event_inherited(); depth = -140; if (interact) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { message[0] = "* I remember this game working# more efficiently in the past."; message[1] = "* The air pressure seems to have# been tampered with or something."; message[2] = "* Considering this table doubles# as the AC, that ain't good news."; } npc_flag = 1; break; case 1: with (msg) { message[0] = "* This is the only place that# keeps up on modern trends# in the Dunes."; message[1] = "* How do monsters live without# good ol' electricity?"; message[2] = "* Especially those Wild East# folk!"; message[3] = "* That life ain't for me."; } npc_flag = 2; break; case 2: with (msg) { message[0] = "* By the way, I've heard talks# of reforesting the Dunes# lately."; message[1] = "* I don't know how but# I'm rootin' for it!"; } break; } }