gml_Object_obj_chest_dunes2_Step_0:
"* (The waterlogged remains of an# old chest.)"
"* (You spy a small, dry, paper# bag cradled in the interior of# the lid."
"* (Will you take it?)"
ch[1] = "Yes"
"* (You got some trail# mix!)"
"* (Not enough space.)"
ch[2] = "No"
"* (An old chest.)"
gml_RoomCC_rm_dunes_01_1_Create:
"* (A container bearing a strange# symbol.)"
"* (The lid is bolted shut. It's# impossible to open.)"
"* (A container bearing a strange# symbol.)"
gml_RoomCC_rm_dunes_02_3_Create:
"* (A mine cart sits lodged into# the ground.)"
"* (You have no idea how this came# to be.)"
"* (A minecart.)"
gml_RoomCC_rm_dunes_02_6_Create:
"* (Some hefty boxes lie in the# dirt.) "
"* (They seem to have been here# for a long time.)"
"* (Some boxes.)"
gml_RoomCC_rm_dunes_02_2_Create:
"* Northern Caverns up ahead."
gml_RoomCC_rm_dunes_03_2_Create:
"* The West Mines."
"* Property of Mining Co."
"* (There is nothing here of# conceivable use to you.)"
gml_RoomCC_rm_dunes_05_3_Create:
"* ALERT!# WARNING SIGN AHEAD!"
gml_RoomCC_rm_dunes_05_4_Create:
"* WARNING!# DANGER SIGN AHEAD!"
gml_RoomCC_rm_dunes_05_5_Create:
"* DANGER!# SANDSTORM AHEAD!# TAKE COVER!"
gml_RoomCC_rm_dunes_06_6_Create:
"* (The paint is still wet.)"
gml_Object_obj_golden_cactus_Step_0:
"* (A beautiful, delicious-looking# Golden Cactus catches your eye.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got the Golden# Cactus!)"
"* (Not enough space.)"
ch[2] = "No"
"* (Beauty is in the eye# of the beholder anyway.)"
gml_RoomCC_rm_dunes_06_7_Create:
"* (Doggy.....)"
gml_Object_obj_storm_fan_Step_0:
"* (Turn it off?)"
ch[1] = "Yes"
ch[2] = "No"
"* (It's probably better to# leave it turned off.)"
"* Built to order by Hotland# Mechanics."
"* Super Seal of Hotland Quality:"
"* (The seal is drawn in permanent# marker.)"
gml_Object_obj_flint_Step_0:
"* (You spot a dark, dislodged# stone among this pile of# rocks.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got some flint!)"
"* (Not enough inventory space.)"
ch[2] = "No"
"* (It's just a rock now.)"
gml_Object_obj_east_mines_Create_0:
"* East Mines."
gml_RoomCC_rm_dunes_11_3_Create:
"* (A heap of fallen rocks block# your path.)"
"* (What an inconvenience.)"
"* (Taking anything else would# definitely be theft.)"
"* (A bunch of junk sits in some# cubbies.)"
gml_RoomCC_rm_dunes_12_3_Create:
"* (A set of cubbies dividing the# miners' personal belongings.)"
"* (A bowtie, a snowglobe, trivia# books, cobwebs... all very# useful.)"
"* (A bunch of junk sits in some# cubbies.)"
gml_RoomCC_rm_dunes_12_4_Create:
"* (Several racks line the wall,# ready to bear various pickaxes# and hardhats.)"
"* (Nothing useful here.)"
gml_RoomCC_rm_dunes_12b_1_Create:
"* In case the conveyor belt# ceases to work, fix it."
gml_RoomCC_rm_dunes_12b_2_Create:
"* (A conveyor belt sending# several rocks and gems to a# sorting machine.)"
"* (A large, dirty sticker can be# seen on the side.)"
"* Assembled by Steamworks# Engineers - 20XX"
gml_Object_obj_pickaxe_Step_0:
"* (An abandoned pickaxe.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got a pickaxe!)"
"* (Not enough space.)"
ch[2] = "No"
gml_RoomCC_rm_dunes_13_1_Create:
"* In case of fire, use# stairs."
gml_Object_obj_dunes_12_elevator_Step_0:
"* (A piece of wood is lodged# in-between the elevator doors.)"
"* (What could fix this poor# elevator?)"
"* (You can't think of a way to# make this work.)"
"* (You use the pickaxe to hack# away at the wood.)"
"* (You start rubbing the steel# buckle against the flint.)"
"* (You strike a match on the# piece of wood.)"
gml_RoomCC_rm_dunes_14_0_Create:
"* In case of water, swim."
gml_Object_obj_mc_puzzle_controller_Step_0:
"* (The path has been opened.)"
gml_RoomCC_rm_dunes_17_3_Create:
"* (A set of mostly empty# cubbies.)"
"* (Nothing too interesting.)"
gml_Object_obj_miner_jacket_Step_0:
"* (A lonesome Safety Jacket# hangs on the wall.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got the Safety Jacket!)"
"* (Not enough space.)"
ch[2] = "No"
gml_RoomCC_rm_dunes_17_1_Create:
"* (A well-crafted, steel mine# cart.)"
"* (A minecart.)"
gml_RoomCC_rm_dunes_18_2_Create:
"* CAUTION! FALLING ROCKS!"
gml_RoomCC_rm_dunes_19_4_Create:
"* (You notice the UGPS logo on# the crates.)"
"* (It appears they can handle# more than letters.)"
"* (A crate.)"
gml_RoomCC_rm_dunes_19_3_Create:
"* It has been - 002 - days# without a workplace accident!"
"* It has been - 000 - days# without a workplace accident."
gml_RoomCC_rm_dunes_19_2_Create:
"* (This cactus does not need# love.)"
"* (A plain cactus.)"
gml_RoomCC_rm_dunes_19B_1_Create:
"* (A rusty conveyor belt carrying# various gems and stones.)"
"* (Nothing useful here.)"
gml_RoomCC_rm_dunes_19B_2_Create:
"* (A well-crafted, steel mine# cart.)"
"* (A minecart.)"
gml_Object_obj_martlet_fly_in_cart_Step_0:
"* Heyo!"
gml_RoomCC_rm_dunes_22_47_Create:
"* (The crate only contains a few# peanuts.)"
"* (Nothing useful.)"
gml_RoomCC_rm_dunes_22_48_Create:
"* (The second ground-encased mine# cart you've seen today.)"
"* (What luck!)"
gml_RoomCC_rm_dunes_22_46_Create:
"* (You hear gooey noises coming# from the crates.)"
"* (A crate.)"
gml_Object_obj_mc_puzzle_controller_2_Step_0:
"* (The path has been opened.)"
gml_Object_obj_fruitcake_Step_0:
"* (Some stale fruitcake sits in a# bucket, leftover from a Mining# Co. holiday party.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got fruitcake!)"
"* (Not enough space.)"
ch[2] = "No"
"* (Just a bucket of trash.# Fascinating.)"
gml_RoomCC_rm_dunes_24_1_Create:
"* To the mountaintop."
"* (Cool shades recommended.)"
gml_RoomCC_rm_dunes_25b_5_Create:
"* (A classic Rock-Dropper 900.)"
"* (Technology is amazing...)"
"* (A large boulder machine.)"
"* (You wonder how you turn it# back on.)"
gml_RoomCC_rm_dunes_25b_6_Create:
"* (A classic Rock-Dropper 900.)"
"* (Technology is amazing...)"
"* (A classic Rock-Dropper 900.)"
"* (A large boulder machine.)"
"* (You wonder how you turn it# back on.)"
gml_RoomCC_rm_dunes_25b_7_Create:
"* (A piece of paper is stapled# to the machine.)"
"* \"Built to order by Hotland# Mechanics.\""
"* \"Signature of Ownership:# \"North Star.\""
gml_Object_obj_dimensional_satchel_Step_0:
"* (Pick up the Dimensional# Satchel?)"
ch[1] = "Yes"
"* (You got the Dimensional# Satchel!)"
ch[2] = "No"
gml_Object_obj_swing_interact_Step_0:
"* (It's an empty swing.)"
"* (Hop on?)"
ch[1] = "Yes"
ch[2] = "No"
gml_RoomCC_rm_dunes_28b_0_Create:
"* ATTENTION!# Gift shop ahead!"
gml_Object_obj_sale_poster_Step_0:
"* (There's a note attached# to the cactus.)"
"* 50% OFF ON ALL OF# OUR PRODUCT-!"
gml_Object_obj_sale_poster_Alarm_0:
"* (The \"s\" in \"products\" is# crudely scribbled out.)"
gml_Object_obj_opening_hours_Step_0:
"* OPENING HOURS# MO-FRI: 8AM - 4PM# SAT-SUN: 8AM - 2PM"
"* LUNCH BREAK# 12:00AM - 12:15PM"
gml_Object_obj_giftshop_mug_Step_0:
"* (Take the mug shards?)"
ch[1] = "Yes"
"* (Obtained Glass Ammo!)"
"* (Not enough inventory space.)"
ch[2] = "No"
gml_Object_obj_dunes_29_geno_blocker_Step_0:
"* (There are still enemies to# bring justice on.)"
ch[1] = "Turn back"
ch[2] = "Continue"
gml_Object_obj_oasis_welcome_sign_Create_0
"* Welcome to Oasis Valley!"
"* Home to the largest body of# water in the Dunes!"
gml_RoomCC_rm_dunes_30_1_Create:
"* (Your reflection sparkles and# distorts in the pool of water.)"
"* (You notice a high-tech# filtration system keeping it# drinkable.)"
"* (You stare into the water and# see someone.)"
gml_RoomCC_rm_dunes_30_0_Create:
"* (Some kind of ancient# inscription.)"
gml_Object_obj_mail_station_dunes_05_Step_0:
"* You can mess with that# later."
"* We need to go to# Ceroba's house."
gml_RoomCC_rm_dunes_30_19_Create:
"* (Triplets.)"
"* (Barrels.)"
gml_RoomCC_rm_dunes_30_house_1_2_Create:
"* (Above the table is a painting# of a large swelterstone.)"
"* (It's almost as if the heat# leaps right off of the canvas.)"
"* (A painting of a location# you've already seen.)"
gml_Object_obj_green_pants_dunes_30_Step_0:
"* (You found 30G in one of the# pants' pockets!)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got 30G!)"
ch[2] = "No"
"* (Neon green pants. Your# favorite!)"
"* (A tacky pair of pants.)"
gml_RoomCC_rm_dunes_30b_2_Create:
"* (A large, ornate gate.) "
"* (Unfortunately, it's locked.)"
"* (Locked.)"
gml_RoomCC_rm_dunes_35b_2_Create:
"* (A child's drawing depicting# three happy monsters.) "
"* My precious family - by me :)"
gml_RoomCC_rm_dunes_35b_3_Create:
"* (It's grounded. How# disappointing.)"
gml_RoomCC_rm_dunes_35b_1_Create:
"* Out of order - Please stop# feeding it money."
gml_Object_obj_dunes_35b_mew_arcade_machine_Step_0:
"* (Spend 3G to play?)"
ch[1] = "Yes"
"* (Not enough G.)"
ch[2] = "No"
gml_Object_obj_dunes_30_sapling_Step_0:
"* (A sapling sits within the# ground, new to life and unsure# of itself.)"
"* (It is full of potential but# has yet to reach it. One day,# it might.)"
"* (The little sapling has# garnered some experience in the# world.) "
"* (Crafting its own identity# through perseverance.) "
"* (However, it still has room to# expand into something greater.)"
"* (Through thick and thin and# over time, the sapling is ready# to blossom!)"
"* (What once was an idea within# someone's mind is now a# reality.)"
"* (A little hard work and# dedication is all it took to# make something special.)"
"* (Withered away...)"
"* (A wishing well with a large# amount of G inside.)"
"* (A wishing well with a large# amount of G inside.)"
"* (Take the G?)"
ch[1] = "Yes"
"* (You got 5G!)"
"* (You also retracted many# monster wishes.)"
ch[2] = "No"
"* (There is only water.)"
gml_RoomCC_rm_dunes_34_2_Create:
"* The Dunes wishing well."
"* Hold a G close to your chest,# think of what you want most,# and toss it in!"
"* You never know. If enough# monsters wish for something, it# may come true!"
gml_Object_obj_wild_east_wagon_Step_0:
"* Ah... I see...."
"* An oak base with iron# nails holding it# together..."
"* Oh, sorry. I was# nerding out for a# second."
"* Sure is a cool wagon!"
"* We can move on, I've# seen enough."
"* (An old, abandoned wagon.)"
gml_Object_obj_dunes_36_revolver_Step_0:
"* (It's a gun.)"
"* (Take it?)"
ch[1] = "Yes"
"* (Got the Wild Revolver!)"
ch[2] = "No"
gml_RoomCC_rm_dunes_37_3_Create:
"* (The window is much too dusty# to see through.)"
"* (A dirty window.)"
gml_RoomCC_rm_dunes_37_9_Create:
"* (You peer through the# window...)"
"* (You see a monster putting# random liquids in several# syringes.)"
"* (You peer through the window...)"
"* (You see the doctor using a# defibrillator to wake a monster# up.)"
"* (You peer through the window...)"
"* (You see a monster# color-coordinating their# pills.)"
"* (You peer through the# window...)"
"* (You see the doctor cowering# in a corner as another monster# eats an apple.)"
"* (You peer through the window...)"
"* (You see the doctor holding a# buzzsaw... He's making a new# bed.)"
(the following interaction is unused)
"* (You peer through the window...)"
"* (You see several monsters on# their way to full health.)"
"* (There is nothing of note# inside.)"
gml_RoomCC_rm_dunes_37_10_Create:
"* (A tall structure carrying# mostly purified water.)"
"* (It's good to stay hydrated!)"
"* (Water.)"
gml_Object_obj_dunes_37_barrel_Step_0:
"* (There's a discarded burger at# the bottom of the barrel.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got a Feisty Slider!)"
"* (Not enough space.)"
ch[2] = "No"
"* (It's empty now.)"
"* (Discarded food lies in the# barrel.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got a Feisty Slider!)"
"* (Not enough space.)"
ch[2] = "No"
"* (Empty.)"
gml_RoomCC_rm_dunes_37_feistyhouse_1_Create:
"* (There's a hole in the floor.# How comfy!)"
"* (A place to sleep.)"
gml_RoomCC_rm_dunes_37_feistyhouse_2_Create:
"* (A firm sleeping bag sits# in the corner, threatening# to restrict free sleepers.)"
"* (A place to sleep.)"
gml_RoomCC_rm_dunes_37_feistyhouse_9_Create:
"* (Some kind of berry-plant. You# notice a few berries are# missing.)"
"* (A place to sleep.)"
gml_RoomCC_rm_dunes_37_feistyhouse_10_Create:
"* (You press on the mattress and# watch your hand get swallowed# by the memory foam.)"
"* (So soft!)"
"* (A place to sleep.)"
gml_RoomCC_rm_dunes_37_feistyhouse_8_Create:
"* (A target with darts of# various shapes and sizes suck# into it.)"
"* (Bullseye.)"
gml_RoomCC_rm_dunes_37_feistyhouse_4_Create:
"* (You push the hammock.# Its sway is hypnotizing.)"
"* (A place to sleep.)"
gml_RoomCC_rm_dunes_37_feistyhouse_6_Create:
"* (A surprisingly clean# kitchen. Impressive.)"
"* (This house is a wreck.)"
gml_RoomCC_rm_dunes_37_feistyhouse_3_Create:
"* (Weird... You haven't seen# any cats around.)"
"* (Mooch's throne.)"
"* (A place to sleep.)"
gml_RoomCC_rm_dunes_37_feistyhouse_5_Create:
"* (A couch not unfit for a# thrift store.)"
"* (These cramped living# conditions are bringing back# unpleasant memories.)"
"* (A place to sleep.)"
gml_Object_obj_dunes_37_couch_Step_0:
"* (A couch not unfit for a# thrift store.)"
"* (These cramped living# conditions are bringing back# unpleasant memories.)"
"* (Hop on?)"
ch[1] = "Yes"
ch[2] = "No"
gml_RoomCC_rm_dunes_37_feistyhouse_7_Create:
"* (A few videotapes with custom# labels stuck on them.)"
"* \"My favorite movie :)\""
"* \"My second favorite movie :)\""
"* \"Don't watch this one 0/10 :(\""
"* (A couple black rectangles.)"
gml_Object_obj_dunes_37_tv_Step_0:
"* (You turn the TV on.)"
"* (This is your favorite# channel!)"
"* (You turn the TV on.)"
"* (Nothing.)"
gml_RoomCC_rm_dunes_37_hospital_2_Create:
"* (A closet with some cleaning# supplies inside.)"
"* (They all look brand new.)"
"* (A closet.)"
gml_Object_obj_dunes_37_hospital_bed_Create_0
"* (A nap sounds nice...# taken anywhere but here.)"
"* (A rickety bed.)"
gml_RoomCC_rm_dunes_37_hospital_1_Create:
"* (Several odd smells seep# from the dresser.)"
"* (You decide not to inspect# it further.)"
"* (A grimey dresser.)"
gml_RoomCC_rm_dunes_37_hospital_4_Create:
"* (The drawers are filled with# clean...ish sheets and# pillowcases.)"
"* (A dresser.)"
gml_RoomCC_rm_dunes_37_hospital_3_Create:
"* (You don't know what you're# looking at, but it's probably# dangerous.)"
"* (A table.)"
gml_RoomCC_rm_dunes_37_saloon_1_Create:
"* (Dozens of unopened bottles# sit within the boxes.) "
"* (You can't take one without# making a ruckus.)"
"* (A box of bottles.)"
gml_RoomCC_rm_dunes_37_saloon_2_Create:
"* (A stage ready for# performance.)"
"* (Too bad there aren't any gigs# today.)"
"* (The stage.)"
gml_RoomCC_rm_dunes_37_saloon_3_Create:
"* (What a lonely box.)"
"* (A box.)"
(the following interaction is unused)
gml_Object_obj_dunes_37_saloon_table_Step_0:
"* (A table for three with a few# empty glasses.)"
"* (A few G's from a past tip# catch your eye.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got 10G! Happy?)"
ch[2] = "No"
"* (It doesn't belong to you# anyway.)"
"* (An abandoned table.)"
gml_Object_obj_dunes_37_barn_door_Create_0:
"* (The gate is locked.)"
gml_RoomCC_rm_dunes_37_barn_1_Create:
"* (There are no hay puns# to be made here.)"
"* (Hay.)"
gml_RoomCC_rm_dunes_37_barn_2_Create:
"* (The boxes seem to# be full of oats and# carrots.)"
"* (It all looks highly inedible.)"
"* (A couple boxes.)"
gml_RoomCC_rm_dunes_38_5_Create:
"* (Two boxes of rubber pellets# sit on the desk.) "
"* (Best leave them for someone# who needs them.)"
"* (Just some rubber pellets.)"
gml_RoomCC_rm_dunes_38_6_Create:
"* Got junk?"
"* Sell it right here at# Blackjack's!"
"* Today's Special: Fancy Holster# (great for defense!)"
gml_RoomCC_rm_dunes_38_3_Create:
"* (A fancy but dilapidated# building.)"
"* (This confuses you.)"
"* (A dilapidated building.)"
gml_RoomCC_rm_dunes_38_2_Create:
"* (An unfinished game of# \"Go Fish\" lies on the table.)"
"* (Guess they followed through.)"
"* (A table.)"
gml_Object_obj_necklace_Step_0:
"* (An old necklace, discarded in# the sand.)"
"* (Looks expensive.)"
"* (Take it?)"
ch[1] = "Yes"
"* (You got the necklace!)"
"* (Not enough space.)"
ch[2] = "No"
"* (A broken necklace.)"
"* (Useless.)"
gml_Object_obj_wild_east_exit_gate_Step_0:
"* (A giant lock prevents# your exit.)"
"* (Kind of overkill.)"
gml_Object_obj_steamworks_34_pellets_Step_0:
"* (Take the Friendliness# Pellets?)"
"* (You got the Friendliness# Pellets!)"
ch[1] = "Yes"
"* (Not enough space.)"
ch[2] = "No"
gml_Object_obj_dunes_42_cellar_door_Create_0:
"* (The cellar is locked. Must be# where the harvest is stored.)"
"* (You hear whispering coming# from the cellar.)"
gml_Object_obj_dunes_42_pump_Create_0:
"* (You attempt to turn the pump# on but the handle won't budge.)"
"* (A water pump.)"
gml_RoomCC_rm_dunes_42_b_1_Create:
"* (A dirty hat similar to# Starlo's rests on the rack.) "
"* (Always good to have a# backup!)"
"* (A dusty coat rack.)"
gml_RoomCC_rm_dunes_42_b_3_Create:
"* (You check in-between the# cushions for loose change.) "
"* (All you find are crumbs and# corn kernels.)"
"* (An old couch.)"
gml_RoomCC_rm_dunes_42_b_4_Create:
"* (The fireplace is riddled with# cobwebs. Regular cobwebs.)"
"* (An unused fireplace.)"
gml_RoomCC_rm_dunes_42_b_5_Create:
"* (A painting of a lush valley# surrounded by mountains.)"
"* (A painting of an unfamiliar# place.)"
gml_RoomCC_rm_dunes_42_b_2_Create:
"* (The stove is oddly# high-tech.)"
"* (You feel a slight heat over# its surface.)"
"* (The stove is still warm.)"
gml_Object_obj_dunes_42_c_photo_Step_0:
"* (A picture of Starlo and# Ceroba as teenagers.)"
"* (A picture of two monsters# you've met.)"
gml_RoomCC_rm_dunes_42_c_1_Create:
"* (Nothing special. Just a# lamp.)"
"* (A lamp.)"
gml_RoomCC_rm_dunes_42_d_0_Create:
"* (Just some floor corn. You# know how it is.)"
"* (It's a mess in here.)"
gml_RoomCC_rm_dunes_42_d_3_Create:
"* (A doubledecker rocketship,# ready to blast off into# pleasant dreams.)"
"* (See you space cowboy.)"
"* (A tacky homemade bed.)"
gml_RoomCC_rm_dunes_42_d_2_Create:
"* (A thick farmer's almanac# written by \"Solomon\" sits on# the dresser.)"
"* (It has several sticky notes# poking out of its pages.)"
"* (Nothing of use here.)"
gml_RoomCC_rm_dunes_42_d_1_Create:
"* (A desk displaying western# memorabilia and a sewing# machine.)"
"* (The piece of fabric under the# machine has been left# unfinished.)"
"* (Unfinished business.)"
gml_Object_obj_mansion_entrance_door_Step_0:
"* (The door is locked from the# other side.)"
"* Locked, huh? Strange..."
"* Guess Ed and Star took# another route."
gml_RoomCC_rm_mansion_entrance_0_Create:
"* (Freshly trimmed bamboo# plants.)"
gml_RoomCC_rm_mansion_hallway_west_2_1_Create:
"* (You open the drawer...)"
"* (Nothing but old pens and# pencils.)"
gml_RoomCC_rm_mansion_hallway_west_2_2_Create:
"* (You search the drawers...)"
"* (Just some knickknacks of# various shapes and sizes.)"
gml_Object_obj_mansion_office_cabinet_l_Step_0:
"* (The cabinet contains# thesis papers on many# different subjects.)"
"* Whoa..."
"* These are all typed on# cardstock..."
"* How wealthy was# Chujin...?"
gml_RoomCC_rm_mansion_office_1_Create:
"* (Dozens of books line the# shelves.)"
"* (A thick, degraded book sticks# out from the others.)"
"* \"Home: Blueprints and# Annotations - Ketsukane\""
gml_Object_obj_mansion_office_box_Step_0:
"* (A few unfinished# robots poke out from the# box.)"
"* Huh..."
"* I heard about Chujin's# interest in robotics# once."
"* Guess this is as far as# he ever got?"
gml_Object_obj_mansion_office_workstation_Step_0:
"* (Gizmos and gadgets# fill the deskspace.)"
"* (Looming over it all...# a map)"
"* (On the map are several# pinned locations of...)"
"* (...)"
"* This isn't what Ed was# talking about, right?"
"* I mean, this is clearly# Chujin's office but..."
"* I wouldn't say it's# strange to keep track of# where humans..."
"* Sorry... I'm sure this# is upsetting to look at."
"* Still, many monsters do# keep up with it."
"* Those events are a big# deal down here."
gml_Object_obj_mansion_office_drawer_Step_0:
"* (A drawer full of# videotapes.)"
"* (A label on the front# reads: \"Home movies.\")"
"* While I'm sure these# are adorable..."
"* We don't have time to# watch them."
"* Gotta keep looking for# whatever spooked Ed and# Star."
gml_RoomCC_rm_mansion_office_0_Create:
"* (Dozens of books line the# shelves.)"
"* (History, engineering,# chemistry... All too advanced# for you.)"
gml_Object_obj_mansion_office_cabinet_r_Step_0:
"* (Expertly organized# files, labeled with# numerous monster names.)"
"* Did he keep records of# everyone he befriended?"
"* Sandra, Luis, Dr. Fish,# Rosa, Martlet..."
"* Wait, Martlet???"
"* He found another# monster with my name???"
"* I can't believe that# never came up!#"
gml_Object_obj_mansion_kanako_game_console_Step_0:
"* (An old TV and game console# gathering dust.)"
"* The game case has a# hand-made cover slip. # "
"* \"Surface Tycoon\" it# says. "
"* Chujin programmed a# video game for Kanako? # "
"* Wow... Must've been# awesome to have him as a# dad."
gml_Object_obj_mansion_kanako_bed_Step_0:
"* (The sturdy bed sits# bathing in the warm glow# of the Dunes.)"
"* What a masterwork.# Hand-carved and# everything..."
"* It's hard to believe# Chujin had the time to# craft all of this."
gml_Object_obj_mansion_kanako_dresser_Step_0:
"* (You open a dresser# drawer and see many# neatly folded shirts.)"
"* I don't think we need# to look in there."
gml_Object_obj_mansion_kanako_books_Step_0:
"* (Books of a novice# reading level lie in the# basket.)"
"* (They carry# similarities to books# you've recently read.)"
"* Aww, I remember reading# those as a birdling."
"* Not to brag, but I# finished them all in one# day. "
"* I may have exceeded my# classmates by several# grades..."
gml_Object_obj_mansion_kanako_toys_Step_0:
"* (Several building bricks are# scattered around a stuffed# animal.)"
"* ...Almost looks like# it's watching me."
"* Not sure I like this# room..."
gml_RoomCC_rm_mansion_hallway_west_0_Create:
"* The Founder's Crest"
"* \"Decisive. Devoted.# Determined.\""
gml_RoomCC_rm_mansion_hallway_east_2_1_Create:
"* (You open the drawer...)"
"* (It's empty.)"
gml_Object_obj_mansion_bedroom_family_photo_Step_0:
"* I can't stand looking# at that..."
"* It's..."
"* ...Let's just move on."
gml_RoomCC_rm_mansion_bedroom_0_Create:
"* (The bed is tidily made.)"
"* (Doesn't look like it's been# used in a long time.)"
gml_Object_obj_mansion_bedroom_nightstand_Step_0:
"* (You search the nightstand...)"
"* (You find a folded-up PSA# which you stash in your mail# bag.)"
"* (Nothing but an empty eyeglass# case sits in the drawer.)"
gml_Object_obj_mansion_bedroom_closet_Step_0:
"* (Ceroba's many outfits hang in# the closet.)"
"* (You can see someone else's# clothes hidden behind the front# row.)"
"* Ceroba knows what she# likes, huh?"
"* Usually I'd be envious# of such intense resolve# but... "
"* ...I'm not so sure it's# a good trait anymore."
"* (Nothing inside the# refrigerator seems useful.)"
gml_Object_obj_mansion_kitchen_cutting_board_Step_0:
"* (You reach for the# knife on the counter.)"
"* Nuh-uh!"
"* Kids shouldn't mess# with knives."
"* ...Kids shouldn't mess# with guns either."
"* ..."
"* I think I might be# guilty of child# endangerment."
"* (You decide to keep a safe# distance between you and the# knife.)"
gml_RoomCC_rm_mansion_hallway_east_2_2_Create:
"* (You stare at your reflection# in the sink water...)"
"* (The many trials you've# endured have taken their toll# on your appearance.)"
gml_RoomCC_rm_mansion_hallway_east_2_3_Create:
"* (A reminder of your duties# back home.)"
"* (Part of you wonders how# everyone is doing, but the# other part has moved on.)"
gml_RoomCC_rm_mansion_hallway_east_2_4_Create:
"* (An old-fashioned gas oven,# best kept turned off.)"
"* (Wouldn't want a house fire.)"
gml_Object_obj_mansion_lroom_fireplace_Step_0:
"* (The fireplace is# making the already-warm# house warmer.)"
"* Pretty# counterproductive in a# climate like this."
"* Still, it looks# beautiful."
gml_RoomCC_rm_mansion_study_2_Create:
"* (A cobweb-ridden box of# scraps.)"
gml_RoomCC_rm_mansion_study_6_Create:
"* (Dozens of crumpled up# formulas lie in the bin.)"
gml_RoomCC_rm_mansion_study_4_Create:
"* (A prototype of a familiar# face rests on the shelf.)"
gml_RoomCC_rm_mansion_study_3_Create:
"* (A drawer full of# videotapes.) "
"* (A label on the front reads:# \"Legacy.\""
gml_Object_obj_mansion_study_tv_interact_Step_0:
"* (An old, dusty monitor with# nothing but static hissing at# you.) "
"* (This only brings you unease.)"
"* (You load the mysterious tape# into the slot underneath the# screen...)"
gml_RoomCC_rm_mansion_study_1_Create:
"* (Forgotten fragments of# various robots.) "
"* (All of their soulless eyes# stare through you.)"
gml_RoomCC_rm_mansion_study_5_Create:
"* (On the shelf sits many books,# theses, and illustrations of# science...) "
"* (...Most on the subject of# humans and their SOULs.)"
gml_Object_obj_mansion_chujin_grave_Step_0:
"* Chujin Ketsukane "
"* The best of us."