The Forest fish

## Act 1, Part 5 - The Forest Fish

Objective:

Learn how to navigate over a fallen tree log to access the forest.

Summary:

You encounter a fallen tree log blocking the path to the forest. Nothing happens when you try to interact with it. Ol' tourist shopkeeper August sits nearby, hinting that the log has been there a long time and seems to house a rabbit. A series of comical interactions with lumberjacks and a carpenter unfold as you try to navigate the obstruction.

#### Tasks:

1. Talk to Ol' tourist shopkeeper August
	* August explains that the log has been there for ages and advises you to talk to the lumberjacks for help.
		+ dialog[0] = "Hey, I don't recognize you."
		+ dialog[1] = "My name is August, and I used to run the old tourism boutique here."
		+ dialog[2] = "Seems like ages ago... Now that the tourists are getting back, it's time to rebuild it!"
		+ dialog[3] = "[color\_10]Are you trying to get to the forest[color\_19]?"
		+ dialog[4] = "Yeah, this tree here fell a while back. No one has really tried to remove it."
		+ dialog[5] = "I guess we all got sorta tired when the tourists left..."
		+ dialog[6] = "If only \n[wobble][sStar][/wobble][color\_9] Great God Carp[color\_19][wobble][sStar][/wobble] would return, we could get back to our old selves..."
		+ dialog[7] = "Sorry. I'm just rambling. [color\_10]Talk to the lumberjacks[color\_19], they might have an axe or something."
	* `global.findTheLumberjack = true`
2. Locate Lumber-Patt and Lumber-Zach
	* Interact with the two lumberjacks who are busy chopping wood. They both claim they're chopping wood to get Lumber-Patt's wife back. The first lumberjack you talk to: (Lumber-Patt)
	* `dialog[0] = "This is a great way to stay in shape."`
	* `dialog[1] = "I'm only chopping wood to be get my wife back"`
	* The second lumberjack you talk to (Lumber-Zach)
	* `dialog[0] = "I'm also chopping wood to get his wife back."`
3. Talk to LUMBER-MATT
	* The lumberjack who is not chopping wood reveals he has an axe, but he's not willing to let you use it because a bunny lives in the tree log.
	* `dialog[0] = "Oh, hello there little guy! My name is LUMBER-MATT! Great to see you!"`
	* `dialog[1] = "What's that? You need my axe? Why?"`
	* `dialog[2] = "..."`
	* `dialog[3] = "[angry][shake][fTextboxHuge]WHAT?![/shake]"`
	* `dialog[4] = "You're gonna chop down the tree to the forest!? Are you crazy?"`
	* The other loggers should turn to oProt and now talk to them. They must also have face pictures.
	* `dialog[5] = "Not cool, dude!"`
	* `dialog[6] = "Yeah! You can't do that!"`
	* Back to Lumber-Matt
	* `dialog[7] = "There lives a bunny in there! You can't chop down her home!"`
	* `dialog[8] = "You're gonna find another way to get past the log. Or like, give the bunny a new house. A better one!"`
	* The other lumberjacks:
	* `dialog[9] = "With carrot themed wallpapers!"`
	* `dialog[10] = "Yeah, real cute ones!"`
	Lumber-Matt: `dialog[11] = "Go to the carpenter. He's a grumpy old fart, but he'll help you out."` `global.findTheCarpenter = true`

1. There is a carpenter who lives on the beach. He has collected scrap wood and plans (hyvlar)
	* The carpenter agrees to build a bunny house to replace the bunny's home in the log. He's excited about using carrot-themed wallpapers. `dialog[0] = "Huh… Never seen you around before. Hi! Welcome!" (Om man inte pratat tidigare)` `dialog[1] = "What's that? You need a little bunny house? With cute wallpapers?"` # `dialog[2] = "[wave]I love it![/wave]"` # `dialog[3] = "That sounds amazing! Of course I'll help you out!"` # `dialog[4] = "What? You heard I was grumpy? Oh, don't listen to those lumberjacks. We have a history, since they always [shake]hog all wood[/shake]!"` # `dialog[5] = "I'm the only carpenter here on [wave][rainbow]Pisc Island[/wave][/rainbow], but I only get to work with driftwood."` # `dialog[6] = "Like, I would love to build a great fishing rod, if I just had some decent wood…` # `dialog[7] = "But a bunny house! I bet my driftwood will do just fine for that! Come back later, I'll have to get started!"` # `global.getWonkyRod = true //Nytt uppdrag där man ska få trä från skogshuggarna. Men snickaren är inte så bra på sitt jobb, och det blir ett halvkasst spö. Man kan fortsätta, men återvänder man med bra ved innan snickaren är klar med kaninhuset får man vänta. Sidequest Get that wonk is activated.` # `global.waitForBunnyHouse = true`
2. Wait and Collect the Bunny House
	* A timer counts down; you must wait 5 minutes before the carpenter finishes the bunny house. Gotta slow things down, let the player breath. When you return: `dialog[0] = "You're back! Great!"` `dialog[1] = "I think it turned out great! The bunny will love it. Here, take it!"`
	You get a badly constructed rabbit house in your inverntory. global.returnWithBunnyHouse = true

1. Place the Bunny House Next to the Log
	* Go back to the log and place the bunny house next to it. August: `dialog[0] = "Oh, that's… huh."` # `dialog[1] = "Is it supposed to be a bunny house? Doesn't look to good now, does it?"` A shadow moves from the forest and into the house. The windows darken and a pair of scary, glowing eyes are seen in the open door. The rabbit looks out and is afraid of the house. `dialog[2] = "... Oh. That's not good."` # `global.valnadInBunnyHouse = true`
2. You are free to move around again. August: `dialog[0] = "I guess your plan didn't really work out… As you can see, there's a lot of scary stuff in the forest anyway."` # `dialog[1] = "Maybe it's best to just… well… stay out of there."`
If you talk to the tree, the rabbit appears and looks worriedly at the house. If you talk to the house: `dialog[0] = "[fScaryShadow]Hu hu! What a wonderful house! This is perfect!"` # `dialog[1] = "[fScaryShadow]My name is [wave]Valnad[/wave], and I thank you for this gift!"` # `dialog[2] = "[fScaryShadow]I will give you a gift! What do you think of…"` # `dialog[3] = "[fScaryShadow]A SLAP IN THE FACE?! [YESNO]"` # `if yes{` `dialog[0] = "[fTextboxHugeShadow]SMAAAAAAAAAACK!!!"` # `dialog[1] = "[fScaryShadow]What a weird choice. See you later, fishy baiter!"` # `}` # `if no{` # `dialog[0] = "[fScaryShadow]No? Then… what about…` # `dialog[1] = "[fScaryShadow]TEN FISHDOLLARS?! [YESNO]"` # `}` # `if yes{` # `dialog[0] = "[fScaryShadow]Here you go! See you later, fishy baiter!"` # `}` # `if no{` # `dialog[0] = "[fScaryShadow]Huh… How about…"` # `dialog[1] = "[fScaryShadow]A BRAND NEW FISHING ROD?!"` # `dialog[2] = "i don't have anything else to offer, please take it…[YESNO]"` # `}` # `if yes{` # `dialog[0] = "[fScaryShadow][GETTINGGEAR]GREAT CHOICE!"` # `dialog[1] = "[fScaryShadow]See you later, fishy baiter…"` # `}` # `if no{` # `dialog[0] = "Oh… Well… Okay then. But I'm keeping the house!"` # `dialog[1] = "See you later, fishy baiter…"` # `global.didNotGetShadowFishingRod = true` # `}` global.talkedToShadow = true
If you talk to the house again: `dialog[0] = "[fScaryShadow]Hey, I really appreciate the house but you got to give me some privacy here. I've got stuff going on."` # `dialog[1] = "[fScaryShadow]...What's that? You want to get into the forest, but there's a log in the way?"` # `dialog[2] = "[fScaryShadow]Have you tried, like… stepping over it?"` # `global.gettingOverTheTreeLog = true` If you interact with the log, you can now climb over it!
3. Step Over the Tree Log

Rewards:

* Access to the forest area, unlocking new quests and progressing the main mission.