scr_text(); is_talking = true; msg.sndfnt_array[0] = 108; talk_id = room_get_name(room) + string_copy(object_get_name(global.party_member), 4, 2); function multiple_lines() { if (!ds_map_exists(global.talk_map, obj_ceroba_follower.talk_id)) ds_map_add(global.talk_map, obj_ceroba_follower.talk_id, 0); map_entry = ds_map_find_value(global.talk_map, obj_ceroba_follower.talk_id); } function update_talk_val() { ds_map_replace(global.talk_map, obj_ceroba_follower.talk_id, ds_map_find_value(global.talk_map, obj_ceroba_follower.talk_id) + 1); } with (msg) { switch (room) { case rm_steamworks_01: message[0] = "* You better not be# thinking about going# back to the Dunes."; message[1] = "* You might've loved the# Wild East for all I know# but we gotta focus."; message[2] = "* Some other time, okay?"; prt[0] = 377; prt[1] = 377; prt[2] = 370; break; case rm_steamworks_02: message[0] = "* Hm, I wonder what these# monitors' purpose was?"; message[1] = "* To greet workers on# their way in?"; message[2] = "* I wouldn't know 'cause# this is my first time# here."; message[3] = "* This place had a strict# \"no visitors policy\" if# you can believe it."; prt[0] = 371; prt[1] = 370; prt[2] = 377; prt[3] = 370; break; case rm_steamworks_03: message[0] = "* Oh hey..."; message[1] = "* This is the area where# I was in charge for# three seconds."; message[2] = "* You're lucky I didn't# let all that power go to# my head."; prt[0] = 374; prt[1] = 372; prt[2] = 395; break; case rm_steamworks_04: message[0] = "* We better hurry. Who# knows how long this# thing can hold up?"; message[1] = "* Surely they replaced it# for a reason."; prt[0] = 377; prt[1] = 370; break; case rm_steamworks_04_transition_b: case rm_steamworks_04_transition_c: message[0] = "* ..."; prt[0] = 371; break; case rm_steamworks_04b: case rm_steamworks_04c: multiple_lines(); if (map_entry == 0) { message[0] = "* Is this what you messed# with to fix the# generator?"; message[1] = "* Surprised this# old-fashioned tech still# functions."; prt[0] = 377; prt[1] = 370; update_talk_val(); } else { message[0] = "* Doesn't look like# there's anything# important here."; prt[0] = 377; } break; case rm_steamworks_05: message[0] = "* Did you hear all those# distant, metallic creaks# when we entered?"; message[1] = "* I mean, is it even safe# to walk in here?"; message[2] = "* The last thing our day# needs is the floor# giving way unexpectedly."; prt[0] = 370; prt[1] = 371; prt[2] = 377; break; case rm_steamworks_05b: ch_msg = 2; ch[1] = "I fell in a puddle"; message[0] = "* Ew..."; message[1] = "* These washers would# make clothes dirtier by# the looks of them."; message[2] = "* When did you clean# yours last?"; message[3] = "* Eh, close enough."; prt[0] = 388; prt[1] = 394; prt[2] = 370; prt[3] = 394; break; case rm_steamworks_05c: message[0] = "* I'm not sure this is# the right way..."; prt[0] = 377; break; case rm_steamworks_05d: message[0] = "* Nice vaguely ominous# machinery they got# there."; message[1] = "* Couldn't they have# installed some lights?"; message[2] = "* Not even expensive# lights."; message[3] = "* Dangling a few Gyftmas# strands would go a long# way."; message[4] = "* Spice things up, you# know? Festive too."; prt[0] = 394; prt[1] = 370; prt[2] = 371; prt[3] = 371; prt[4] = 370; break; case rm_steamworks_06: message[0] = "* This pink goop is# really putting off heat!"; message[1] = "* It must be some sort of# coolant but..."; message[2] = "* Why would they fill up# so much space with# coolant?"; message[3] = "* I mean..."; message[4] = "* The machinery certainly# isn't freezing any time# soon now, so..."; message[5] = "* ...Job well done?"; prt[0] = 370; prt[1] = 377; prt[2] = 371; prt[3] = 370; prt[4] = 371; prt[5] = 377; break; case rm_steamworks_07: message[0] = "* Let's move."; prt[0] = 370; break; case rm_steamworks_08: message[0] = "* Wish there weren't so# many broken walkways..."; message[1] = "* Bet this place was far# easier to navigate# before."; prt[0] = 371; prt[1] = 370; break; case rm_steamworks_09: message[0] = "* Hokay, we are really# high up..."; message[1] = "* Ahem, I mean..."; message[2] = "* ...What?"; message[3] = "* God-what's with that# look?"; message[4] = "* I am not scared of# heights of all things.# Grow up."; message[5] = "* ..."; prt[0] = 388; prt[1] = 381; prt[2] = 3754; prt[3] = 368; prt[4] = 368; prt[5] = 394; break; case rm_steamworks_10: message[0] = "* ..."; prt[0] = 371; break; case rm_steamworks_11: multiple_lines(); if (map_entry == 0) { message[0] = "* What strange plants..."; message[1] = "* I didn't expect# beautiful greenery but# white?"; message[2] = "* Probably went overboard# with the chemical# experiments."; message[3] = "* As a monster, they're# most likely safe but for# all we know..."; message[4] = "* ...you may already have# a plethora of poisons in# your system."; message[5] = "* I would suggest# limiting your breathing# from now on."; message[6] = "* Not enough that you die# but you know, be frugal# about it."; prt[0] = 394; prt[1] = 371; prt[2] = 370; prt[3] = 377; prt[4] = 370; prt[5] = 370; prt[6] = 372; update_talk_val(); } else if (map_entry == 1) { message[0] = "* It sure is unsettling# in here..."; prt[0] = 394; } break; case rm_steamworks_12: message[0] = "* ..."; prt[0] = 371; break; case rm_steamworks_13: multiple_lines(); if (map_entry == 0) { instance_create_depth(0, 0, 0, obj_ceroba_follower_quote_ext); update_talk_val(); } else { message[0] = "* Let's get out of here."; prt[0] = 370; } break; case rm_steamworks_14: multiple_lines(); if (map_entry == 0) { message[0] = "* So Axis is completely# artificial intelligence?"; message[1] = "* Well... artificial at# least."; message[2] = "* Still, unemotional as# he may be..."; message[3] = "* ...The fact he so# closely resembles life# is impressive."; prt[0] = 370; prt[1] = 382; prt[2] = 371; prt[3] = 370; update_talk_val(); } else if (map_entry == 1) { message[0] = "* Standing around won't# get us to Hotland."; message[1] = "* Come on."; prt[0] = 370; prt[1] = 371; } case rm_steamworks_15: message[0] = "* Keep a move on, Clover."; prt[0] = 370; break; case rm_steamworks_16: message[0] = "* Bridges and rotting# infrastructure don't# exactly mesh well."; message[1] = "* Stay alert."; prt[0] = 394; prt[1] = 370; break; case rm_steamworks_17: multiple_lines(); if (map_entry == 0) { message[0] = "* Man, this place is# huge."; message[1] = "* I think the government# ought to repurpose all# this abandoned acreage."; message[2] = "* I've heard that New# Home is becoming# overpopulated."; message[3] = "* Throw up some suburbs# here or something, that# would solve it."; message[4] = "* ...Maybe drain the lake# of deadly liquid first,# though."; prt[0] = 371; prt[1] = 370; prt[2] = 377; prt[3] = 371; prt[4] = 394; update_talk_val(); } else if (map_entry == 1) { message[0] = "* New Home..."; message[1] = "* Boy could Chujin rant# about that place."; message[2] = "* It's a long story."; message[3] = "* Politics, creatives# being creatives... You# know."; prt[0] = 371; prt[1] = 394; prt[2] = 377; prt[3] = 370; update_talk_val(); } else if (map_entry == 2) { message[0] = "* Let's keep up the# progress, yeah?"; prt[0] = 370; } break; case rm_steamworks_17b: message[0] = "* I've heard of# piggybacking on others# to get ahead but..."; message[1] = "* ...Yeah, this is weird."; prt[0] = 377; prt[1] = 370; break; case rm_steamworks_17c: multiple_lines(); if (map_entry == 0) { message[0] = "* This facility is just# full of characters, huh?"; message[1] = "* At least they aren't# ALL trying to kill us."; message[2] = "* I've thought of going# back to turn the power# off but..."; message[3] = "* ...not only would that# lock us out again,"; message[4] = "* ...it would shut down# any helpful bots like# our friend outside."; message[5] = "* All we can do is suck# it up and push ahead."; prt[0] = 371; prt[1] = 370; prt[2] = 394; prt[3] = 370; prt[4] = 371; prt[5] = 377; update_talk_val(); } else { message[0] = "* ..."; prt[0] = 371; } break; case rm_steamworks_18: message[0] = "* Navigating all this# junk is a bit of a maze,# huh?"; message[1] = "* Even unintentionally,# monsters can't help but# leave puzzles behind."; prt[0] = 377; prt[1] = 370; break; case rm_steamworks_18b: if (global.sworks_flag[10] == 0) { message[0] = "* ..."; prt[0] = 370; } else if (global.sworks_flag[10] < 2) { message[0] = "* Clover, you trust this# guy?"; message[1] = "* He's selling you flora# he scraped off the# walls."; message[2] = "* ...You don't care, do# you?"; message[3] = "* ...Right. "; message[4] = "* I do not understand# humans."; prt[0] = 370; prt[1] = 370; prt[2] = 394; prt[3] = 371; prt[4] = 371; } else { message[0] = "* Looks like this way's a# dead end."; message[1] = "* Heading west might be# best."; message[2] = "* Huh. Accidental rhyme."; message[3] = "* Nice."; prt[0] = 377; prt[1] = 371; prt[2] = 395; prt[3] = 395; } break; case rm_steamworks_19: message[0] = "* I won't fight if you# wanna ride the ferry-bot# more but..."; message[1] = "* ...I can't say I# enjoyed myself on it."; message[2] = "* You know... inches away# from burning alive in# glow stick juice."; prt[0] = 371; prt[1] = 377; prt[2] = 382; break; case rm_steamworks_20: message[0] = "* ..."; prt[0] = 371; break; case rm_steamworks_21: multiple_lines(); if (map_entry == 0) { message[0] = "* While Axis is a# problem..."; message[1] = "* I am glad Chujin was# able to succeed in# engineering."; message[2] = "* I have no doubt he# inherited the craft from# his father."; message[3] = "* Problem was, his father# didn't exactly approve# of \"innovation.\""; message[4] = "* Asgore's big expansion# and the establishment of# this facility..."; message[5] = "* Let's just say a rift# grew between families."; message[6] = "* However, Chujin was# different. "; message[7] = "* Saw the benefits of# progress, even if it# caused friction."; message[8] = "* Still, he never# discarded his lineage# and how much it meant."; message[9] = "* The best of both# worlds, hm?"; prt[0] = 377; prt[1] = 395; prt[2] = 395; prt[3] = 394; prt[4] = 370; prt[5] = 377; prt[6] = 371; prt[7] = 394; prt[8] = 371; prt[9] = 370; update_talk_val(); } else if (map_entry == 1) { message[0] = "* Hey, um..."; message[1] = "* Don't you have folks? "; message[2] = "* You know, on the# Surface."; message[3] = "* They'd be pretty# worried by now, right?"; message[4] = "* I mean, I am in a# similar boat so..."; message[5] = "* ..."; message[6] = "* Too personal? Sorry."; message[7] = "* Just thinking out loud."; prt[0] = 394; prt[1] = 370; prt[2] = 370; prt[3] = 370; prt[4] = 377; prt[5] = 370; prt[6] = 371; prt[7] = 371; update_talk_val(); } else if (map_entry == 2) { message[0] = "* ..."; prt[0] = 370; } break; case rm_steamworks_22: multiple_lines(); if (map_entry == 0) { message[0] = "* When I'm older, I think# I'll write a memoir."; message[1] = "* Name a chapter: 'The# Time a Pissed Off Robot# Tried to Kill Me.'"; message[2] = "* It'll recount our great# escape that happened# here,"; message[3] = "* Reveal my genius locker# trick,"; message[4] = "* And advise the reader# to be in-shape before# pissing off robots."; message[5] = "* Seriously, I canceled# my gym membership last# year."; message[6] = "* Lots of regret."; prt[0] = 371; prt[1] = 377; prt[2] = 395; prt[3] = 395; prt[4] = 372; prt[5] = 370; prt[6] = 370; update_talk_val(); } else if (map_entry == 1) { message[0] = "* Better get going before# someone or something# finds us."; prt[0] = 370; } break; case rm_steamworks_23: message[0] = "* I feel things may only# grow more complicated# from here."; message[1] = "* Keep your head high,# Clover."; prt[0] = 377; prt[1] = 370; break; case rm_steamworks_24: multiple_lines(); if (map_entry == 0) { message[0] = "* Question..."; message[1] = "* Have you slept at all# since you arrived?"; message[2] = "* If not, I don't know# how you keep up the# energy."; message[3] = "* I've had more nights# without sleep than with# lately."; message[4] = "* Takes a real toll."; message[5] = "* The reason isn't as# much the company as it# is the bed."; message[6] = "* ...Kanako used a# similar one."; message[7] = "* Good times..."; message[8] = "* You know, she would# refuse to sleep until I# tucked her in."; message[9] = "* After reluctantly# bending to her# demands..."; message[10] = "* ...I'd kiss her# forehead and say \"Love# you lots.\""; message[11] = "* She'd challenge me with# a cheeky \"How much?\""; message[12] = "* Then I'd reply..."; message[13] = "* \"My love for you could# shatter the barrier just# on its own!\""; message[14] = "* \"That's not true!\"# she'd say with the# cutest grin."; message[15] = "* And we'd keep going..."; message[16] = "* Back and forth until# her eyelids grew too# heavy to continue."; message[17] = "* ..."; message[18] = "* Believe it or not, that# same exchange happened# every night."; message[19] = "* Every night until there# wasn't anyone left to# tuck in."; message[20] = "* ..."; prt[0] = 377; prt[1] = 370; prt[2] = 371; prt[3] = 377; prt[4] = 394; prt[5] = 370; prt[6] = 371; prt[7] = 394; prt[8] = 370; prt[9] = 371; prt[10] = 371; prt[11] = 371; prt[12] = 371; prt[13] = 394; prt[14] = 395; prt[15] = 395; prt[16] = 395; prt[17] = 395; prt[18] = 370; prt[19] = 371; prt[20] = 394; update_talk_val(); } else if (map_entry == 1) { message[0] = "* ..."; prt[0] = 394; } break; case rm_steamworks_25: message[0] = "* I appreciate them# putting handrails here."; message[1] = "* Sure, we're suspended# over a bottomless pit# but hey..."; message[2] = "* Making baby steps# towards basic safety# measures."; prt[0] = 371; prt[1] = 370; prt[2] = 372; break; case rm_steamworks_26: message[0] = "* ..."; prt[0] = 370; break; case rm_steamworks_27: message[0] = "* Geez... the# Steamworks..."; message[1] = "* It's all so... pitiful# in this state."; message[2] = "* Abandoned potential# hurts."; prt[0] = 394; prt[1] = 371; prt[2] = 370; break; case rm_steamworks_28: multiple_lines(); if (map_entry == 0) { message[0] = "* ..."; message[1] = "* At my old home, Chujin# planted a garden."; message[2] = "* It was a work of# compassion. Beautiful."; message[3] = "* Almost like a# reflection of his own# SOUL."; message[4] = "* ..."; message[5] = "* When his health began# to deteriorate... so did# the garden."; message[6] = "* \"The Meadow\" became# \"the Dunes.\""; message[7] = "* Seeing a discarded# place like this..."; message[8] = "* It's familiar."; message[9] = "* We can care so much for# something but# eventually..."; message[10] = "* ...it all comes to an# end."; message[11] = "* That's why we must# forge our own path while# we can."; message[12] = "* Cause trust me..."; message[13] = "* Once the guise of good# times is over... "; message[14] = "* Life is cruel."; prt[0] = 371; prt[1] = 371; prt[2] = 370; prt[3] = 372; prt[4] = 394; prt[5] = 371; prt[6] = 394; prt[7] = 394; prt[8] = 371; prt[9] = 371; prt[10] = 377; prt[11] = 371; prt[12] = 370; prt[13] = 370; prt[14] = 371; update_talk_val(); } else if (map_entry == 1) { message[0] = "* ..."; prt[0] = 370; } break; case rm_steamworks_29: message[0] = "* I can feel the Lab# getting closer."; message[1] = "* Come on."; prt[0] = 377; prt[1] = 370; break; case rm_steamworks_30: message[0] = "* We can't let these bots# deter us."; message[1] = "* I wish we could help# them but it's far too# late."; message[2] = "* I mean, they aren't# even real..."; message[3] = "* Yeah... They're only# some mix of metal and# magic."; message[4] = "* So... it's alright."; prt[0] = 377; prt[1] = 370; prt[2] = 371; prt[3] = 370; prt[4] = 377; break; case rm_steamworks_31: multiple_lines(); if (map_entry == 0) { message[0] = "* I bet your faith in me# is dwindling with every# new obstacle."; message[1] = "* I'm just as annoyed as# you, trust me."; message[2] = "* This journey should've# been a cakewalk like I# said."; message[3] = "* Even still, it's likely# the best path to Hotland# we could've picked."; message[4] = "* Places like Waterfall# are heavily patrolled."; message[5] = "* Guess there's also a# patrol here but..."; message[6] = "* Between Axis and# Undyne, I'll take my# chances."; message[7] = "* Doesn't seem like these# bots want to leave the# Steamworks either."; message[8] = "* We won't be followed."; prt[0] = 377; prt[1] = 370; prt[2] = 371; prt[3] = 377; prt[4] = 371; prt[5] = 377; prt[6] = 370; prt[7] = 371; prt[8] = 371; update_talk_val(); } else if (map_entry == 1) { message[0] = "* Keep it up for a little# longer, okay?"; prt[0] = 370; } break; case rm_steamworks_factory_01: multiple_lines(); if (map_entry == 0) { message[0] = "* So this is the building# Chujin worked at..."; message[1] = "* Hell of a commute."; message[2] = "* He was always a# traveler, though."; message[3] = "* Back when we first met,# I lived in the# mountains."; message[4] = "* My mother had sent me# down to Oasis Valley for# some crops."; message[5] = "* On the way back, I had# to cross a rather large# ditch."; message[6] = "* While on the bridge, I# accidentally rolled my# ankle and fell in."; message[7] = "* I couldn't climb out no# matter how hard I tried.# "; message[8] = "* Even worse, the# expensive crops were# ruined."; message[9] = "* Felt like I was there# for hours before I heard# a jingling sound."; message[10] = "* A hiker approached the# bridge holding a walking# stick with a bell on it."; message[11] = "* He noticed me lying in# my humble ditch so I# smiled and said: \"Hey.\""; message[12] = "* With a kind look, he# replied: \"You look# awful.\""; message[13] = "* I was hooked."; message[14] = "* He then hopped down and# tore a strip of his red# robe to wrap my ankle."; message[15] = "* And... Well, I could go# on but... yeah."; message[16] = "* That's just who he was.# Caring. Even to a fault."; prt[0] = 377; prt[1] = 371; prt[2] = 370; prt[3] = 394; prt[4] = 371; prt[5] = 371; prt[6] = 377; prt[7] = 394; prt[8] = 371; prt[9] = 377; prt[10] = 370; prt[11] = 372; prt[12] = 395; prt[13] = 395; prt[14] = 371; prt[15] = 370; prt[16] = 394; update_talk_val(); } else if (map_entry == 1) { ch_msg = 3; ch[1] = "Starlo?"; if (message_current > 4) { ch_msg = 9; ch[1] = "Ah."; } message[0] = "* The truth is..."; message[1] = "* I don't think I'll ever# be able to move on."; message[2] = "* You know, find someone# else and try to be happy# again."; message[3] = "* I don't think anyone# like him is out there."; message[4] = "* !"; message[5] = "* You're..."; message[6] = "* You're serious?"; message[7] = "* Well..."; message[8] = "* Perhaps at one point in# my life I considered it."; message[9] = "* You know, back when I# was a naive kid, kinda# like you."; message[10] = "* Hey, it's science. Your# brain is still# developing."; message[11] = "* ...I hope."; message[12] = "* But honestly..."; message[13] = "* I wanted to grow up# and... Star wouldn't# follow."; message[14] = "* In the end, I think# that was okay."; message[15] = "* Just look how happy he# is versus where I ended# up."; message[16] = "* He clearly chose the# better path, heh..."; prt[0] = 377; prt[1] = 371; prt[2] = 370; prt[3] = 394; prt[4] = 393; prt[5] = 381; prt[6] = 3754; prt[7] = 377; prt[8] = 371; prt[9] = 370; prt[10] = 395; prt[11] = 377; prt[12] = 371; prt[13] = 370; prt[14] = 377; prt[15] = 394; prt[16] = 395; update_talk_val(); } else { message[0] = "* ..."; prt[0] = 371; } break; case rm_steamworks_factory_02: multiple_lines(); if (map_entry == 0) { message[0] = "* Not the greatest# working conditions from# what I can see."; message[1] = "* I know the job paid# well, though."; message[2] = "* Of course after Chujin# left, we needed a new# source of income."; message[3] = "* I picked up a part-time# shift at Cafe Dune to# help us raise Kanako."; message[4] = "* The job was alright but# my boss was... "; message[5] = "* ...Let's just say# there's currently a# strike going on there."; prt[0] = 371; prt[1] = 370; prt[2] = 377; prt[3] = 377; prt[4] = 371; prt[5] = 370; update_talk_val(); } else if (map_entry == 1) { message[0] = "* We probably should've# held onto Chujin's# earnings but..."; message[1] = "* He had this dream of# building a big house for# our family."; message[2] = "* Followed through with# it too. Turned out# beautifully."; message[3] = "* At first I thought the# size was a bit overkill# but..."; message[4] = "* Well..."; message[5] = "* I think he was# insinuating a bigger# family."; message[6] = "* ..."; prt[0] = 377; prt[1] = 371; prt[2] = 395; prt[3] = 371; prt[4] = 377; prt[5] = 394; prt[6] = 394; update_talk_val(); } else if (map_entry == 2) { message[0] = "* ... "; prt[0] = 371; } break; case rm_steamworks_factory_03: multiple_lines(); if (map_entry == 0) { message[0] = "* Ugh, the air in this# place is heavy."; message[1] = "* Smells like motor oil# on burnt toast."; message[2] = "* I wasn't exactly# expecting it to smell# like roses but... bleh!"; prt[0] = 382; prt[1] = 377; prt[2] = 382; update_talk_val(); } else if (map_entry == 1) { message[0] = "* ... "; prt[0] = 371; } break; case rm_steamworks_factory_04: multiple_lines(); if (global.sworks_flag[38] < 2) { message[0] = "* Feels like we might be# delving into some# classified info up here."; message[1] = "* They sure abandoned a# lot."; prt[0] = 371; prt[1] = 370; } else if (map_entry == 0) { message[0] = "* There's no point in# wallowing in what I read# here."; message[1] = "* Chujin was a monster of# secrets, I already knew# that..."; message[2] = "* I just wish he was more# transparent with his# struggles."; message[3] = "* I could've helped him# through it. I# would've..."; message[4] = "* Maybe all this... My# situation... It wouldn't# be this way if I did."; message[5] = "* If I didn't assume# everything was fine and# truly paid attention I-"; message[6] = "* ..."; message[7] = "* I know... I just said I# wouldn't wallow."; message[8] = "* Live in the present and# plan for the future. "; message[9] = "* That's what Chujin# always did, so that's# what I must do."; prt[0] = 377; prt[1] = 371; prt[2] = 370; prt[3] = 371; prt[4] = 394; prt[5] = 394; prt[6] = 377; prt[7] = 371; prt[8] = 371; prt[9] = 370; update_talk_val(); } else if (map_entry == 1) { message[0] = "* Come on, we have a# mission."; prt[0] = 370; } break; case rm_steamworks_factory_elevator: case rm_steamworks_factory_shaft: message[0] = "* ... "; prt[0] = 371; break; case rm_steamworks_32: multiple_lines(); if (map_entry == 0) { message[0] = "* This whole adventure# has had its share of# twists and turns."; message[1] = "* If I knew what I was# getting myself into back# in that Saloon..."; message[2] = "* I'd probably still do# it. Dangerous stuff like# this is kinda fun."; prt[0] = 370; prt[1] = 371; prt[2] = 395; update_talk_val(); } else { message[0] = "* Keep moving, Clover."; prt[0] = 370; } break; case rm_steamworks_33: message[0] = "* The Steamworks slogan,# \"Tomorrow Means the# Surface.\""; message[1] = "* When do you think that# \"tomorrow\" will come?"; message[2] = "* It's been \"today\" my# entire life."; prt[0] = 377; prt[1] = 370; prt[2] = 394; break; case rm_steamworks_34: message[0] = "* We need to head through# that furnace over there# to reach the exit."; message[1] = "* Just bring some water# with you if you're# afraid of the heat."; message[2] = "* Don't worry about me,# I'm a Dunes resident."; prt[0] = 371; prt[1] = 370; prt[2] = 377; break; case rm_steamworks_35: if (global.sworks_flag[31] >= 2) { message[0] = "* ..."; prt[0] = 371; } else { multiple_lines(); if (map_entry == 0) { message[0] = "* Was the only purpose of# this furnace to dispose# of garbage?"; message[1] = "* Why would they make it# mandatory to walk# through?"; message[2] = "* If you entered from# Hotland..."; message[3] = "* The first thing you# would smell is burning# trash."; message[4] = "* \"Welcome to the# Steamworks! It sucks# here!\""; prt[0] = 368; prt[1] = 368; prt[2] = 382; prt[3] = 382; prt[4] = 368; update_talk_val(); } else { message[0] = "* This is way too hot,# even for me."; message[1] = "* Let's leave please."; prt[0] = 394; prt[1] = 382; } } break; case rm_steamworks_36: case rm_steamworks_37: message[0] = "* The moment we've waited# for is almost here."; message[1] = "* Just a few steps away."; prt[0] = 371; prt[1] = 370; break; default: message[0] = "* ..."; prt[0] = 371; break; } }