//the Honeycomb
beginoutdoorscript;

variables;
int choice;

body;

beginstate INIT_STATE;

break;

beginstate START_STATE;

break;

beginstate 10;
	if(get_flag(3,5) == 0 && get_flag(3,6) == 0){
		reset_dialog();
		add_dialog_str(0,"You haven't yet finished your mission, but you could just leave the area and find some other use for your time. ",0);
		add_dialog_choice(0,"Stay");
		add_dialog_choice(1,"Leave");
		choice = run_dialog(0);
		if(choice == 1)
			block_entry(1);
		else
			end_scenario(0);
	}
	else if(get_flag(3,5) != get_flag(3,6)){
		reset_dialog();
		add_dialog_str(0,"You completed your mission, but you're not sure if you've done all you can here. ",0);
		add_dialog_choice(0,"Stay");
		add_dialog_choice(1,"Leave");
		choice = run_dialog(0);
		if(choice == 1)
			block_entry(1);
		else
			end_scenario(1);
	}
	else{
		reset_dialog();
		add_dialog_str(0,"You completed your mission, and there isn't much more for you do do here. It may be time to move on to other adventures",0);
		add_dialog_choice(0,"Stay");
		add_dialog_choice(1,"Leave");
		choice = run_dialog(0);
		if(choice == 1)
			block_entry(1);
		else
			end_scenario(1);
	}
break;

beginstate 11;
	if(get_flag(101,1) == 0){
		message_dialog("Moving cautiously through the concealed tunnel, you stop short when you see a deliberately built tunnel entrance cut into the rock ahead of you.","It appears that you've succeeded in finding the location of the Brigands' Madhouse. Now, you just have to get inside.");
		set_flag(101,1,1);
	}
break;

beginstate 12;
	if(get_flag(101,2) == 0){
		message_dialog("You walk somewhat nevously into the area of caves known as the 'honeycomb' for its convoluted and confusing paths. It's always been a traditionally lawless and dangerous area because it's simply too difficult for the government to patrol it thoroughly.","");
		set_flag(101,2,1);
	}
break;