back

Main

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."

gml_Object_obj_packing_peanuts_Step_0:
"* (There are some Packing Peanuts#  in the box.)"
"* (Will you take them?)"
ch[1] = "Yes"

ch[2] = "No"

"* (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.)"

East Mines

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.)"

gml_Object_obj_dunes_11_cubbies_Step_0:
"* (A set of cubbies dividing the#  miners' personal belongings.)"
"* (You notice a discarded belt#  buckle lying in one of the#  compartments.)"
"* (Take it?)"
ch[1] = "Yes"

ch[2] = "No"

"* (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_Object_obj_dunes_19_bookshelf_Step_0:
"* (The shelf is lined with#  several books, some educational,#  some recreational.)"
"* (Read it?)"
ch[1] = "Yes" ch[2] = "No"

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_player_cart_Step_2:
"* (An empty cart sits#  on the rails.)"
"* (Hop in?)"
ch[1] = "Yes"ch[2] = "No"

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"

Oasis Valley

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...)"

gml_Object_obj_wishing_well_Step_0:
"* Well well well, what do#  we have here?"
"* Aw, I left all my G#  at home."
"* Would you lend me one?"
ch[1] = "Yes" ch[2] = "No"

"* (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"

Wild East

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.)"

Sunnyside

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.)"

Ketsukane Estate

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."

gml_Object_obj_mansion_hall_fridge_Step_0:
"* (You open the refrigerator and#  find some leftover corn#  chowder.)"
"* (Take it?)"
ch[1] = "Yes" ch[2] = "No"

"* (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."

"* (You notice a subtle indention#  in the dirt behind the#  gravestone.)"
"* (Inspect further?)"
ch[1] = "Yes" ch[2] = "No"
ch[2] = "No"
"* (Disturbing a resting place#  like this might be illegal.)"