_fix_texture:
    set @temp, 0;
    if (!(@effects > 80 && rand(@dilution) && !(@effects & 1))) set @temp, 1;
    if (@temp == 1) set @retloc, 2;
    if (@temp == 1) goto L_lens_drydamage;
L_lens_loop_auto_post_drydamage:
    set @temp, 0;
    if (@effects + @crystalEnergy / 3 > 120 && (!(@pcmod & 1) || @pcmod & 2)) set @temp, 1;
    if (@temp == 1) set @retloc, 3;
    if (@temp == 1) goto L_lens_directdamage;
    set @temp, 0;
    
L_lens_loop_post_automods:
    if (@oldtintID & (@tintID ^ @oldtintID)) mes "The mixture becomes less " + @tints$[@oldtintID & (@tintID ^ @oldtintID)] + ", changing to a " + @tints$[@oldtintID & ~(@oldtintID & (@tintID ^ @oldtintID))] + " tint.";
    if (@tintID & (@tintID ^ @oldtintID)) mes "The mixture becomes more " + @tints$[@tintID & (@tintID ^ @oldtintID)] + ", changing to a " + @tints$[@tintID] + " tint.";
    if (@textureID == @oldtextureID) goto L_lens_nochange_texture;
    if (@textureID < 0) set @textureID, 0;
    if (@textureID > 4) set @textureID, 4;
    if (@oldtextureID == 0) mes "The powder becomes more fluid, changing into a " +   @textures$[@textureID] + " concoction.";
    if (@oldtextureID > @textureID) mes "The concoction thickens, changing into a " + @textures$[@textureID] + " concoction.";
    if (@oldtextureID < @textureID && !(@oldtextureID == 0)) mes "The concoction thins, changing into a " + @textures$[@textureID] + " concoction.";

L_lens_nochange_texture:
    if (@oldopacityID > @opacityID) mes "The concoction becomes more opaque.";
    if (@oldopacityID < @opacityID) mes "The concoction becomes more transparent.";

L_lens_loop_check:
    // Check to whether you finished here
    if ((@textureID == 3 || @textureID == 2) && @tintID == 0 && @opacityID == 0 && @rounds < 3) goto L_lens_early;
    if ((@textureID == 3 || @textureID == 2) && @tintID == 0 && @opacityID == 0) goto L_lens_complete;
    if (@textureID == 0 && @rounds / @dilution > 4) goto L_lens_dry_destroyed;
    if ((@damage > 3 && @crystalEnergy > 80) || (@damage > 2 && @crystalEnergy > 80 && @textureID == 0)) goto L_lens_violently_destroyed;
    next;
    goto L_lens_loop_main;

L_lens_early:
    mes "[Doctor]";
    mes "";
    mes "\"That's the sort of thing I'm aiming for - too bad that we haven't added enough for it to complete, though.\"";
    next;
    goto L_lens_loop_main;

L_lens_discard_confirm:
    // Make sure that the player really does want to discard the mix.
    mes "[Doctor]";
    mes "";
    if (@mod == 1 && @damage < 2) mes "\"Are you sure? It didn't seem so bad before...\"";
    if (@mod == 0 || @damage > 1) mes "\"If you are sure... there's a lot of dark energy around, so that might be the best option...\"";
    next;
    menu "Yes, get rid of it!", L_lens_really_discard,
         "No, on second thoughts, better not...", -;
    goto L_lens_loop_menu;

L_lens_really_discard:
    mes "The Doctor takes out a curious glass instrument, and carefully moves it over the mixture. The device takes on a sickly purple hue, and the remnants of the mixture crumbles into nothingness as the light fades into the device.";
    close;

L_lens_loop_menu_invalid:
    mes "[Lens concoction]";
    mes "That doesn't seem right, somehow...";
    next;
    goto L_lens_loop_menu;

L_lens_pc_use_pearl:
    if (countitem("Pearl") < 1) goto L_lens_pc_use_missing;
    delitem "Pearl", 1;
    mes "You pass the pearl to the Doctor, who awkwardly takes it with one hand, grinds it into powder with another device, all the while keeping the container firmly in place. After he finishes, you sprinkle the powder evenly over the concoction.";
    if (@textureID > 1) set @textureID, @textureID - 1;
    if (rand(3 * @rounds / @dilution) > 0) set @tintID, @tintID & ~1; // Remove red
    if (rand(2) > 0) set @tintID, @tintID & ~2; // Remove blue
    if (rand(3) > 0) set @tintID, @tintID & ~4; // Remove yellow
    if (rand(@opacityID) == 0) set @opacityID, @opacityID + 1;
    goto L_lens_loop_automodify;

L_lens_pc_use_ironpot:
    if (countitem("IronPotion") < 1) goto L_lens_pc_use_missing;
    delitem "IronPotion", 1;
    mes "You pour the iron potion into the mix.";
    if (@textureID > 2) set @textureID, @textureID - 1;
    if (@textureID == 1 || (@textureID == 0 && rand(2) == 0)) set @textureID, @textureID + 1;
    set @tintID, @tintID | 4;
    if (rand(3) > 0) set @tintID, @tintID | 1;
    set @crystalEnergy, 10 * (@crystalEnergy + 5) >> 4;
    goto L_lens_loop_automodify;
    
L_lens_pc_use_concpot:
    if (countitem("ConcentrationPotion") < 1) goto L_lens_pc_use_missing;
    delitem "ConcentrationPotion", 1;
    mes "You pour the concentration potion into the mix.";
    if (@textureID > 1 && rand(5) <= 2) set @textureID, @textureID - 1;
    if (@textureID == 0 && rand(3) > 0) set @textureID, @textureID + 1;
    set @pcmod, rand(2);
    goto L_lens_loop_automodify;

L_lens_pc_use_slowpoisonpot:
    if (countitem("SlowPoisonPotion") < 1) goto L_lens_pc_use_missing;
    delitem "SlowPoisonPotion", 1;
    mes "You pour the slow poison potion into the mix.";
    if ((@textureID < 4 && @textureID > 0 && rand(5) > 2) || (@textureID == 0 && rand(5))) set @textureID, @textureID + 1;
    set @crystalEnergy, @crystalEnergy - rand(rand(10 * (@crystalEnergy + 15) >> 4) + 5);
    set @pcmod, 1;
    goto L_lens_loop_automodify;

L_lens_pc_use_water:
    if (countitem("BottleOfWater") < 1) goto L_lens_pc_use_missing;
    delitem "BottleOfWater", 1;
    mes "You empty the bottle of water into the mix.";
    if ((@textureID < 4 && @textureID > 0) || (@textureID == 0 && rand(5) < 2)) set @textureID, @textureID + 1;
    if (rand(7) < 2) set @tintID, @tintID & ~3;
    if (rand(7) < 2) set @tintID, @tintID & ~5;
    if (rand(7) < 2) set @tintID, @tintID & ~6;
    if (rand(@opacityID + 2) > 1) set @opacityID, @opacityID - 1;
    set @pcmod, rand(3);
    set @dilution, @dilution + 1;
    goto L_lens_loop_automodify;

L_lens_pc_use_missing:
    mes "Odd, you seemed to have it just moments before. Somewhat confused, you go back to consider what to do next.";
    next;
    goto L_lens_loop_menu;

// -----------------------------------------------------------------
// ##### The various automatic subroutines for various effects #####
// -----------------------------------------------------------------

L_lens_auto_alter_color:
    set @mod, 1 << rand(3);
    if (rand(@crystalEnergy) > 40) set @mod, @mod | 4;
    if (@crystalEnergy - rand(@crystalEnergy) < 30) set @mod, @mod | rand(3);
    set @tintID, @tintID | @mod;
    goto L_lens_loop_auto_post_color;

L_lens_auto_alter_transparency:
    set @mod, rand(3);
    if ((@opacityID == 0 && @mod < 1) || (@opacityID == 3 && @mod > 1)) goto L_lens_loop_auto_post_transparency;
    if (@mod == 1) goto L_lens_loop_auto_post_transparency;
    set @opacityID, @opacityID - 1 + @mod;
    if (@mod > 1) mes "The mixture alters, and becomes easier to see through.";
    if (@opacityID == 3) mes "The mixture is now completely clear.";
    if (@mod < 1) mes "The mixture alters, and becomes harder to see through.";
    goto L_lens_loop_auto_post_transparency;

L_lens_warp_pc_hair:
    mes "You feel something around your head change...";
    set @style,rand(6);
    set @color,rand(9);
    setlook 1,@style+1;
    setlook 6,@color;
    goto L_lens_loop_auto_post_warp_hair;

L_lens_autofix_texture:
    set @textureID, @textureID + rand(3) - 1;
    if (@textureID > 3) set @textureID, @textureID -1;
    if (@textureID < 3) set @textureID, @textureID +1;
    goto L_lens_loop_auto_post_fix_texture;

L_lens_directdamage:
    mes "A flash of sickly yellow light blinds you, the mixture distorts for a moment, then reappears.";
    set @textureID, rand(3);
    set @tintID, @tintID | rand(7);
    set @opacityID, 0;

    set @mod, 0;
    if (rand(readparam(bAgi)) > 30) set @mod, 1;
    if (@mod == 1) mes "You barely manage to dive out of the way as the yellow flash sharply hisses through a space which, until a few moments ago, you had occupied...";
    if (@mod == 0) mes "The light burns all around you, with a strong sensation as if you were crushed under a great weight...";
    if (@mod == 0) itemheal readparam(bVit) * readparam(bVit) / 12 - 820, 0;
    if (hp < 1) close;
    set @mod, 1;

L_lens_auto_alter_texture_dry:
    // If the mix dries up, and too much of the mix was water, then the mixture become damaged. However, the chance that it does dry up decreases with the proportion of water used so far
    if (@mod == 0 && rand(2) == 0 && @dilution > 4) set @dilution, @dilution - 1;
    if (rand(3) == 0 && @dilution > 5 && rand(@dilution * @dilution) > 12 && (!@pcmod & 1)) goto L_lens_drydamage;
    goto L_lens_loop_return_fix;

L_lens_drydamage:
    if (@mod == 0 && @pcmod & 1) goto L_lens_loop_return_fix;
    if (@mod == 0) mes "With a flash of purple light, the mixture spontaneously becomes very dry.";
    if (@mod == 0 && rand(2) == 0 && @dilution > 5) set @dilution, @dilution / 2;
    if (@mod == 0) set @textureID, 0;

L_lens_damagelens:
    if (rand(@damage * @damage) >= 6) goto L_lens_loop_return_fix;
    set @damage, @damage + 1;
    if (@damage == 1) mes "The container starts vibrating slightly.";
    if (@damage == 2) mes "The container begins to shake unsteadily.";
    if (@damage == 3 && @textureID == 0) goto L_lens_violently_destroyed;
    if (@damage == 3) mes "The container is now shaking violently. The concoction gives off an acrid smell, and dark purple sparks occasionally fly out of the container. He watches you uneasily.";
    if (@damage == 4) goto L_lens_violently_destroyed;
    goto L_lens_loop_return_fix;

L_lens_loop_return_fix:
    if (@retloc == 0) mes "FATAL ERROR: @retloc undefined in L_lens_loop_return_fix, closing script.";
    if (@retloc == 0) close;
    // Hacky.
    set @temp, 0;
    if (@retloc == 1) set @temp, 1;
    if (@retloc == 2) set @temp, 2;
    if (@retloc == 3) set @temp, 3;
    set @retloc, 0;
    if (@temp == 0) mes "FATAL ERROR: @retloc out of range in L_lens_loop_return_fix, closing script.";
    if (@temp == 0) close;
    if (@temp == 1) goto L_lens_loop_automodify_ret;
    if (@temp == 2) goto L_lens_loop_auto_post_drydamage;
    if (@temp == 3) goto L_lens_loop_post_automods;

L_lens_no_crystal:
    mes "[Doctor]";
    mes "";
    mes "\"Looks like neither of us have a dark crystal. I'll try something else, but if you want to look around for one in the meantime, we could try again later.\"";
    close;

// ---------------------------------
// ##### The possible outcomes #####
// ---------------------------------

L_lens_violently_destroyed:
    mes "A high pitched whine echoes around you. A series of blinding flashes force you to cover your eyes as the container is sent flying into the air. The grass around where the concoction landed takes on a sickly yellow hue.";
    next;
    mes "[Doctor]";
    mes "";
    mes "The Doctor sighs.";
    mes "\"That could have gone better...\"";
    next;
    mes "The Doctor takes out a curious glass device, and carefully moves it over the tainted grass. Purple and black energies are sucked into the device, and the grass gradually returns to its normal color.";
    close;

L_lens_dry_destroyed:
    mes "[Doctor]";
    mes "";
    mes "The Doctor frowns.";
    mes "";
    mes "\"It's has become too dry... I fear that the mix has become damaged beyond repair, at least for the purposes I had in mind...";
    mes "I'll do what I can to salvage what is there, but it would be unrealistic to be expect that the end result will be anything other than deeply flawed.\"";

L_lens_salvage:
    mes "[Doctor]";
    mes "";
    mes "The Doctor takes out a vial containing a crystal clear fluid, an oddly shaped bowl, and a curious glass device. He then tips the remnants of the concoction into the bowl, then moves the device counterclockwise around the bowl five times, while pouring the clear fluid into the bowl";
    mes "A weak yellow glow surrounds the device as it moves around the outside of the bowl, and the concoction slowly fuses together as more of the clear fluid is added to it. But the concoction is still very lumpy, and doesn't fit properly within the bowl.";
    next;
    mes "[Doctor]";
    mes "";
    mes "He mutters distractedly as he moves the device directly over the bowl, then around, twice clockwise then once counterclockwise. \"...all going wrong... shouldn't be yellow...\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "He then holds the device vertically over the bowl, and takes out a vial of bright red fluid, inverts the device, and mixes the red fluid into the dark purple energy that shoots out of the device into the centre of the remnants.";
    mes "The red fluid darkens the energy it comes into contact with, then spreads out over the remnants of the concoction, giving of copious amounts of smoke.";
    next;

    mes "[Doctor]";
    mes "";
    mes "After a few moments, he steps back and puts away the vial and the glass device, which is now completely devoid of any color.";
    mes "The smoke gradually clears, leaving a perceptively warped lump of glass in the middle.";

    mes "[Doctor]";
    mes "";
    mes "\"You might as well take this.\"";
    mes "";
    mes "\"I did what I could, but the lens is still warped beyond use, for me... I'm not sure that there's much that you'll be able to do with that as it is, but perhaps you could find someone that still has a use for it somewhere, or something.\"";
    getitem "FlawedLens", 1;
    close;

L_lens_complete:
    mes "The Doctor grins broadly.";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Yes, yes. That's it, that's just what I need!\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "The Doctor takes out an oddly shaped bowl and a curious glass device. He quickly pours the concoction in, then moves the device over the bowl. A faint blue glow surrounds the bowl as he does so.";
    next;
    mes "[Doctor]";
    mes "";
    mes "He then moves the device around the edges, twice clockwise then once counterclockwise.";
    mes "After this, he holds the device vertically over the bowl. He takes out a vial of bright red fluid, and inverts the device, sending a stream of pure black energy directly downwards into the concoction. He moves with incredible speed as he pours the red fluid evenly over the concoction as the black energy hits the concoction, giving off a tremendous amount of steam.";
    next;
    mes "[Doctor]";
    mes "";
    mes "He stares at the bowl with intense concentration, then abruptly cuts off the stream of red fluid, despite no visible change in the mixture that you can see through the steam.";
    next;
    mes "As the steam clears, you see that the concoction has hardened into a single solid shape, smoothly curving outwards, but completely opaque.";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Nothing to worry about.. it might be opaque now, but give it a moment to cool down first. Ah, there, it's clearing up nicely now.\"";
    mes "";
    mes "He waits a moment, as the lens becomes more and more transparent.";
    next;
    mes "[Doctor]";
    mes "";
    mes "The Doctor carefully picks up the lens and holds it in a small piece of fabric. He turns it over a few times, checking to make sure there aren't any imperfections.";
    mes "";
    mes "\"The glass formed perfectly! The lens is done.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"This is just what I needed. You were a great help, thank you!\"";
    mes "";
    mes "[You gain 150,000 experience points!]";
    getexp 150000, 0;
    callsub S_Update_Helped, E10_DOCTOR_POSITION_FRUIT;
    close;
    // Yay!

L_At_Fruit_Helped:
    mes "As you approach, you see him looking through a collection of devices.";
    next;
    mes "There is an odd humming sound, and a blue glow from somewhere.";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Oh, hello.\" You notice the sound has stopped. \"Ah, and thanks for the help back there, I should be able to get this done in no time now.\"";
    mes "He wanders around, and you can see him do something complicated with yet another of his devices and the lens that you made.";
    next;
    mes "You can't be quite sure, but this area feels healthier already...";
    close;

// ======================
// === Fifth location ===
// ======================

// There was no time to complete this to the original plan, so a short easter egg was included here.

L_At_Cave:
    mes "[Doctor]";
    mes "";
    mes "\"It's funny, isn't it? Um, time, that is. Yes...you could say I know a lot about it.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"For all our planning, it gets the better of us at times. And we may not always be able to realise our plans at time's mercy.\"";
    next;
    mes "[Doctor]";
    mes "";
    mes "\"Alas, what can we do? You seem like the patient sort, perhaps you know something about it?\"";
    next;
    menu "Patient, me? Not at all! I've had to wait too much these days!", -,
            "Yes, I think I can understand that sentiment.", -;
    mes "[Doctor]";
    mes "";
    mes "\"Ah, well. I thought there was something to do here, but it seems there's no time for that.\"";
    mes "He looks off, quietly upset. \"Well, there's no reason to be down, is there!\" Suddenly he's vibrant again. \"Still much that can be done!\"";
    close;


// =======================
// === Event functions ===
// =======================


OnTimer30000:
    setnpctimer 0;
    if (($Easter_2010_Npc_State1 & E10_TIMER_STATE_DOCTOR_MASK) >> E10_TIMER_STATE_DOCTOR_SHIFT < ($Easter_2010_Npc_State1 >> E10_DOCTOR_TIMER_OVERTICK_SHIFT) & E10_DOCTOR_TIMER_OVERTICK_MASK) goto L_timer_increment;

OnResetWarp:
    set $Easter_2010_Npc_State1, $Easter_2010_Npc_State1 & (~E10_TIMER_STATE_DOCTOR_MASK << E10_TIMER_STATE_DOCTOR_SHIFT);
OnDoWarp:
    setarray $@xcoord, 0, 21,  83, 65, 116, 110;
    setarray $@ycoord, 0, 105, 34, 95, 69,  124;
    set $@index, rand(getarraysize($@xcoord) - 1);
    if (rand(3)) set $@index, $@index + 1;
    npcwarp $@xcoord[$@index], $@ycoord[$@index], "Doctor#who";
    message "Freeyorp", "Doctor warped. New location: " + $@index + ".";
    set $Easter_2010_Npc_State2, $Easter_2010_Npc_State2 & ~(E10_DOCTOR_POSITION_MASK << E10_DOCTOR_POSITION_SHIFT) | ($@index << E10_DOCTOR_POSITION_SHIFT);
    end;

L_timer_increment:
    set $Easter_2010_Npc_State1, ($Easter_2010_Npc_State1 & (~E10_TIMER_STATE_DOCTOR_MASK << E10_TIMER_STATE_DOCTOR_SHIFT)) | (((($Easter_2010_Npc_State1 & E10_TIMER_STATE_DOCTOR_MASK) + 1 ) << E10_TIMER_STATE_DOCTOR_SHIFT));
    end;

OnManualStartTimer:
    initnpctimer;
    end;

OnManualStopTimer:
    stopnpctimer;
    end;

OnManualDisable:
    npcwarp 0, 0, "Doctor#who";
    stopnpctimer;
    end;

OnInit:
    set $Easter_2010_Npc_State2, $Easter_2010_Npc_State2 & ~(E10_DOCTOR_POSITION_MASK << E10_DOCTOR_POSITION_SHIFT) | (E10_DOCTOR_POSITION_NULL << E10_DOCTOR_POSITION_SHIFT);
}