----- Subquest 1: Giant Step Reconnaissance ----- Required Map Changes - Remove traveling entertainer's shack? Required Item Additions - Bottle of hot water, Bottle of warm water, Bottle of water, Binoculars Required Enemy Additions - None specific Other Notable Changes - Change chick and chicken sound samples (new form tbd) Requirements - Destroy roadblock in front of Giant Step cave using a bottle of hot water. Make your way to the top of the hill with binoculars. ----- Subquest 2: Infiltrate South Onett P.S. ----- Required Map Changes - South Onett Public School (Hallway, 5 classrooms, locker room) Required Item Additions - Fingerless gloves, Ski cap, Black shirt, Black pants, Frank's notebook, Stethescope Required Enemy Additions - None specific Other Notable Changes - Disable use of ATM and establish new money-earning procedure. Requirements - Obtain all four Shark clothing items (from enemies or a store), and go to the treehouse. Your items will be taken from you, and you will get changed. Once in disguise, go to South Onett Public School with Tripurari. You may stop Sticks from being bullied. Meet your contact in the science classroom. Get hints on Frank's combination. Find his locker, input the combo, and get his notebook. (Alternate - steal a stethescope from the hospital and use it to skip the combo.) Once this is done, encounter Pokey and escape from the school. ----- Subquest 3: Capture Frankystein Mark I ----- Required Map Changes - Remove section of fencing, replace with TPT sprite (one for the fence, one or two for wreckage). Make house duplicate to Beak Point for a short cutscene. Required Item Additions - Frankystein Mark I (two items, replacing teddy bears) Required Enemy Additions - Frankystein Mark I (two enemies, one with and one without attack capabilities.), South Onett Nerd (weak, and easily defeated), one South Onett boss (Toby Strong or Brett "Yes Man" Harmon Other Notable Changes - Doors should not be accessible with the Frankystein in your possession. Include code and TPT placements for Frankystein outside all doors. Requirements - Gain access to the back lot of the arcade, and defeat the S.O. Nerd who guards the Frankystein. *If Ness is part of the group* Ness tells the others to go around to the outside of the fence, to guard the machine once he moves it over. He uses his as-yet-mild PSI to help him slip the Frankystein through the fence. As soon as he completes this, a South Onett leader (likely Toby Strong or Brett "Yes Man" Harmon) will show up to see progress on the machine. Spotting Ness, the two go into a battle (mildly animated, with music, sound effects, and snowball splatter effects). Ness is defeated and dragged away. Picky and the others sadly return to base. *If Subquest 4 has already begun* Picky and the others strain to lift the machine, but it doesn't work. A South Onett leader (likely Toby Strong or Brett "Yes Man" Harmon) will show up to see progress on the machine. A battle begins - ending text will activate a sequence in which a stray snowball activates the Frankystein's snow cannon, blasting the boss through the fence. Picky and Co. then acquire the machine. The three return to the base. Upon making their report to Thimble, a short cutscene ensues, where Ness is in a room identical to that of the house at Beak Point, but much more structurally sound. Ness speaks with a leader of the S.O.'s, who tells him that he's become a nuisance. Ness reassures the leader that his friends will rescue him, no matter what. ----- Subquest 4: Kidnapping of Ness ----- Required Map Changes - See Subquest 3 Required Item Additions - None Required Enemy Additions - Snow Ninja Other Notable Changes - Change Beak Point tileset to incorporate massive amounts of internal snow. Remove running guy sequence from the Library 2F, change door to allow "entrance." Add TPT sprites of the group to the hamburger shop. Requirements - Ness must be kidnapped for this quest. *If Subquest 3 has not been completed* After a given time period (probably set by a delivery flag) Ness will need to use the restroom. Picky indicates some nearby trees as a potential rest stop, but Ness prefers to go to the Library. The group goes with him as far as the burger shop, and Ness goes into the Library, and takes care of business. As he leaves the Library, he is ambushed by a gang of Snow Ninjas. These dangerous agents of the South Onettians descend and snow-ball him into submission before he can even blink. A little while later, Picky and Co get impatient and go looking for Ness, when they find a crowd of people outside the Library, upon which point they learn that Ness has been kidnapped. Reporting in to Thimble, he tells them that their priority is to stop the S.O.'s, no matter how much they need Ness. Once the cutscene from subquest 3 is complete, Picky decides that the Frankystein is more than powerful enough to break Ness out of wherever he is. Ian tells you that the southwest region of Onett has been experiencing a lot of activity lately. This activates a large amount of guarditude around the house, as well as a Hot Spot in back. The door is locked and guarded. If you check the door, somebody will suggest checking for a window in back. Behind the house, Frankystein will start chugging and smoking, and discharge its snow cannon all at once. The house will be devastated, and Ness will be freed. However, the cannon will be inactive and need repairs. Once you return to the treehouse, Frankystein will be removed from your custody. ----- Subquest 5: Frankystein Trading Quest ----- Required Map Changes - Post Office Required Item Additions - Compressed air tank, Pressure valve, Firing chamber, Metal detector, House key, Frankystein Mark I (Bicycle) Required Enemy Additions - Junkyard goon, Junkyard dog Other Notable Changes - Change Piggy nose text to reflect a Metal detector's operation Requirements - This subquest requires finding three items to repair Frankystein - a Compressed air tank, a Pressure valve, and a Firing chamber. Completing this is not required to end the game, but these items must be obtained to use Frankystein in the final battle. *Compressed air tank* To find the Air tank, you must go to South Onett and enter the junkyard. It will be easily spotted, but you must defeat some goons and their dogs. *Pressure valve* Lier X. Agerate has just completed Mall Santa school! Unfortunately, the post office won't deliver his mail after that spork incident. So, Ness must sneak into the back room of the post office, evade a security guard, and obtain the package containing Lier's costume. Of course, you can take other packages as well... *Firing chamber* An old man is locked out of his house. If you agree to help him, he will give you a metal detector. Use it to seek out the key he dropped somewhere in Onett... If you bring back the key, he will let you into the house and give you a Firing chamber (however, he will take back the metal detector.). ----- Subquest 6: Defend Children ----- Required Map Changes - ? Required Item Additions - ? Required Enemy Additions - ? Other Notable Changes - This is going to take a royal ass-load of Sprite location entries... Requirements - A young brother and sister have been terrorized by the South Onettian goons. They want to build a snowman, but the Southerners destroyed their last one, and said they'd come back in twenty minutes. Ness and Co. agree to help defend them as they build their snowman. *The Interface* You have 20 minutes to ready your defenses against the goons. During this time, counted down by the ATM, each character in your party can perform a variety of actions: *Move (1 Minute, character may choose another action) - Your players can be in one of four locations in the front yard. If you move into a location where another enemy is present, they will return to a center position. *Fortify position (3 Minutes) Your character will build a wall at their position. They must be in a forward position to construct. *Stockpile snowballs (3 Minutes) Two snowballs will be added to the character's inventory. *Pass (0 Minutes) You move on to the next character in the sequence. ----- Subquest 7: Create and Deliver Supplies ----- Required Map Changes - Required Item Additions - Required Enemy Additions - Other Notable Changes - Requirements - ----- Subquest 8: Escort Operative ----- Required Map Changes - None Required Item Additions - None Required Enemy Additions - Josh "Agent Crabcake" Kirkland (NPC) Other Notable Changes - Change NPC's targeting status to 06 Requirements - The player must escort Agent Crabcake through enemy territory. The enemies, upon seeing him with you, will realize that he's a spy and attack him. Fend off his attackers and make your way to the destination. If Crabcake is wounded, you must return to the treehouse and recuperate. A messenger will come to you after 10-15 minutes to announce that Crabcake is ready to make another run. Once Crabcake reaches his destination, the mission is over. ----- Subquest 9: Escape an ambush ----- Required Map Changes - Required Item Additions - Required Enemy Additions - Other Notable Changes - Requirements - ----- Subquest 10: Attack Enemy Leader ----- Required Map Changes - Required Item Additions - Required Enemy Additions - Other Notable Changes - Requirements -