Fix the Beach Museum

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> Fix the Beach Museum
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> ### Start
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> Ophelia
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> ### Location
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> Beachside
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> Part of the main quest, act 1
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> Mission giver: Ophelia
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> Talk to Ophelia and help her restore the sunken museum.
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> ##### The Digging fish
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> Ophelia wants the digging fish Muddweller, it's her favorite.
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>

```
Ophelia:
 dialog[0] = "Oh my! A tourist! I can't believe it! Finally, you have returned!"
 dialog[1] = "I'm so embarrassed, I've let the wonderful Coastal Curiosities become completely forsaken!"
 dialog[2] = "It has even sunk down in the sand... Sorry, I can't let you in until it's restored!"
 dialog[3] = "How I wish I could dig through the soil like my favorite fish does, the Muddweller."
 dialog[4] = "I really wish I had one of those guys here..."

```

> After you bring her a Muddweller:
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```
Ophelia:
 dialog[0] = "Hey, is that a... It's a Muddweller! Wow! Did you bring that for me?"

```

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> If you answer no:
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>

```
Ophelia:
dialog[0] = "Oh, I really thought... never mind."

```

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> If you answer yes:
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```
Ophelia:
dialog[0] = "No way, tourist! Aren't you just the sweetest! Thank you!"
dialog[1] = "It's dead and won't do much digging, but I appreciate the gesture!"
dialog[2] = "You're a pretty nice guy, aren't you?"
dialog[3] = "How about helping me fix up this place?"
dialog[4] = "First, I need a good shovel to dig this place up!"
dialog[5] = "I bet Muriel got one, she's famous for keeping an extravagant garden."

```

##### The Shovel Hunt

Go to Elder Muriel to get a good shovel. She lives in the house with a big garden, in the Town Centre.

```
Muriel:
dialog[0] = "What's that? A shovel, you say?"
dialog[1] = "Yeah, but I kinda need it for myself, you know?"
dialog[2] = "How about this? Sing me a song and I'll promise to lend you my shovel. Deal?"

```

If you answer no:

```
Muriel:
dialog[0] = "Such a shy little boy."

```

if you answer yes, you will sing a song. The tune is chosen randomly from three different songs.

```
Muriel:
dialog[0] = "Wow!"
dialog[1] = "That was awful!"
dialog[2] = "Bet you feel pretty embarrassed now! Go on, take the shovel now, little choir boy!"

```

You get the shovel and head back to Ophelia.

##### The Sign Above

You head back to Coastal Curiosities and speak with Ophelia.

```
Ophelia:
dialog[0] = "That's a nice looking shovel you've got there! Wonderful!"
dialog[1] = "Give it here, I'll start digging while you search for a new sign to hang over the door!"
dialog[2] = "I want it to say "COASTAL CURIOSITIES" in bold, beautiful letters!"
dialog[3] = "Some driftwood and old coal will do fine, it will fit the aesthetics perfectly. I bet you can find some here on this beach!"

```

You find driftwood and coal on the beach. You also learn that you can find worms by lifting rocks. When you pick up the second item, whether it be the coal or the driftwood, you are to draw a sign. Go back to Ophelia with the sign. She has dug out a bit of the museum since you last saw her.

```
Ophelia:
dialog[0] = "Wow!"
dialog[1] = "That's a terrible handwriting!"
dialog[2] = "Well, not everyone is an artist."
dialog[3] = "I bet I can make it prettier if you'd like. But it's your choice! Do you want me to redo it?"

```

If no:

```
Ophelia:
dialog[0] = "Okay, let's see here..."
dialog[1] = "There we go! A brand new sign!"

```

If yes:

```
Ophelia:
dialog[0] = "I'm happy if you're happy!"
dialog[1] = "Let's put it up!"

```

Ophelia puts up the sign above the door.

```
Ophelia:
dialog[0] = "Wow! It's almost ready!"
dialog[0] = "But that door is a travesty. Get me a new one, and I'll keep digging here."
dialog[0] = "Grab a big piece of tree bark from the forest. I bet it would look amazing!"

```

##### Enter the forest

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.

```
August:
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."

```

Find the lumberjacks near the forest. Talk to the one not chopping wood.

```
Lumber-Matt:
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 turn to oProt.

```
Lumber-Patt:
dialog[5] = "Not cool, dude!"

Lumber-Zach:
dialog[6] = "Yeah! You can't do that!"

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!"

Lumber-Patt:
dialog[9] = "With carrot themed wallpapers!"

Lumber-Zach:
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."

```

Go to the carpenter who lives on the beach.

```
The carpenter:
dialog[0] = "Huh… Never seen you around before. Hi! Welcome!"
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!"

```

Sidequest Get that wonk is activated. Wait 5 real minutes and then come back to collect the Bunny house. Then go back and talk to the Carpenter.

```
The carpenter:
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 inventory. Go back to the log and place it 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.

```
August:
dialog[2] = "... Oh. That's not good."

```

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:

```
Valnad:
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

```
Valnad:
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

```
Valnad:
dialog[0] = "[fScaryShadow]Here you go! See you later, fishy baiter!"

```

if no

```
Valnad:
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

```
Valnad:
dialog[0] = "[fScaryShadow][GETTINGGEAR]GREAT CHOICE!"
dialog[1] = "[fScaryShadow]See you later, fishy baiter…"

```

if no:

```
Valnad:
dialog[0] = "Oh… Well… Okay then. But I'm keeping the house!"
dialog[1] = "See you later, fishy baiter…"

```

If you talk to the house again:

```
Valnad:
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?"

```

If you interact with the log, you can now climb over it! Step over the tree log to gain access to the forest. Right next to the entry is a big tree with a big piece of bark hanging loose from its trunk. Take it and return to Ophelia. She has dug up the entire museum, all that's left is a door.

```
Ophelia:
dialog[0] = "That's a GREAT door! I love it! Give it here!"

```

Ophelia puts up the new door.

```
Ophelia:
dialog[0] = "Come on in! Welcome to the grand re-opening of COASTAL CURIOSITIES!"

```

She walks inside and you follow her. Talk to her to start the next mission: The Secret Cave.