Scene 0
	CityMap

	% V1 = General Purpose Counter
	% V2 = NPC has confronted PC

	% If the player team runs out of members, return.
	% If the NPC team runs out of members, print a message.
	NU1 <if= T1 0 Return>
	NU2 <if= T2 0 if= V1 1 V= 1 2 ifItemOK -1 else GoGirlDied Print 2>
	GoGirlDied <Print 3 Retreat 1>

	start <if= V1 0 Print 1 V= 1 1>
	Msg1 <You enter the warehouse district. There are a lot of shady looking characters milling about. Hopefully you'll be able to find the hotel before it's too late.>
	Msg2 <All of the kidnappers seem to have been dealt with.>
	Msg3 <All of the kidnappers are dead, but so is the girl you were sent to rescue.>

sub
	team 1
	% Player team
	SetEnemy 2

	team 2
	% Body Snatchers
	SetEnemy 1
	home <Golden Hotel>

	team 3
	% Just for N3
	home <Golden Hotel>

	team 4
	% Citizens
	% Set this team's default orders to PASSIVE
	Stat 1 3
	SetEnemy 2

	rect
	width 3
	height 3
	special <StartHere>

	room 15 15
	name <Golden Hotel>
	FloorType 25
	BorderType 24
	sub
		Door 15
		USE <ifG -99 MetaPass else GoCloseDoor  if= StatVal STAT_Lock 0 else GoDoorLocked  Print 1  SetStat STAT_Pass 0  Transform 1 if= L2 0 L= 2 1 ifPersona -1 ForceChat -1>
		UPDATE <if= V1 0 V= 1 1 if# d4 2 SetStat STAT_Lock 15>
	end

	room 8 8
	FloorType 14
	BorderType 29

	room 8 8
	FloorType 14
	BorderType 29

	room 8 8
	FloorType 14
	BorderType 29


	Persona -1
	% The NPC in charge of the operation. This is one of the ones
	% that the PC is going to have to deal with.
	greeting <EndChat if= V1 0 else GoBeenBefore V= 1 1 Say d5 AddChat 1 AddChat 2 AddChat 3>
	GoBeenBefore <V= 2 5 V+ 2 d5 Say V2>
	result1 <EndChat Reputation 4 d5 V= 2 5 V+ 2 d5 Say V2>
	result2 <EndChat Reputation 5 d8 V= 2 5 V+ 2 d5 Say V2>
	result3 <EndChat Reputation 4 -d6 V= 2 5 V+ 2 d5 Say V2>
	Msg1 <Who are you and what are you doing here!? Guards, destroy this intruder...>
	Msg2 <Hey look at this, we're going to get two bodies for the price of one... As long as we don't put too many holes through the most valuable organs.>
	Msg3 <Huh!? I thought we locked all the doors... No matter, guards, attack!>
	Msg4 <What's this!? You're not one of us... Guards, attack! Aim for the head, that way we can get an extra set of organs from this distraction.>
	Msg5 <An intruder! Kill!!!>
	Msg6 <We don't have time to waste with you... so, please forgive me if I kill you too quickly.>
	Msg7 <>
	Prompt1 <Sorry, I'll have to ruin your plans.>
	Prompt2 <Who ordered a pizza?>
	Prompt3 <Now you will all die for your evil acts.>

end
inv
	Prop 3
	name <Victim>
	SetTeam 3
	SetKeyItem -1
	roguechar <_>
	use <ifG T2 0 else GoBanditsDead Print 1>
	GoBanditsDead <ifNoObjections Key -1 Retreat 1>
	Msg1 <On the bed is the body of a young woman, possibly alive, possibly not... You better deal with the rest of the kidnappers before you try to rescue her.>


	NPC Bandit
	SetTeam 2
	Job <Harvester>
	SetPersona -1

	NPC Citizen
	SetTeam 4

	NPC Citizen
	SetTeam 4

	NPC Citizen
	SetTeam 4

	NPC Trucker
	SetTeam 4

	NPC Trucker
	SetTeam 4

	NPC Citizen
	SetTeam 4

	NPC Citizen
	SetTeam 4

	NPC Citizen
	SetTeam 4

	NPC Trucker
	SetTeam 4

	NPC Trucker
	SetTeam 4

	NPC Citizen
	SetTeam 4

	NPC Trucker
	SetTeam 4		

end

