Scene 0
	CityMap

	% V1 = General Purpose Counter
	% V2 = NPC has confronted PC
	% V3 = NID of victim prop

	% 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 L3 else GoGirlDied Print 2>
	GoGirlDied <Print 3 Retreat 1>

	start <if= V1 0 Print 1 V= 1 PCRep 6 V+ 1 -10 NPCLevel -1 V1 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.>
	Msg1 <倉庫地区に入った。いかがわしい風貌の人物がたくさんうろついている。うまくいけば手遅れにならないうちにホテルを見つけることができるだろう。>
	% Msg2 <All of the kidnappers seem to have been dealt with.>
	Msg2 <誘拐犯はすべて倒されたようだ。>
	% Msg3 <All of the kidnappers are dead, but so is the girl you were sent to rescue.>
	Msg3 <誘拐犯はすべて死んだが、救出するはずの少女も死んでしまった。>

sub
	team 1
	% Player team
	SetEnemy 2

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

	team 3
	% Just for the victim.
	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>
	name_I18N <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 ifNPCOK -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 1 AddChat 1 AddChat 2 AddChat 3>
	GoBeenBefore <Say 3>
	result1 <EndChat Reputation 4 d5 Say 2>
	result2 <EndChat Reputation 5 d8 Say 4>
	result3 <EndChat Reputation 4 -d6 Say 2>
	% Msg1 <Who are you and what are you doing here!? Guards, destroy this intruder...>
	Msg1 <お前は誰だ！？ここで何をしている！？守衛よ、この侵入者を殺せ…。>
	% Msg1_1 <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.>
	Msg1_1 <おい、これを見ろ。二人の死体を身代金の代わりにできるぜ…。最も高値で売れる臓器が穴だらけにならなければの話だがな。>
	% Msg1_2 <Huh!? I thought we locked all the doors... No matter, guards, attack!>
	Msg1_2 <はあ！？ドアはすべてロックしたはずなのに…。まあいい、守衛よ、やれ！>
	% Msg1_3 <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.>
	Msg1_3 <どうした！？お前は我々の仲間ではないな…。守衛よ、やれ！頭を狙え、そうすれば臓器がもう一組手に入るからな。>
	% Msg1_4 <An intruder! Kill!!!>
	Msg1_4 <侵入者だ！殺せ！！！>
	% Msg2 <We don't have time to waste with you... so, please forgive me if I kill you too quickly.>
	Msg2 <%JSにかまっている時間はない…だから、%JFが%JSをあまりに早く殺してしまってもどうか恨まないでくれ。>
	% Msg3 <Less talking, more fighting, fool!!!>
	Msg3 <話すより闘おうか、バカ野郎！！！>
	% Msg4 <Don't take me so lightly, fool! It's time for you to die!>
	Msg4 <そう%JFを見くびるなよ、馬鹿が！おまえは死ぬ時間だ！>
	% Prompt1 <Sorry, I'll have to ruin your plans.>
	Prompt1 <すまんね、%JSの計画を台無しにしに来た。>
	% Prompt2 <Who ordered a pizza?>
	Prompt2 <ご注文のピザをお届けに参りました。>
	% Prompt3 <Now you will all die for your evil acts.>
	Prompt3 <貴様等の悪行もこれまでだ。>

end
inv
	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

