//===== eAthena Script =======================================
//= Kiel Hyre Quest
//===== By: ==================================================
//= L0ne_W0lf (Script), DZeroX (Timer)
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= Quest for opening Robot Factory first and second floors.
//===== Comments: ============================================
//= See below
//===== Additional Comments: =================================
//= 1.0 First version, needs testing [Playtester]
//= 1.1 Copied over some changes made by -Tsuyuki- [L0ne_W0lf]
//= Reworked variables slightly so that the permenents ones aside from the
//= main tracking variable, are deleted when no longer needed. Renamed
//= several variables that handle strings to @KHInput$.
//============================================================
//============================================================================
// Kiel Hyre Quest/Robotic Lab Dungeon
//
// Script Dialog Obtained and Copied Down by L0ne_W0lf
// Timer work and some variable dances by DZeroX
// Based on [iRO Sakray] as of [03/29/2007]
//============================================================================
//----------------------------------------------------------------------------
// [Notes]
// - Let it be noted that ALL DIALOG IS OFFICIAL TO IRO UNLESS SPECIFIED.
// - I've fixed a few of iRO's mistakes, but I'm sure I made some of my own.
// - Will probably require a major optimizing.
// - Accidentally progressed Mills' dialog. Improvising.
// - Accidentally progressed Elly's dialog while reading 'Letter to Elly'. Improvising.
// - Possible missing dialog for all getitems when overweight.
// - Possible missing dialog for absense of Green Key item in "Bookshelf" NPC
// - Possible missing dialog for "Test Tube" if you haven't read the second poem.
// - Possible missing dialog for Elly in Dromitory if you don't have "Grey Box"
// - Possible missing dialog for "Grave" if you don't have "Yellow Keycard"
// - Not going to list ALL of the more usless NPCs. (Doors + Empty "Beautiful Ladies")
// - Accidently progressed Kiel Hyre's dialog. Improvising.
// - Improvising for getting back in to see Mitchell if you butterfly wing and need to get back in.
// - Possible missing dialog for "Odd Grandma"
// - Possible missing dialog for "Shelf"
// - Near the end I finshed the quest with some people. Used packet logging to get dialog.
// - Because of the above mentioned, NPC placement and dialog is a little sloppier.
// - Possible missing dialog for "Kiel Hyre" (Accept and Okay responses)
// - Lots of missing dialog, possible improper order of some things in "Kiehl's room".
// - Parties are *NOT REQUIRED* as per Doddler's Wiki information.
// - Possible missing dialog for "Kiel Hyre" if you don't have Allysia's Ring.
// - Using "atcommand" to kill all players on kh_kiel02, if you think of a better way, let me know.
// - ALL of the 5 doors in kh_kiehl01 will disable after 30 seconds.
// - Due to lack of information, the boss room WILL reset 10 minutes after entering
// - For the same reason, the 3 minute timer after the boss battle will also reset the quest.
// - The effects during the 3 minute timer events are not official (as far as I know)
//
//----------------------------------------------------------------------------
// [Maps] [Use]
// yuno_in01 ........... Start quest in pub
// kh_school ........... Deliver Wine here, Meet Elly
// yuno ................ Get Delivery for/from "Little Kid"
// lighthalzen ......... Get Delivery package for "Little Kid"
// kh_vila ............. Kiel Hyre cottage.
// kh_dun01 ............ Robot Factory; Save Kiel Hyre
// kh_mansion .......... Kiel Hyre's Mansion in Lighthalzen
// kh_kiehl01 .......... Kiehl's room/Cave
// kh_kiehl02 .......... Kiehl's room/Boss Room
//
//----------------------------------------------------------------------------
// [Variables in Use]
// KielHyreQuest - Main quest tracking variable
//
// KHPubMasterEnd - Finished with Pun Master if set to 1
// - Deleted once no longer needed.
//
// KHToastGirlEnd - Pick up delivery if set to 1,
// - picked up delivery if set to 2
// - finished if set to 3
// - Deleted once no longer needed.
//
// KHCottagePoem1 - Tracks Poem 1 quest in cottage. (finished = 5)
// - Deleted once no longer needed.
//
// KHCottagePoem2 - Tracks Poem 2 quest in cottage. (finished = 3)
// - Deleted once no longer needed.
//
// @KHInput$ - Used with "Security Guard"
// - Used with "Test Tube"
// - Used when "Elly" (inputing string in attempt to wake her)
// - Used with "Grave", (twice)
// - Used with "Heavy Door"
// - Used with "Mechanical Device"
// - Used for opening various doors in Kiehl's area.
//
// @KHFirstKeyhole - Holds 1 (green keycard) or 2 (cottage key)
// @KHSecondKeyhole - Holds 1 (green keycard) or 2 (cottage key)
//
// @KHPotionColor$ - Holds 'red', 'green', or 'yellow' depending on what wrong potion is selected.
//
// @KHFirstSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes.
// @KHSecondSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes.
// @KHThirdSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes.
// @KHFourthSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes.
//
// @KHClimbAttempt - Set to random (1-5) to determine if you fail at climbing the water pipe.
//
// @KHQ1Read - Make sure player has asked question 1 to Kiel Hyre
// @KHQ2Read - Make sure player has asked question 2 to Kiel Hyre
// @KHQ3Read - Make sure player has asked question 3 to Kiel Hyre
//
// @KHTitle$ - Holds "Mr", "Mrs", or "Miss"
//
// @KHPryingItem$ - Used for incorrect options when prying open last door.
//
// .KHKilled - Tracks how many monsters have been killed. Used with "Receiver", "Robots", and "Kiehl" NPCs
//
// .KHDoor1Open - 0/1 Depending on if the first door is opened.
// .KHDoor2Open - 0/1 Depending on if the second door is opened.
// .KHDoor3Open - 0/1 Depending on if the third door is opened.
// .KHDoor4Open - 0/1 Depending on if the fourth door is opened.
// .KHDoor5Open - 0/1 Depending on if the fifth door is opened.
//
// .KHKilledBoss - 0/1 depending on if the boss has been killed.
//
// $@KH_DoorInvoker$ - Holds character name, so only that person can use certain NPCs.
//
//----------------------------------------------------------------------------
// [NPCs] [Location]
// Pub Master .................. yuno_in01 [ 35,178]
// Hanie ....................... yuno_fild08 [196,196]
// Security Guard .............. yuno_fild08 [158,194]
// Security Guard .............. yuno_fild08 [158,183]
// Student ..................... kh_school [ 57,142]
// Student ..................... kh_school [ 57,139]
// Lady ........................ kh_school [176, 60]
// Cute Student ................ kh_school [179, 39]
// Little Kid .................. yuno [217,114]
// Windmill Owner .............. lighthalzen [365,300]
// Cottage Keeper .............. yuno_fild02 [ 93,210]
// Door ........................ yuno_fild02 [ 75,218]
// Door ........................ yuno_fild02 [109,218]
// Wall ........................ kh_vila [191, 14]
// Book ........................ kh_vila [184, 20]
// Book ........................ kh_vila [181, 20]
// Book ........................ kh_vila [178, 20]
// Book ........................ kh_vila [175, 19]
// KH_Letter_Trigger ........... kh_vila [179, 11]
// Box ......................... kh_vila [ 16,175]
// Apple Box ................... kh_vila [ 13,184]
// Map ......................... kh_vila [ 44,125]
// Pot ......................... kh_vila [ 33,148]
// Calabash .................... kh_vila [ 14, 55]
// Pool ........................ kh_vila [ 39, 39]
// Vicious Dog ................. kh_vila [180,178]
// Drawer ...................... kh_vila [115,186]
// Box ......................... kh_vila [107,126]
// Bookshelf ................... kh_vila [181,138]
// Sword Hilt .................. kh_vila [136, 69]
// Test Tube ................... kh_vila [179, 69]
// Test Tube ................... kh_vila [185, 69]
// Window ...................... yuno_fild08 [ 69,185]
// Elly ........................ kh_school [178,180]
// Cookie Basket ............... kh_school [175,175]
// Window ...................... kh_school [188,185]
// Grave ....................... yuno_fild08 [ 72,170]
// Heavy Door .................. kh_dun01 [236, 48]
// Beautiful lady .............. kh_school [119,149]
// Beautiful lady .............. kh_school [122,186]
// Signboard ................... kh_dun01 [163,223]
// Mechanical Device ........... kh_dun01 [166,223]
// Mechanical Device ........... kh_dun01 [162,206]
// Kiel_Hyre_Door .............. kh_dun01 [224,232]
// Steward ..................... kh_mansion [ 78, 55]
// Kiel Hyre ................... kh_mansion [ 22, 27]
// Allysia ..................... kh_mansion [ 22, 27]
// Abduction_trigger ........... lighthalzen [188,200]
// Mysterious Woman ............ kh_mansion [ 25, 79]
// Odd Granma .................. yuno [250,132]
// Old Lady .................... yuno [250,132]
// Rosimmir_Entrance ........... yuno [273,141]
// Table ....................... kh_rossi [ 23, 23]
// Shelf ....................... kh_rossi [ 92, 40]
// Desk ........................ kh_rossi [144,146]
// Bookshelf ................... kh_rossi [144,146]
// Old Fisherman ............... yuno_fild12 [232,222]
// Wooden Board ................ yuno_fild09 [158,217]
// Kiehl_Room_Warp ............. kh_mansion [ 29, 27]
// Entrance Device#KHEntry1 .... kh_dun01 [ 44, 20]
// Entrance Device#KHEntry2 .... kh_dun01 [ 44,203]
// Security Guard .............. yuno_fild08 [158,194]
// Receiver .................... kh_kiehl01 [ 17, 39]
// Flower Vase ................. kh_kiehl01 [ 13, 40]
// Box ......................... kh_kiehl01 [ 19, 25]
// Big Door .................... kh_kiehl01 [ 44, 33]
// Big_Door_1_Warp ............. kh_kiehl01 [ 43, 33]
// Big Door .................... kh_kiehl01 [174, 40]
// Big_Door_2_Warp ............. kh_kiehl01 [174, 39]
// Big Door .................... kh_kiehl01 [ 77,108]
// Big_Door_3_Warp ............. kh_kiehl01 [ 68,108]
// Big Door .................... kh_kiehl01 [ 41,177]
// Big_Door_4_Warp ............. kh_kiehl01 [ 78,177]
// Robots ...................... kh_kiehl01 [ 15,181]
// Big Door .................... kh_kiehl01 [166,187]
// Big_Door_5_Warp ............. kh_kiehl01 [166,186]
// Kiehl_Room_Trap ............. kh_kiehl02 [ 49, 15]
// Kiehl#Original .............. kh_kiehl02 [ 50, 52]
// KiehlRoom ................... kh_kiehl02 [ 1, 1]
// Floating NPC (Agent#KHAgent0::KHAgent)
// Mitchell#KiehlRoom .......... kh_kiehl02 [ 49, 55]
// Agent#KHAgent1 .... ....... kh_kiehl02 [ 53, 52]
// Agent#KHAgent2 .............. kh_kiehl02 [ 51, 49]
// Agent#KHAgent3 .............. kh_kiehl02 [ 47, 50]
// Agent#KHAgent4 .............. kh_kiehl02 [ 46, 53]
// Kiehl#Copy .................. kh_kiehl02 [ 48, 53]
// Kiehl_Roomn_Exit ............ kh_kiehl01 [ 50, 59]
//
//----------------------------------------------------------------------------
// [Functions]
// None
//
//----------------------------------------------------------------------------
// [Conflicts]
// Resolved
//
//============================================================================
//============================================================================
// Affiliated NPCs
//============================================================================
//----------------------------------------------------------------------------
// Juno Pub Master/Starting point.
//----------------------------------------------------------------------------
yuno_in01,35,179,1 script Pub Master 46,4,4,{
if (KielHyreQuest == 1) {
mes "[Vandt]";
mes "Hi there, welcome";
mes "to my pub. So what";
mes "would you like to have?";
next;
switch(select("Beer, please","A coctail, please","Soju, please.","You look worried, what's up?","Cancel")) {
case 1:
mes "[Vandt]";
mes "Alright, let me get";
mes "you a glass of beer on";
mes "tap. There you are, this";
mes "is out special Schwaltz Beer.";
next;
mes "^3355FF*Gulp gulp gulp*^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "Ahhh, it's really";
mes "good! That really";
mes "hits the spot!";
close;
case 2:
mes "[Vandt]";
mes "I'm sorry, but I have to";
mes "deliver all of our cocktail";
mes "ingredients to other customers.";
mes "Maybe I'll have enough to make";
mes "you something next time, okay?";
close;
case 3:
mes "[Vandt]";
mes "S-soju? I'm sorry,";
mes "but we don't serve that";
mes "here. It's too much of";
mes "a tough guy drink for me...";
close;
case 4:
mes "[Vandt]";
mes "Oh, did you overhear?";
mes "I'm sorry, it's just that one";
mes "of my employees had an";
mes "accident and was pretty hurt,";
mes "so I have nodoby that can";
mes "deliver this merchandise.";
next;
mes "[Vandt]";
mes "I have an urgent order";
mes "that I need to send to";
mes "the Kiel Hyre Academy,";
mes "but I can't find anyone";
mes "that's avaliable for this";
mes "kind of temporaty job.";
next;
switch(select("I'm sorry to hear that","Do you want me to help you?")) {
case 1:
mes "[Vandt]";
mes "Well, I'm sure that I'll";
mes "figure something out.";
mes "Do you know anyone";
mes "that'd be interested in";
mes "some part time work?";
close;
case 2:
mes "[Vandt]";
mes "Really? That's great!";
mes "But first, I think it's fair to";
mes "tell you that this job may not";
mes "be as simple as you'd think.";
mes "I expect you to complete the";
mes "delivery, no matter what.";
next;
switch(select("Sure I'll do it", "Wait, let me think about it...")) {
case 1:
mes "[Vandt]";
mes "I'm glad to hear that.";
mes "Well then, please take this";
mes "bottle of Culinary Wine to";
mes "Mrs. ^ff0000Lecollane^000000 in the Kiel";
mes "Hyre Academy. I'll pay you";
mes "once you finish the job, okay?";
getitem 7487,1; //Culinary_Wine
set KielHyreQuest,2;
close;
case 2:
mes "[Vandt]";
mes "Sure thing. I really need";
mes "to get this done, so if you";
mes "can't do it, but know any";
mes "capable, responsible";
mes "people that can, then please";
mes "tell them about my situation.";
close;
}
}
case 5:
mes "[Vandt]";
mes "Sure, just take";
mes "your time, relax,";
mes "and order something";
mes "when you're ready.";
close;
}
}
else if ((KielHyreQuest >= 2) && (KielHyreQuest < 6)) {
mes "[Vandt]";
mes "Please deliver that bottle";
mes "of Wine I gave you to Mrs.";
mes "Mrs. ^ff0000Lecollane^000000, who should be";
mes "inside the Kiel Hyre Academy.";
mes "Hurry and get it to her before she";
mes "can complain about the delivery.";
close;
}
else if ((KielHyreQuest == 6) && (KHPubMasterEnd != 1)) {
mes "[Vandt]";
mes "Oh, you're back.";
mes "Thanks for making that";
mes "delivery. Just give me";
mes "a moment, and then I can";
mes "pay you in zeny, okay?";
next;
switch(select("I need more wine...")) {
case 1:
mes "[Vandt]";
mes "Oh, you need to deliver";
mes "another bottle? Alright,";
mes "let me look around, and";
mes "I'll give you the wine";
mes "and your payment.";
next;
mes "^3355FFRummage Rummage^000000";
mes "^3355FFRummage Rummage^000000";
next;
mes "[Vandt]";
mes "There you go!";
mes "Thank you so much";
mes "for helping me out~";
getitem 7487,1; //Culinary_Wine
set zeny,zeny+1000;
set KHPubMasterEnd,1;
close;
}
}
else if ((KielHyreQuest > 6) || (KHPubMasterEnd == 1)) {
//KHPubMasterEnd no longer needed-- deleting.
set KHPubMasterEnd,0;
mes "[Vandt]";
mes "Hey, thanks a lot";
mes "for helping me out that";
mes "last time. I knew I asked";
mes "you out of the blue, but";
mes "you ended up being a life";
mes "saver! I really appreicate it!";
close;
}
OnTouch:
if (KielHyreQuest < 1) {
mes "[Vandt]";
mes "Arrrggghhh...";
mes "This can't be good...";
mes "This isn't good at all!";
mes "What am I suposed to do?";
set KielHyreQuest,1;
close;
}
}
//----------------------------------------------------------------------------
// Juno Toast Sales Girl.
//----------------------------------------------------------------------------
yuno,217,114,4 script Little Kid 96,{
if (KielHyreQuest < 6) {
mes "[Cezu]";
mes "Fresh, crunchy toast!";
mes "If you want some, come";
mes "and get some tooooast~";
close;
}
else if ((KielHyreQuest == 6) && (KHToastGirlEnd != 3)) {
if (KHToastGirlEnd < 1) {
mes "[Cezu]";
mes "Fresh, crunchy toast!";
mes "If you want some, come";
mes "and get some tooooast~";
mes "Oh! Hi hi~ Did you want";
mes "to buy some yummy toast?";
next;
switch(select("I'm here for Elly","No, thanks")) {
case 1:
mes "[Cezu]";
mes "Oh, I see. Elly must have";
mes "wasted another batch of";
mes "ingredients again. Well,";
mes "she's a regular customer,";
mes "so I really want to help, but";
mes "I can't really do anything.";
next;
mes "[Cezu]";
mes "You see, I just ran";
mes "out of ingredients too!";
mes "But I can't really leave";
mes "to get some more. What if";
mes "people need to buy toast?";
mes "Listen, can you help me out?";
next;
mes "[Cezu]";
mes "would you please go get";
mes "some flour and eggs for me";
mes "from the ^3355FFLighthalzen Windmill^000000";
mes "Then, when you come back, I can";
mes "divide the ingredients, and you";
mes "can deliver some to Elly.";
next;
mes "[Cezu]";
mes "I know that I'm basically";
mes "making you do everything";
mes "on your own, but please try";
mes "to understand that my hands";
mes "are tied. D-don't ask me";
mes "why, they just are!";
set KHToastGirlEnd,1;
close;
case 2:
mes "[Cezu]";
mes "Okay okay~";
mes "Please come again!";
close;
}
}
else if (KHToastGirlEnd == 1) {
mes "[Cezu]";
mes "Would you please go to";
mes "the Lighthalzen Windmill";
mes "and tell them that Cezu needs";
mes "lots of flour and lots of eggs!";
mes "Then, bring all the stuff over";
mes "to me as soon as you can~";
close;
}
else if (KHToastGirlEnd == 2) {
mes "[Cezu]";
mes "Hey, you're back with the";
mes "ingredients! Thank you so";
mes "much, I really needed these!";
mes "Now please give this flour";
mes "and these eggs to Elly, and";
mes "send her my regards. See you~";
delitem 7488,1; //Delivery_Package
getitem 7488,1; //Delivery_Package
set KHToastGirlEnd,3;
close;
}
}
else if ((KielHyreQuest >= 6) || (KHToastGirlEnd == 3)) {
//KHToastGirlEnd no longer needed-- deleting.
set KHToastGirlEnd,0;
mes "[Cezu]";
mes "Hot, fresh and";
mes "cruuuunchy toast!";
mes "Come and get some!";
close;
}
}
//----------------------------------------------------------------------------
// Lighthalzen WindMill Owner.
//----------------------------------------------------------------------------
lighthalzen,365,300,2 script Windmill Owner 46,{
if (KHToastGirlEnd < 1) {
mes "[Mills]";
mes "Hey, whaddya want?";
mes "I'm pretty busy right";
mes "now, so you mind coming";
mes "back later? Then we'll talk.";
close;
}
else if (KHToastGirlEnd == 1) {
mes "[Mills]";
mes "Hey, whaddya want?";
mes "You just happened to";
mes "catch me at a good time,";
mes "but if you need anything,";
mes "you'd better spit it out quick";
mes "before things get hectic again.";
next;
switch(select("I'm here for Cezu","......")) {
case 1:
mes "[Mills]";
mes "Oh, Cezu from the";
mes "toast stand? Okay,";
mes "I've got everything";
mes "here, let me just get";
mes "it ready for you...";
next;
mes "[Mills]";
mes "Kid's one of my regular";
mes "customers, so you don't";
mes "have to pay me, or run any";
mes "extra errands on my end. Yeah,";
mes "I know how other people treat";
mes "you adventurers. Well, see ya.";
getitem 7488,1; //Delivery_Package
set KHToastGirlEnd,2;
close;
case 2:
mes "[Mills]";
mes "......";
mes "Um, okay, well, if";
mes "you need something,";
mes "just hollar, I guess.";
mes "Cuts, Cutz where are you?";
mes "You'd better not be goofing off!";
close;
}
}
else if (KHToastGirlEnd >= 2) {
mes "[Mills]";
mes "That Cutz is such";
mes "a lazy rascal. The guy";
mes "thinks he can feel around";
mes "when he's on the clock...!";
mes "Ah well, he knows I can't find";
mes "a better assistant. He'll learn...";
close;
}
}
//============================================================================
//Kiel Hyre Academy NPCs
//============================================================================
//----------------------------------------------------------------------------
// Academy Security Guards
//----------------------------------------------------------------------------
yuno_fild08,196,196,5 script Hanie 102,{
mes "[Hanie]";
mes "Oh, I wish I could study";
mes "at the Kiel Hyre Academy...";
mes "All of the graduates get";
mes "really nice jobs! I'm almost";
mes "jealous of the students!";
next;
switch(select("Kiel Hyre Academy?")) {
case 1:
mes "[Hanie]";
mes "Oh, the Kiel Hyre Academy";
mes "is a school founded by Kiel";
mes "Hyre, an inventor that became";
mes "rich from his strange machines.";
mes "He decided to give back to society";
mes "by building this private academy.";
next;
mes "[Hanie]";
mes "However, the school will";
mes "only accept orphans that are";
mes "too poor to enroll in any other";
mes "schools. Sometimes, it makes";
mes "me wish that I was an orphan too!";
mes "Well, not really, but you know...";
close;
}
}
//----------------------------------------------------------------------------
// Academy Security Guards
//----------------------------------------------------------------------------
yuno_fild08,158,194,5 script Security Guard#1::KHAGuard 852,{
if ((KielHyreQuest < 2) && (KielHyreQuest >= 30)) {
mes "[Security Guard]";
mes "I'm sorry, but if you aren't";
mes "associated with this institution,";
mes "then you're not authorized to";
mes "enter the ^FF0000Kiel Hyre Academy^000000.";
mes "Please leave if you don't have";
mes "an appointment with the staff.";
close;
}
else if (KielHyreQuest == 2) {
mes "[Security Guard]";
mes "I'm sorry, but if you aren't";
mes "associated with this institution,";
mes "then you're not authorized to";
mes "enter the ^FF0000Kiel Hyre Academy^000000.";
mes "Please leave if you don't have";
mes "an appointment with the staff.";
next;
switch(select("I'm here for a delivery.","......")) {
case 1:
mes "[Security Guard]";
mes "You're here to deliver";
mes "something? Okay, just give";
mes "me the recipient's ^FF0000name^000000,";
mes "followed by the ^FF0000item^000000 being";
mes "delivered, and I'll verify it";
mes "before letting you inside.";
next;
input @KHDelivery$;
if (@KHDelivery$ != "Lecollane") {
mes "[Security Guard]";
mes "You're here to deliver some";
mes "Wine to...to who? What was";
mes "the name? I...I don't think";
mes "we have anybody in the";
mes "academy named "+@KHDelivery$+"";
close;
}
input @KHDelivery$ ;
if (@KHDelivery$ != "Culinary Wine") {
mes "[Security Guard]";
mes "So you're here to make";
mes "a delivery to Mrs. Lecollane?";
mes "What is it you've brought for";
mes "her? Some ^3355FF"+@KHDelivery$+"^000000?";
next;
mes "[Security Guard]";
mes "Let me buzz her first,";
mes "and check to make sure";
mes "that she's been expecting";
mes "you. Let's see now...";
next;
mes "......";
mes ".........";
mes "............";
next;
mes "[Security Guard]";
mes "Huh. Mrs Lecollane";
mes "is expecting a delivery,";
mes "but not the item that you";
mes "say that you've brought for";
mes "her. You might want to check";
mes "to see if there's been a mixup...";
close;
}
mes "[Security Guard]";
mes "Alright....";
mes "So you're here to";
mes "deliver a bottle of";
mes "Wine to Mrs. Lecollane?";
mes "Let me buzz her, and get";
mes "this confirmed real quickly.";
next;
mes "......";
mes ".........";
mes "............";
next;
mes "[Security Guard]";
mes "Okay, everything looks";
mes "good. Mrs. Lecollane";
mes "has been expecting you.";
mes "I guess you can enter.";
close2;
warp "kh_school",71,155;
end;
case 2:
mes "[Security Guard]";
mes "If you don't have";
mes "an appoointment, then";
mes "don't loiter around in";
mes "front of the academy!";
close;
}
}
else if (KielHyreQuest >= 4) {
mes "[Security Guard]";
mes "Oh, did you have";
mes "other business inside";
mes "the academy? I remember";
mes "you from before, so there";
mes "shouldn't be any problems";
mes "letting you back inside...";
close2;
warp "kh_school",71,155;
end;
}
}
yuno_fild08,158,183,7 duplicate(KHAGuard) Security Guard#2 852
//----------------------------------------------------------------------------
// Gossiping Teenagers/Story NPCs
//----------------------------------------------------------------------------
kh_school,57,142,7 script Student::StudentKHQ1 893,3,3,{
mes "[Laci]";
mes "Oh, wow! We usually";
mes "don't get visitors on";
mes "campus! Um, you're not";
mes "a new faculty member, are you?";
close;
OnTouch:
mes "[Laci]";
mes "Hey, Nesha...!";
mes "have you heard why";
mes "Aaci hasn't been coming";
mes "to class for awhile?";
next;
mes "[Gui Nesha]";
mes "That's right, I haven't";
mes "seen Aaci in awhile.";
mes "Did something happen?";
next;
mes "[Laci]";
mes "It's because....";
mes "Aaci saw a freakin' ghost!";
mes "It's one hundred percent";
mes "true! I heard about it from,";
mes "well, you know, my sources.";
next;
mes "[Gui Nesha]";
mes "...Wha...?";
mes "Oh, come on,";
mes "get outta town.";
close;
}
kh_school,57,139,1 script Student::StudentKHQ2 893,{
mes "[Gui Nesha]";
mes "Aren't we a little";
mes "old to be talking about";
mes "this kind of stuff? You";
mes "know, rumors and ghost";
mes "stories that make no sense?";
mes "C'mon, Laci, knock it off!";
emotion e_swt2;
close;
}
//----------------------------------------------------------------------------
// Mrs. Lecollane
//----------------------------------------------------------------------------
kh_school,176,60,4 script Lady::LadyKHQ 101,{
if (KielHyreQuest == 2) {
mes "[Mrs. Lecollane]";
mes "Oh, hello. Ah!";
mes "have you come to";
mes "deliver my wine? The";
mes "security guard called and";
mes "mentioned you were coming.";
next;
switch(select("Yes, that's right!","Er, s-sorry!")) {
case 1:
mes "[Mrs. Lecollane]";
mes "Well, you've come a little";
mes "later than I thought, but";
mes "I suppose it can't be helped.";
mes "I guess the waiting has just";
mes "heightened my anticipation";
mes "for this bottle of wi--";
next;
mes "^3355FF*Cling! Crrrack!*^000000";
next;
mes "[Mrs. Lecollane]";
mes "Elly? Elly did you";
mes "break something again?!";
mes "You've got to be more careful!";
mes "If you don't finish baking those";
mes "cookies by the end of today, your";
mes "semester grades will suffer!";
next;
mes "[Elly]";
mes "B-but I just...";
next;
mes "[Mrs. Lecollane]";
mes "^FF0000Elly^000000!!";
next;
mes "[Elly]";
mes "......";
mes "Yes, Mrs. Lecollane.";
next;
mes "[Mrs. Lecollane]";
mes "*Ahem* Excuse me.";
mes "Would you please leave";
mes "the wine over there? You";
mes "may go now, and please";
mes "don't wander needlessly";
mes "around the academy.";
delitem 7487,1;
set KielHyreQuest,4;
close;
case 2:
mes "[Mrs. Lecollane]";
mes "Hm...?";
mes "I guess I must";
mes "be mistaken. I'm";
mes "sorry, I thought you";
mes "were somebody else.";
close;
}
return;
}
else if (KielHyreQuest == 4) {
mes "[Mrs Lecollane]";
mes "Well, our business is";
mes "completed, so would you";
mes "please leave the campus";
mes "as soon as you can? *Sigh*";
mes "I can't believe our future";
mes "is in these girls' hands...";
close;
}
}
//----------------------------------------------------------------------------
// Elly (In school)
//----------------------------------------------------------------------------
kh_school,179,39,1 script Cute Student 895,{
cutin "kh_elly03",2;
if (KielHyreQuest < 4) {
mes "[Elly]";
mes "W-wah! Oh...!";
mes "*Phew* That was close,";
mes "I almost dropped them";
mes "again! Why do I have so much";
mes "trouble handling ingredients?";
goto KH_Elly_end;
}
else if (KielHyreQuest == 4) {
mes "[Elly]";
mes "Oh no, what should";
mes "I do? *Sob* Wh-what";
mes "am I going to do? *snuff*";
next;
switch(select("What happened?","......")) {
case 1:
mes "[Elly]";
mes "I...I have to finish baking";
mes "this batch of cookies by the";
mes "end of today, but then I spilled";
mes "all of the ingredients on the";
mes "floor. I don't know how I can";
mes "bake those cookies now...";
next;
switch(select("What can I do to help you?","Oh, I'm so sorry.")) {
case 1:
L_Accept:
cutin "kh_elly02",2;
mes "[Elly]";
mes "What was that...?";
mes "You'll really help";
mes "me? That's wonderful!";
mes "Thank you! Thank you so much!";
next;
cutin "kh_elly04",2;
mes "[Elly]";
mes "Well, I guess the only way";
mes "I can bake these cookies is";
mes "to get some new ingredients.";
mes "I'm sorry to be such a burden,";
mes "but if you didn't offer to help";
mes "me, then I'd have no one to ask!";
next;
mes "[Elly]";
mes "You don't understand how";
mes "important it is that I bake";
mes "these cookies...If I don't";
mes "finish the assignment, then";
mes "Mrs. Crank will fail me for";
mes "the entire semester!";
next;
cutin "kh_elly03",2;
mes "[Elly]";
mes "Okay, I need to calm";
mes "down. I htink I can do";
mes "this with your help.";
mes "Would you please do me";
mes "this huge favor and bring";
mes "all these ingredients?";
next;
mes "[Elly]";
mes "^3355FF1 Wine^000000";
mes "^3355FF7 Milks^000000";
mes "^3355FF5 Cacaos^000000";
mes "^3355FF2 Cheeses^000000";
mes "^3355FF1 Egg^000000, and";
mes "^3355FF1 Bag of flour^000000";
next;
mes "[Elly]";
mes "Let's see...You can";
mes "get Wine from the pub in";
mes "Juno, Cacaos from hunting";
mes "Yoyos, and you can get flour";
mes "and Eggs from the girl that";
mes "runs the Toast Stand in Juno.";
next;
mes "[Elly]";
mes "Good luck, getting";
mes "everything, and I hope";
mes "you hurry back here with";
mes "those cookie ingredients";
mes "as quickly as you can, okay?";
set KielHyreQuest,6;
goto KH_Elly_end;
Case 2:
mes "What, you don't go";
mes "to this school, don't";
mes "you? Y-you're one of";
mes "those adventurers, right?";
next;
switch(select("Yeah, that's right.")) {
mes "Listen, I know you";
mes "probably have your own";
mes "plans, but do you think";
mes "you can help me with this";
mes "huge problem that I have?";
next;
switch(select("Accept","Decline")) {
case 1:
//Missing text, needs another run through.
goto L_Accept;
case 2:
mes "["+strcharinfo(0)+"]";
mes "I'm outta here.";
next;
emotion e_sob;
mes "W-wait...!";
mes "Come back, you";
mes "d-don't...! I really";
mes "need some help!";
goto KH_Elly_end;
}
}
}
case 2:
mes "*Sob*...";
goto KH_Elly_end;
}
}
else if (KielHyreQuest == 6) {
//519 - Milk; 548 - Cheese; 7182 - Cacao; 7487 - Culinary_Wine; 7488 - Delivery_Package
if ((countitem(519) < 7) || (countitem(548) < 2) || (countitem(7182) < 5) || (countitem(7487) < 1) || (countitem(7487) < 1)) {
mes "[Elly]";
mes "Let's see, would you";
mes "like me to remind you";
mes "which ingredients I need?";
mes "Please bring these things as";
mes "soon as you can so that I can";
mes "quickly bake some cookies~";
next;
mes "[Elly]";
mes "^3355FF1 Wine^000000";
mes "^3355FF7 Milks^000000";
mes "^3355FF5 Cacaos^000000";
mes "^3355FF2 Cheeses^000000";
mes "^3355FF1 Egg^000000, and";
mes "^3355FF1 Bag of flour^000000";
next;
mes "[Elly]";
mes "Let's see...You can";
mes "get Wine from the pub in";
mes "Juno, Cacaos from hunting";
mes "Yoyos, and you can get flour";
mes "and Eggs from the girl that";
mes "runs the Toast Stand in Juno.";
goto KH_Elly_end;
}
else {
emotion e_ho;
cutin "kh_elly02",2;
mes "[Elly]";
mes "Hooray! Finally, I have";
mes "everything I need! This is";
mes "great! Oh, would you please";
mes "give me a moment while I bake";
mes "these cookies? It shouldn't take";
mes "long, so hold on just a bit.";
set KielHyreQuest,8;
delitem 519,7; //Milk
delitem 548,2; //Cheese
delitem 7182,5; //Cacao
delitem 7487,1; //Culinary_Wine
delitem 7488,1; //Delivery_Package
goto KH_Elly_end;
}
}
else if (KielHyreQuest == 8) {
cutin "kh_elly01",2;
mes "[Elly]";
mes "Tadah! I did it!";
mes "They're finally done!";
mes "''Elly's Special Cookies~''";
mes "I'd like you to have some ";
mes "as a thanks for helping me out";
next;
mes "[Elly]";
mes "I'm sorry, but I was so";
mes "preoccupied with baking";
mes "these cookies that I didn't";
mes "even ask for your name. I'm";
mes "^FF0000Ellyja^000000, but everyone calls me,";
mes "''Elly.'' What's your name?";
next;
mes "["+strcharinfo(0)+"]";
mes "^3355FF"+strcharinfo(0)+"^000000.";
mes "It's ^3355FF"+strcharinfo(0)+"^000000.";
next;
cutin "kh_elly02",2;
mes "[Elly]";
mes ""+strcharinfo(0)+"?";
mes "...that name! It's wonderful!";
set KielHyreQuest,10;
getitem 538,5; //Well_Baked_Cookie
goto KH_Elly_end;
}
else if (KielHyreQuest == 10) {
cutin "kh_elly01",2;
mes "[Elly]";
mes "I'm sorry, but I have";
mes "another favor to ask you";
mes "if you don't mind helping";
mes "me out again. Don't worry,";
mes "you won't have to hurry as";
mes "quickly as you did last time.";
next;
switch(select("What do you need?","Sorry, but I'm pretty busy...")) {
case 1:
mes "[Elly]";
mes "You know how you helped";
mes "me bake those cookies?";
mes "It's the first time I was able";
mes "to do it without burning them!";
mes "I just know Grandfather'd";
mes "be so proud of me!";
next;
mes "[Elly]";
mes "I really want Grandfather";
mes "to taste the cookies I baked,";
mes "but the cookies will be stale";
mes "by the time I'm able to leave";
mes "campus. Would you deliver these";
mes "cookies to my grandfather for me?";
next;
switch(select("Sure","I'm busy.")) {
case 1:
cutin "kh_elly02",2;
mes "[Elly]";
mes "Oh, "+strcharinfo(0)+"!";
mes "Thank you so much, I knew";
mes "you'd understand! Would you";
mes "please bring the cookies to";
mes "him at ^FF0000Kiel Hyre cottage^000000?";
next;
mes "[Elly]";
mes "Oh, right! They're really";
mes "careful about visitors and";
mes "keeping strangers off the";
mes "property, but if you mention";
mes "my name, they'll let you in.";
mes "Alright then, see you~";
set KielHyreQuest,12;
goto KH_Elly_end;
case 2:
cutin "kh_elly03",2;
mes "[Elly]";
mes "Oh, um...";
mes "okay, I'm sorry to";
mes "have bothered you...";
goto KH_Elly_end;
}
case 2:
cutin "kh_elly03",2;
mes "[Elly]";
mes "Oh, um...";
mes "okay, I'm sorry to";
mes "have bothered you...";
goto KH_Elly_end;
}
}
else if (KielHyreQuest == 12) {
mes "[Elly]";
mes "Oh, you don't know where";
mes "to find Kiel Hyre cottage?";
mes "It's just north from this";
mes "academy. Please deliver my";
mes "cookies to grandfather, and";
mes "let him know I really miss him.";
goto KH_Elly_end;
}
else if (KielHyreQuest == 14) {
mes "[Elly]";
mes "Hm? Grandfather's not";
mes "home? That's strange, he";
mes "didn't mention anything about";
mes "any business trips. I thought";
mes "he'd be at home all day...";
next;
cutin "klh_elly04",2;
mes "[Elly]";
mes "Would you go back to his";
mes "cottage once more time? Here,";
mes "you can use this Cottage Key.";
mes "That way, you can just go";
mes "inside and talk to him~";
getitem 7489,1; //Cottage Key
set KielHyreQuest,16;
goto KH_Elly_end;
}
else if ((KielHyreQuest >= 14) && (KielHyreQuest < 20)) {
mes "[Elly]";
mes "That's so weird...";
mes "I thought Grandfather";
mes "said that he'd be at";
mes "home all day today...";
goto KH_Elly_end;
}
else if (KielHyreQuest == 20) {
mes "[Elly]";
mes "Hmmm...?";
mes "What's this,";
mes "a letter for me?";
next;
mes "^3355FFElly opened the envelopre^000000";
mes "^3355FFand started reading the letter^000000";
next;
mes "Dearest Elly";
mes "^FFFFFF_^000000";
mes "I have something to discuss";
mes "with my son Kiehl, so I am";
mes "leaving to meet with him.";
mes "If you don't hear from me";
mes "7 days after I've written";
mes "it's possible I may be in";
mes "trouble. Don't trust anyone,";
mes "at the Academy, Elly.";
mes "I've left something for you";
mes "In the Study.";
next;
cutin "kh_elly03",2;
mes "[Elly]";
mes "What? oh no, it's been";
mes "ten days since he wrote";
mes "this letter! Ah, does this";
mes "mean that he's in danger?!";
mes "Oh no, what should I do?";
delitem 7490,1; //Letter_to_Elly
set KielHyreQuest,22;
goto KH_Elly_end;
}
else if (KielHyreQuest == 22) {
mes "[Elly]";
mes "......";
mes ".........";
mes "............";
next;
switch(select("About your grandpa","Tell me about Kiehl","What's with this academy?")) {
case 1:
mes "[Elly]";
mes "Oh! My grandfather is";
mes "Kiel Hyre, founder and";
mes "CEO of the Kiel Hyre";
mes "foundation. He looks";
mes "strict and cold hearted";
mes "but he's actually very nice!";
next;
mes "[Elly]";
mes "We're not related by";
mes "blood, but he's taken";
mes "care of me ever since";
mes "I lost my parents. Oh,";
mes "Grandpa, where are you?";
mes "I'm getting so worried!";
goto KH_Elly_end;
case 2:
mes "[Elly]";
mes "Kiehl? That's my";
mes "grandfather's son...";
mes "I don't know him that";
mes "well, and only saw him";
mes "once at an academy event.";
next;
mes "[Elly]";
mes "Mmm, he's a good looking";
mes "guy with pale skin, silver";
mes "hair, and this cold, fierce";
mes "stare. A lot of my classmates";
mes "worship Kiehl because he's";
mes "also a business genius~";
next;
mes "[Elly]";
mes "It's weird though...";
mes "I have no idea why my";
mes "grandpa and Kiehl don't";
mes "get along. They're both";
mes "really good at what they do.";
goto KH_Elly_end;
case 3:
mes "[Elly]";
mes "Well, I know the security";
mes "here is really tight, but";
mes "that's because everything";
mes "here is so luxurious and";
mes "expensive, you know~";
next;
mes "[Elly]";
mes "We also have a very";
mes "special curriculum where";
mes "you learn more of what you";
mes "want. Personally, I want to";
mes "become a great career woman,";
mes "like ^3355FFMs. Allysia^000000. Heh heh~";
next;
mes "[Elly]";
mes "This place certainly";
mes "isn't like other schools.";
mes "You already know that only";
mes "Yeah, everything is made to";
mes "fit each of the student's needs.";
next;
mes "[Elly]";
mes "Recently, though?";
mes "Some really weird stuff";
mes "has been happening. All of";
mes "my classmates are afraid of";
mes "going out alone by themselves.";
next;
cutin "kh_elly02",2;
mes "[Elly]";
mes "But I'll be okay!";
mes "You'll be there to";
mes "rescue me from danger";
mes "right, "+strcharinfo(0)+"?";
next;
switch(select("Who is Ms. Allysia?","Strange incidents?")) {
case 1:
mes "[Elly]";
mes "Oh, Ms. Allysia is";
mes "Grandfather's secretary~";
mes "She's so beautiful, and";
mes "my grandfather really";
mes "trusts her with everything!";
goto KH_Elly_end;
case 2:
cutin "kh_elly04",2;
mes "[Elly]";
mes "Well, "+strcharinfo(0)+"...";
mes "I'm not supposed to tell";
mes "anyone outside of the school,";
mes "but I can trust you! You see...";
mes "We're haunted by a ghost!";
next;
mes "[Elly]";
mes "I know it sounds crazy,";
mes "but this ghost wanders the";
mes "campus, and curses it's victims,";
mes "making them so hold and lifeless.";
mes "It happened to my roommate,";
mes "Mayo. It's like she's a statue.";
next;
mes "[Elly]";
mes "I snuck into the medical";
mes "office to see her, and she...";
mes "She couldn't do anything!";
mes "What would happen if the";
mes "ghost decided to curse me?!";
next;
cutin "kh_elly02",2;
mes "[Elly]";
mes "You know what...?";
mes "If I ever got cursed";
mes "by that ghost, just yell";
mes "''^FF0000Wake up, Elly!^000000''";
mes "That'll wake me up for sure!";
set KielHyreQuest,24;
goto KH_Elly_end;
}
}
}
else if (KielHyreQuest == 24) {
cutin "kh_elly04",2;
mes "[Elly]";
mes "Arg, I'm in a fix!";
mes "I have to finish my";
mes "homework before it's due!";
mes "Yeah, I've got to go see";
mes "Mrs. Lecollane now.";
next;
goto KH_Step26;
}
else if (KielHyreQuest == 26) {
KH_Step26:
mes "[Elly]";
mes "Say, "+strcharinfo(0)+",";
mes "if it's okay, would you";
mes "please go find what my";
mes "grandpa left for me in";
mes "the ^FF0000cottage study^000000? You're";
mes "the only one I can trust!";
next;
mes "[Elly]";
mes "Anyway, I'll see you later";
mes "in the evening! Please come";
mes "by my ^FF0000dorm room^000000. Um, the";
mes "dorms are in the church just";
mes "behind the academy, okay?";
next;
mes "[Elly]";
mes "My room is in the back,";
mes "and it's on the ^FF0000second floor^000000";
mes "^FF0000on the left side^000000. Please use";
mes "a ladder to come up, okay?";
mes "I'll leave my window open";
mes "for you, so just come, okay?";
next;
mes "[Elly]";
mes "Hurry, hurry, the";
mes "teacher's coming!";
set KielHyreQuest,26;
goto KH_Elly_end;
}
KH_Elly_end:
close2;
cutin "",255;
end;
}
//----------------------------------------------------------------------------
// Elly's Window
//----------------------------------------------------------------------------
yuno_fild08,69,185,0 script Window::WindowKHQ1 111,{
if ((KielHyreQuest <= 28) && (KielHyreQuest >= 46)){
mes "^3355FFThis must be Elly's room.^000000";
mes "^3355FFIt doesn't sound like anyone^000000";
mes "^3355FFis inside, so the probably^000000";
mes "^3355FFisn't back yet. For now, you^000000";
mes "^3355FFshould try to find what her^000000";
mes "^3355FFgrandfather left for her^000000";
mes "^3355FFin their cottage's study.^000000";
close;
}
if (KielHyreQuest >= 30) {
mes "^3355FFThis slightly open window^000000";
mes "^3355FFmust lead into Elly's room.^000000";
mes "^3355FFAlthought she asked you to^000000";
mes "^3355FFfind a ladder to enter her^000000";
mes "^3355FFwindow, you probably won't^000000";
mes "^3355FFfind one. You might be able^000000";
mes "^3355FFto climb up that water pipe...^000000";
next;
switch(select("Climb Water Pipe","Find Another Way")) {
case 1:
set @KHClimbAttempt,rand(1,5);
if (@KHClimbAttempt == 1) {
mes "^3355FFYou climbed up the^000000";
mes "^3355FFwater pipe, and sneaked^000000";
mes "^3355FFinto Elly's room successfully.^000000";
close2;
warp "kh_school",185,185;
end;
}
else {
mes "^3355FFYou tried to climb^000000";
mes "^3355FFthe water pope, but^000000";
mes "^3355FFyou ended up failing^000000";
mes "^3355FFand bumping your head^000000";
percentheal -10,0;
close;
}
case 2:
mes "^3355FFThere must be some^000000";
mes "^3355FFother way to get into^000000";
mes "^3355FFElly's room, aside from^000000";
mes "^3355FFclimbing up this water pipe...^000000";
close;
}
}
}
//----------------------------------------------------------------------------
// Elly (In Dormitory)
//----------------------------------------------------------------------------
kh_school,178,180,5 script Elly 895,{
if (KielHyreQuest <= 30) {
mes "[Elly]";
mes "......";
mes ".........";
mes "............";
close;
}
else if (KielHyreQuest == 32) {
mes "[Elly]";
mes "......";
mes ".........";
mes "............";
next;
mes "^3355FFElly seems to have^000000";
mes "^3355FFbeen cursed, and is^000000";
mes "^3355FFcompletely still and^000000";
mes "^3355FFlifeless. You've got to^000000";
mes "^3355FFtry something, but what?^000000";
next;
switch(select("Wake her up by shaking.","Wake her up by yelling.","Ignore")) {
case 1:
mes "^3355FFYou grab Elly by the^000000";
mes "^3355FFshoulders and try to get^000000";
mes "^3355FFher to respond by violently^000000";
mes "^3355FFshaking her entire body.^000000";
next;
mes "["+strcharinfo(0)+"]";
mes "Elly? Elly? no!";
mes "Come back to us!";
next;
mes "^3355FFElly's not responding...^000000";
close;
case 2:
input @KHInput$;
if (@KHInput$ == "Wake up, Elly!") {
mes "[Elly]";
mes ".........";
mes "^3355FFAs soon as you said those^000000";
mes "^3355FFwords, a ^000000Small Golden Key^000000";
mes "^3355FFand a ^000000Button^3355FF drop from Elly's^000000";
mes "^3355FFhands. It looks like she woke^000000";
mes "^3355FFup, but only for an instant.^000000";
getitem 7493,1; //Golden_Key
getitem 7494,1; //Exquisite_Button
set KielHyreQuest,34;
close;
}
else {
mes "[Elly]";
mes "......";
mes ".........";
mes "............";
next;
mes "^3355FFElly's not responding...^000000";
close;
}
case 3:
mes "^3355FFAlright.^000000";
mes "^3355FFBut sooner or later,^000000";
mes "^3355FFyou should try to break^000000";
mes "^3355FFthe curse placed on Elly.^000000";
close;
}
}
else if (KielHyreQuest == 34) {
if (countitem(7491) < 1) {
//Missing text, needs another run through.
mes "^3355FFMaybe the golden key^000000";
mes "unlocks something in the^000000";
mes "Cottage. Let's take another look.^000000";
close;
}
else {
mes "^3355FFIt looks like Elly's^000000";
mes "^3355FFGolden Key might fit^000000";
mes "^3355FFinto the keyhole on the^000000";
mes "^3355FFGrey Box you found inside^000000";
mes "^3355FFKiel Hyre's Cottage.^000000";
next;
mes "^3355FFYou successfully open the^000000";
mes "^3355FFGrey Box with the Golden Key,^000000";
mes "^3355FFand find a Blue Keycard, along^000000";
mes "^3355FFwith a folded note, inside the^000000";
mes "^3355FFGrey Box. You quickly read^000000";
mes "^3355FFthe note's contents...^000000";
next;
mes "Dearest Elly,";
mes "Kiehl finally broke the taboo,";
mes "and tried to transform you guys";
mes "into something horrible.";
mes "^FFFFFF_^000000";
mes "By the time you read this,";
mes "my life is probably in danger.";
mes "Whether I live depends on you.";
mes "^FFFFFF_^000000";
mes "You'll already learn if you";
mes "meet Puppet, but I want to tell";
mes "you myself: you're not human.";
mes "You'll learn the details if you";
mes "enter the factory by using the";
mes "entrance near the grave next";
mes "to the church. Then, I want";
mes "you to find Allysia inside";
mes "the factory's secret room.";
mes "I've registered your name in";
mes "her security system, so don't";
mes "worry. Hopefully, Allysia will";
mes "then come to save me...";
mes "^FFFFFF_^000000";
mes "Sorry about that,";
mes "Grandpa";
getitem 7495,1; //Blue_Keycard
set KielHyreQuest,36;
close;
}
}
else if (KielHyreQuest >= 36) {
mes "^3355FFThis is where you^000000";
mes "^3355FFdiscovered the note^000000";
mes "^3355FFlocked inside the Grey Box.^000000";
mes "^3355FFThe following message was^000000";
mes "^3355FFwritten in the note by Elly's^000000";
mes "^3355FFgrandfather, Kiel Hyre.^000000";
next;
mes "Dearest Elly,";
mes "Kiehl finally broke the taboo,";
mes "and tried to transform you guys";
mes "into something horrible.";
mes "^FFFFFF_^000000";
mes "By the time you read this,";
mes "my life is probably in danger.";
mes "Whether I live depends on you.";
mes "^FFFFFF_^000000";
mes "You'll already learn if you";
mes "meet Puppet, but I want to tell";
mes "you myself: you're not human.";
mes "You'll learn the details if you";
mes "enter the factory by using the";
mes "entrance near the grave next";
mes "to the church. Then, I want";
mes "you to find Allysia inside";
mes "the factory's secret room.";
mes "I've registered your name in";
mes "her security system, so don't";
mes "worry. Hopefully, Allysia will";
mes "then come to save me...";
mes "^FFFFFF_^000000";
mes "Sorry about that,";
mes "Grandpa";
close;
}
}
//----------------------------------------------------------------------------
// Cookie Basket
//----------------------------------------------------------------------------
kh_school,175,175,0 script Cookie Basket 111,{
if (KielHyreQuest == 30) {
mes "^3355FFThis must be^000000";
mes "^3355FFElly's cookie basket.^000000";
mes "^3355FFThere appears to be^000000";
mes "^3355FFa folded note wedged^000000";
mes "^3355FFbetween the cookies.^000000";
next;
switch(select("Read Note","Ignore")) {
case 1:
mes ""+strcharinfo(0)+", help!";
mes "There's this guy dressed in";
mes "black who;s walking around,";
mes "and casting this weird spell!";
mes "He's the one that's been making";
mes "people cold and lifeless as";
mes "puppets! I'm getting scared!";
mes "^FFFFFF_^000000";
mes "I hope you get this note...";
mes "He ran after me, but I locked";
mes "myself in my room. I'm going";
mes "to leave my window open so that";
mes "you can still find me. I hope he";
mes "doesn't cast his curse on me!";
set KielHyreQuest,32;
close;
case 2:
mes "^3355FFThat note probably^000000";
mes "^3355FFwasn't written just^000000";
mes "^3355FFfor you, anyway.^000000";
close;
}
}
else if (KielHyreQuest >= 32) {
mes "^3355FFThese cookies aren't^000000";
mes "^3355FFstale yet, but they're no^000000";
mes "^3355FFlonger warm. If they're^000000";
mes "^3355FFnot room rtemperature,^000000";
mes "^3355FFthen they're a little cold.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Elly's Window (In Dormitory)
//----------------------------------------------------------------------------
kh_school,188,185,0 script Window::WindowKHQ2 111,{
warp "yuno_fild08",69,183;
end;
}
//----------------------------------------------------------------------------
// Grave/Kiel Hyre dungeon entry
//----------------------------------------------------------------------------
yuno_fild08,72,170,0 script Grave 111,{
if (KielHyreQuest < 36) {
//Missing text, needs another run through.
mes "^3355FFIt's just a grave.^000000";
mes "^3355FFIt might be important^000000";
mes "^3355FFto you later, but now^000000";
mes "^3355FFit's not really all that^000000";
mes "^3355FFhelpful to you.^000000";
close;
}
else if (KielHyreQuest == 36) {
if (countitem(7492) < 1) {
mes "^3355FFThere's a secret door^000000";
mes "^3355FFnear this grave. It looks^000000";
mes "^3355FFlike there's some kind of^000000";
mes "^3355FFslot and a number pad^000000";
mes "^3355FFinstalled on the door.^000000";
close;
}
else {
mes "^3355FFThere's a secret door^000000";
mes "^3355FFnear this grave. It looks^000000";
mes "^3355FFlike there's some kind of^000000";
mes "^3355FFslot and a number pad^000000";
mes "^3355FFinstalled on the door.^000000";
next;
mes "^3355FFWhat should you^000000";
mes "^3355FFinsert into the slot?^000000";
next;
input @KHInput$;
if (@KHInput$ == "Yellow Keycard") {
mes "^3355FFAn electronic confirmation^000000";
mes "^3355FFchime sounds once you insert^000000";
mes "^3355FFthe Yellow Keycard, followed by^000000";
mes "^3355FFan automated voice that asks:^000000";
next;
mes "[Security System]";
mes "Please enter the password.";
next;
input @KHInput$;
next;
if (@KHInput$ == "4772961") {
mes "[Security System]";
mes "Password confirmed.";
mes "Welcome, Kiel Hyre.";
next;
mes "^3355FFYou hear another^000000";
mes "^3355FFpleasant beep, and^000000";
mes "^3355FFa secret path opens.^000000";
set KielHyreQuest,38;
close;
}
else {
mes "[Security System]";
mes "Incorrect password.";
mes "Please try again.";
close;
}
}
else {
mes "^3355FFWhatever you're trying^000000";
mes "^3355FFto insert into the slot^000000";
mes "^3355FFisn't working at all...^000000";
close;
}
}
}
else if ((KielHyreQuest >= 38) && (KielHyreQuest < 106)) {
mes "^3355FFThe door to the^000000";
mes "^3355FFfactory is wide open.^000000";
next;
switch(select("Enter","Cancel")) {
case 1:
warp "kh_dun01",3,230;
end;
case 2:
mes "......";
mes ".........";
mes "............";
close;
}
}
else if (KielHyreQuest == 106) {
if (countitem(7509) < 1) {
mes "^3355FFThe secret entrance";
mes "has now been sealed.^000000";
close;
}
else {
mes "As you aproach the";
mes "grave, it begins to";
mes "emit flashes of light.^000000";
next;
switch(select("Use the ^0000FFLuxurious Keycard^000000","Ignore")) {
case 1:
mes "Once you use the";
mes "Luxurious Keycard,";
mes "a secret path opens^000000";
next;
switch(select("Enter","cancel")) {
case 1:
warp "kh_dun01",3,230;
end;
case 2:
mes "......";
mes ".........";
mes "............";
close;
}
case 2:
mes "......";
mes ".........";
mes "............";
close;
}
}
}
}
//============================================================================
//============================================================================
//Kiel Hyre Cottage NPCs
//============================================================================
//----------------------------------------------------------------------------
// Cottage Keeper
//----------------------------------------------------------------------------
yuno_fild02,93,210,3 script Cottage Keeper 85,{
if ((KielHyreQuest < 12) || (KielHyreQuest > 12)) {
mes "[Cottage Keeper]";
mes "This is private property,";
mes "so please do not enter this";
mes "area unless you're authorized.";
close;
}
else if (KielHyreQuest == 12) {
mes "[Cottage Keeper]";
mes "This is private property,";
mes "so please do not enter this";
mes "area unless you're authorized.";
next;
switch(select("I have an apointment with Kiel Hyre.","Alright.")) {
case 1:
mes "[Cottage Keeper]";
mes "You have an";
mes "appointment with";
mes "Master Kiel Hyre?";
mes "Um, are you sure?";
next;
switch(select("Yes","No")) {
case 1:
mes "[Cottage Keeper]";
mes "There must be some sort";
mes "of mistake. Mister Hyre";
mes "wouldn't have left if he";
mes "was suposed to keep";
mes "an appointment...";
set KielHyreQuest,14;
close;
case 2:
mes "[Cottage Keeper]";
mes "Well unless you have";
mes "an appointment, I don't";
mes "think you'll be able to";
mes "meet with Mister Hyre.";
close;
}
case 2:
mes "[Cottage Keeper]";
mes "Goodbye.";
close;
}
}
}
//----------------------------------------------------------------------------
// Cottage Door (left)
//----------------------------------------------------------------------------
yuno_fild02,75,218,0 script Door::DoorKHQ1 111,{
if (KielHyreQuest < 16) {
mes "^3355FFThis door is locked.^000000";
mes "^3355FFIf someone inside won't^000000";
mes "^3355FFopen it for you, then you'll^000000";
mes "^3355FFneed the right key to unlock it.^000000";
close;
}
if (KielHyreQuest == 16) {
mes "^3355FFThis door is locked.^000000";
mes "^3355FFIf someone inside won't^000000";
mes "^3355FFopen it for you, then you'll^000000";
mes "^3355FFneed the right key to unlock it.^000000";
next;
switch(select("Unlock","Cancel")) {
case 1:
mes "^3355FFYou unlock the door with the.^000000";
mes "^3355FFkey that Elly gave you, and.^000000";
mes "^3355FFas you push it open, a folded.^000000";
mes "^3355FFnote dropped from the top of the.^000000";
mes "^3355FFdoor. The following words.^000000";
mes "^3355FFare written on this crude note.^000000";
next;
mes "6 Forward,";
mes "3 Left,";
mes "3 Forward,";
mes "4 Left";
close2;
set KielHyreQuest,18;
warp "kh_vila",188,18;
end;
case 2:
mes "......";
mes ".........";
mes "............";
close;
}
}
if (KielHyreQuest >= 18) {
mes "^3355FFThe door is open.^000000";
next;
switch(select("Enter","Cancel")) {
case 1:
warp "kh_vila",188,18;
end;
case 2:
close;
}
}
}
//----------------------------------------------------------------------------
// Cottage Door (Right)
//----------------------------------------------------------------------------
yuno_fild02,109,218,0 script Door::DoorKHQ2 111,{
if (KielHyreQuest < 16) {
mes "^3355FFThis door is locked.^000000";
mes "^3355FFIf someone inside won't^000000";
mes "^3355FFopen it for you, then you'll^000000";
mes "^3355FFneed the right key to unlock it.^000000";
close;
}
if (KielHyreQuest >= 16) {
mes "^3355FFThis door is locked.^000000";
mes "^3355FFIf someone inside won't^000000";
mes "^3355FFopen it for you, then you'll^000000";
mes "^3355FFneed the right key to unlock it.^000000";
next;
switch(select("Open","Cancel")) {
case 1:
mes "^3355FFYou don't have^000000";
mes "^3355FFthe key that can^000000";
mes "^3355FFunlock this door.^000000";
close;
case 2:
mes "......";
mes ".........";
mes "............";
close;
}
}
}
//----------------------------------------------------------------------------
// Store room interior; Wall
//----------------------------------------------------------------------------
kh_vila,191,14,0 script Wall 111,{
if (KielHyreQuest < 28) {
mes "^3355FFIt's just a wall.^000000";
mes "^3355FFIt's not particularly^000000";
mes "^3355FFstanding in your way.^000000";
close;
}
if (KielHyreQuest == 28) {
mes "^3355FFThe wall is now^000000";
mes "^3355FFopen, revealing^000000";
mes "^3355FFa secret path.^000000";
next;
switch(select("Enter","Cancel")) {
case 1:
warp "kh_vila",17,177;
end;
case 2:
close;
}
}
OnOpenDoor:
misceffect 316;
end;
}
//----------------------------------------------------------------------------
// Store room interior; books
//----------------------------------------------------------------------------
kh_vila,184,20,0 script Book::BookKHQ1 111,{
mes "^3355FFThis bookshelf is^000000";
mes "^3355FFcrammed with many^000000";
mes "^3355FFlarge, hardcover books^000000";
close;
}
kh_vila,181,20,0 script Book::BookKHQ2 111,{
if (KielHyreQuest != 26) {
mes "^3355FFThis bookshelf is^000000";
mes "^3355FFcrammed with many^000000";
mes "^3355FFlarge, hardcover books^000000";
close;
}
else if (KielHyreQuest == 26) {
mes "^3355FFWithout thinking, you^000000";
mes "^3355FFreach for a book from^000000";
mes "^3355FFthe bookshelf. As you^000000";
mes "^3355FFpull it toward you, the^000000";
mes "^3355FFwall slides open to^000000";
mes "^3355FFreveal a secret path.^000000";
donpcevent "Wall::OnOpenDoor";
set KielHyreQuest,28;
close;
}
}
kh_vila,178,20,0 duplicate(BookKHQ1) Book::BookKHQ3 111
kh_vila,175,19,0 duplicate(BookKHQ1) Book::BookKHQ4 111
//----------------------------------------------------------------------------
// Store room interior; Letter to Elly on the floor.
//----------------------------------------------------------------------------
kh_vila,179,11,0 script KH_Letter_Trigger -1,2,2,{
OnTouch:
if (KielHyreQuest == 18) {
mes "^3355FFYou've found a letter^000000";
mes "^3355FFon the floor. Naturally,^000000";
mes "^3355FFyou pick i up, despite^000000";
mes "^3355FFthe fact that it's not^000000";
mes "^3355FFaddressed to you.^000000";
getitem 7490,1; //Letter to Elly
set KielHyreQuest,20;
close;
}
else {
end;
}
}
//----------------------------------------------------------------------------
// Cottage interior, kitchen; Box (Pet Food vending machine)
//----------------------------------------------------------------------------
kh_vila,16,175,0 script Box::BoxKHQ1 111,{
mes "^FFFFFF##^000000*Tasty-Nutricious-Delicious*";
mes "*Cute Pet Doof Vending Machine*";
mes "The best food for your Cute Pets";
mes "that is superior to the Pet Food";
mes "you can buy in the market!";
mes "^FFFFFF_^000000";
mes "Price: 1,100 zeny (cheap!)";
next;
switch(select("Buy!","Cancel")) {
case 1:
mes "^3355FF1,100 zeny seems kind";
mes "^3355FFor expensive for Pet Food,";
mes "^3355FFbut if it's better t han the";
mes "^3355FFnormal stuff, it might";
mes "^3355FFbe worth a shot.";
next;
if (zeny < 1100) {
//Adlibbed dialog. Need weight check, too.
mes "^3355FFYou don't have enough zeny...^000000";
close;
}
else {
mes "^3355FFOh no...!^000000";
mes "^3355FFThere's nothing^000000";
mes "^3355FFspecial about it^000000";
mes "^3355FFat all! It's just^000000";
mes "^3355FFnormal Pet Food!^000000";
set zeny,zeny-1100;
getitem 537,1;
close;
}
case 2:
mes "^3355FFThis vending machine^000000";
mes "^3355FFseems really shady and^000000";
mes "^3355FFsuspicious for some reason^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, kitchen; Apple Box (Useless?)
//----------------------------------------------------------------------------
kh_vila,13,184,0 script Apple Box 111,{
mes "^3355FFYou find a box filled with^000000";
mes "^3355FFripe, delicious apples.^000000";
next;
switch(select("Take the box","Leave it")) {
case 1:
mes "^3355FFNo...! Wait!^000000";
mes "^3355FFSomething's wrong!^000000";
mes "^3355FFWhatever you do,^000000";
mes "^3355FFdon't take this box!^000000";
next;
mes "^3355FFAnd so, your inner^000000";
mes "^3355FFvoice, your Jungian^000000";
mes "^3355FFshadow if you will,^000000";
mes "^3355FFprevented you from^000000";
mes "^3355FFtaking the box.^000000";
close;
case 2:
mes "^3355FFSomething is wrong^000000";
mes "^3355FFwith this box of apples.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, dining room; Map
//----------------------------------------------------------------------------
kh_vila,44,126,0 script Map 111,{
if ((KHCottagePoem1 < 1) && (KielHyreQuest < 30)) {
mes "^3355FFA magnificent world map,^000000";
mes "^3355FFdetailing the Rune-Midgarts^000000";
mes "^3355FFKingdom, Schwaltzvalt Republic,^000000";
mes "^3355FFas well as another country to the^000000";
mes "^3355FFWest whose name is unfamiliar^000000";
mes "^3355FFto you, is pasted to this wall.^000000";
next;
mes "^3355FFAs you examine the^000000";
mes "^3355FFworld map more closely,^000000";
mes "^3355FFyou find that something has^000000";
mes "^3355FFbeen hidden underneath it.^000000";
next;
switch(select("ignore","Examine")) {
case 1:
mes "^3355FFWhatever might be^000000";
mes "^3355FFhidden beneath this^000000";
mes "^3355FFmap probably isn't^000000";
mes "^3355FFimportant enough for^000000";
mes "^3355FFyou to investigate.^000000";
close;
case 2:
mes "^3355FFUnfortunately, you can't^000000";
mes "^3355FFsee what's under the map^000000";
mes "^3355FFsince it's pasted to the wall.^000000";
mes "^3355FFYou'll need to find some^000000";
mes "^3355FFway to loosen the blue^000000";
mes "^3355FFwithout damaging the map.^000000";
set KHCottagePoem1,1;
close;
}
}
else if ((KHCottagePoem1 == 2) && (KielHyreQuest < 30)) {
mes "^3355FFYou bring the pot of^000000";
mes "^3355FFsteaming hot liquid^000000";
mes "^3355FFclose to the world map.^000000";
mes "^3355FFAs the paste on the wall^000000";
mes "^3355FFmoistens, the map slowly^000000";
mes "^3355FFbegins to peel back.^000000";
next;
mes "^3355FFThe peelnig map revealed^000000";
mes "^3355FFa folded piece of paper^000000";
mes "^3355FFhidden beneath it. You^000000";
mes "^3355FFtake the paper, and smooth^000000";
mes "^3355FFthe map out to adhere it to^000000";
mes "^3355FFthe wall once again. A message is^000000";
mes "^3355FFwritten on the piece of paper.^000000";
next;
mes "^808080She will be in a place^000000";
mes "^808080as cold as the poles.^000000";
mes "^808080When the well is dried^000000";
mes "^808080and the earth is cracked,^000000";
mes "^808080the path to her heart, a^000000";
mes "^808080heart as transparent as^000000";
mes "^808080crystal, will be open.^000000";
next;
mes "^808080I'll have to fight four^000000";
mes "^808080snakes with four swords^000000";
mes "^808080to find her. The first sword^000000";
mes "^808080is love. The second sword^000000";
mes "^808080is despair. The third sword^000000";
mes "^808080is rage. The fourth sword is^000000";
mes "^808080hope. To find her, to rescue her.^000000";
next;
mes "^3355FF......................^000000";
mes "^3355FFThe deeper meaning^000000";
mes "^3355FFof this poem, if it even^000000";
mes "^3355FFexists, eludes you.^000000";
set KHCottagePoem1,3;
close;
}
else if ((KHCottagePoem1 > 2) && (KielHyreQuest >= 30)) {
mes "^3355FFThis is where you found^000000";
mes "^3355FFthe paper on which the^000000";
mes "^3355FFpoem was written. Perhaps^000000";
mes "^3355FFit would be a good idea to^000000";
mes "^3355FFrefresh your memory and^000000";
mes "^3355FFread that that poem again.^000000";
next;
switch(select("Read","Cancel")) {
case 1:
mes "^808080She will be in a place^000000";
mes "^808080as cold as the poles.^000000";
mes "^808080When the well is dried^000000";
mes "^808080and the earth is cracked,^000000";
mes "^808080the path to her heart, a^000000";
mes "^808080heart as transparant as^000000";
mes "^808080crystal, will be open.^000000";
next;
mes "^808080I'll have to fight four^000000";
mes "^808080snakes with four swords^000000";
mes "^808080to find her. The first sword^000000";
mes "^808080is love. The second sword^000000";
mes "^808080is despair. The third sword^000000";
mes "^808080is rage. The fourth sword is^000000";
mes "^808080hope. To find her, to rescue her.^000000";
next;
mes "^3355FF......................^000000";
mes "^3355FFThe deeper meaning^000000";
mes "^3355FFof this poem, if it even^000000";
mes "^3355FFexists, eludes you.^000000";
close;
case 2:
mes "^3355FFThere's no need for^000000";
mes "^3355FFyou to reread this poem.^000000";
mes "^3355FFYou're a freakin' genius!^000000";
close;
}
}
}
//----------------------------------------------------------------------------
// Cottage interior, kitchen; Pot
//----------------------------------------------------------------------------
kh_vila,33,184,0 script Pot 111,{
if (KHCottagePoem1 < 1) {
mes "^3355FFYou've found a pot^000000";
mes "^3355FFfilled with boiling^000000";
mes "^3355FFsteaming liquid.^000000";
close;
}
else if (KHCottagePoem1 == 1) {
mes "^3355FFYou've found a pot^000000";
mes "^3355FFfilled with boiling^000000";
mes "^3355FFsteaming liquid.^000000";
mes "^3355FFSteam... That you could^000000";
mes "^3355FFuse to loosen the glue on^000000";
mes "^3355FFthe map... You're a genius!^000000";
next;
switch(select("Try it.","That? That won't work!")) {
case 1:
mes "^3355FFYou picked up the^000000";
mes "^3355FFboiling pot, but^000000";
mes "^3355FFslightly burned your^000000";
mes "^3355FFhands on accident.^000000";
set KHCottagePoem1,2;
close;
case 2:
mes "^3355FFNo, no...^000000";
mes "^3355FFWe'd better try^000000";
mes "^3355FFsomething else.^000000";
close;
}
}
else if ((KHCottagePoem1 > 1) || (KielHyreQuest >= 30)){
mes "^3355FFThis is where you^000000";
mes "^3355FFpicked up the pot filled^000000";
mes "^3355FFwith steaming liquid.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, fire place; Calabash
//----------------------------------------------------------------------------
kh_vila,14,55,0 script Calabash 111,{
if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 30)) {
mes "^3355FFIt's an expensive^000000";
mes "^3355FFlooking calabash--^000000";
mes "^3355FFor in less fancy^000000";
mes "^3355FFwords, a 'gourd.'^000000";
mes "^3355FFWhat do you do?^000000";
next;
switch(select("Break Open Calabash","Look Inside Calabash","ignore")) {
case 1:
mes "^3355FFYou can't break^000000";
mes "^3355FFopen that calabash...^000000";
mes "^3355FFYou're a hero, not a vandal.^000000";
mes "^3355FFNow, if this act of vandalisim^000000";
mes "^3355FFcan be considered an act of^000000";
mes "^3355FFheroisim, then it'd be okay.^000000";
close;
case 2:
mes "^3355FFYou tenderly place^000000";
mes "^3355FFyour hand into the^000000";
mes "^3355FFcalabash, and gently^000000";
mes "^3355FFfeel around with your^000000";
mes "^3355FFfingers until you retrieve^000000";
mes "^3355FFan Old Bronze Key^000000";
getitem 7329,1; //Old_Bronze_Key
close;
case 3:
mes "^3355FFThere's probably^000000";
mes "^3355FFnothing inside anyway^000000";
close;
}
}
else {
mes "^3355FFThis is the expensive^000000";
mes "^3355FFlooking calabash from^000000";
mes "^3355FFwhich you obtained^000000";
mes "^3355FFthe Old Bronze Key.^000000";
mes "^3355FFIt's useless to you now.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, garden; Pool
//----------------------------------------------------------------------------
kh_vila,39,41,0 script pool 111,{
if ((KHCottagePoem1 < 1) && (KielHyreQuest < 30)) {
mes "^3355FFYou find a fancy pool^000000";
mes "^3355FFfilled with fresh water.^000000";
close;
}
else if ((KHCottagePoem1 == 3) && (KielHyreQuest < 30)) {
mes "^3355FFYou find a fancy pool^000000";
mes "^3355FFfilled with fresh water.^000000";
mes "^3355FFalong with a conscpicuous^000000";
mes "^3355FFlion statue with two handles^000000";
next;
switch(select("Pull handles","cancel")) {
case 1:
mes "Which handle would^000000";
mes "you like to pull first?^000000";
next;
switch(select("Right Handle","Left Handle")) {
case 1:
mes "^3355FFYou pull the right^000000";
mes "^3355FFhandle, causing water^000000";
mes "^3355FFto gush from the lion's^000000";
mes "^3355FFmouth. It looks pretty cool~^000000";
close;
case 2:
mes "^3355FFAs soon as you pull the^000000";
mes "^3355FFleft handle, the water in^000000";
mes "^3355FFthe pool drains away. The^000000";
mes "^3355FFpool empties, and you can^000000";
mes "^3355FFsee a later of green moss^000000";
mes "^3355FFcovering the pool's bottom.^000000";
next;
switch(select("Ignore","Investigate")) {
case 1:
mes "^3355FFyou decide that^000000";
mes "^3355FFa pool is little more^000000";
mes "^3355FFthan a hole without^000000";
mes "^3355FFany water to fill it.^000000";
close;
case 2:
mes "^3355FFAs you look through^000000";
mes "^3355FFthe wet moss at the^000000";
mes "^3355FFbottom of the pool,^000000";
mes "^3355FFyou stumble upon a^000000";
mes "^3355FFsmall, peculliar button.^000000";
next;
switch(select("Press button","Don't Press Button")) {
case 1:
mes "^3355FFYou press the button^000000";
mes "^3355FFwhich seems to trigger^000000";
mes "^3355FFa strange sound coming^000000";
mes "^3355FFfrom the stairs at the hallway.^000000";
set KHCottagePoem1,4;
close;
case 2:
mes "^3355FFYou'd better not push^000000";
mes "^3355FFthis button. Your enemies^000000";
mes "^3355FFmust have hidden it carefully^000000";
mes "^3355FFfor you to find. It must be^000000";
mes "^3355FFsome sort of nefarious trap.^000000";
close;
}
}
}
case 2:
mes "^3355FFYou decided not^000000";
mes "^3355FFto pull and handles.^000000";
close;
}
}
else if ((KHCottagePoem1 > 3) || (KielHyreQuest >= 30)) {
mes "^3355FFThis is where you pressed^000000";
mes "^3355FFthe small button that caused^000000";
mes "^3355FFsome strange noise to come^000000";
mes "^3355FFfrom the stairs near the wallway.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, upstairs; Vicious Dog
//----------------------------------------------------------------------------
kh_vila,180,178,4 script Vicious Dog 81,7,7,{
OnTouch:
mes "*Grrr~*";
next;
mes "^3355FFAn extremely vicious^000000";
mes "^3355FFlooking dog is glaring^000000";
mes "^3355FFat you. Can you really^000000";
mes "^3355FFpass by this creature^000000";
mes "^3355FFwithout getting hurt?^000000";
next;
switch(select("March forward","Run away")) {
case 1:
if (countitem(537) >= 1) {
mes "^3355FFWait! Perhaps you can^000000";
mes "^3355FFuse food to soothe the^000000";
mes "^3355FFsavage beast! Why don't^000000";
mes "^3355FFyou feed it some of your Pet^000000";
mes "^3355FFFood and see what happens?^000000";
next;
switch(select("Give pet Food","It won't work!")) {
case 1:
mes "^3355FFYou gingerly throw the^000000";
mes "^3355FFPet Food towards the dog.^000000";
mes "^3355FFIts tail shakes violently as^000000";
mes "^3355FFit devours the food. You'd^000000";
mes "^3355FFbetter pass this dog now^000000";
mes "^3355FFwhile you have the chance!^000000";
delitem 537,1; //Pet_Food
close2;
warp "kh_vila",173,182;
end;
case 2:
NoPetFood:
mes "^3355FFYou slowly approach^000000";
mes "^3355FFthe dog, but it won't^000000";
mes "^3355FFstop snarling at you.^000000";
mes "^3355FFYou try to run past the^000000";
mes "^3355FFdog, but it blocks all of^000000";
mes "^3355FFyour moves. What to do?^000000";
next;
mes "[Vicious Dog]";
mes "BOW WOW!";
mes "BOW WOW!";
mes "BOW WOW WOW!";
next;
mes "^3355FFThe dog chases you^000000";
mes "^3355FFdownstairs like the^000000";
mes "^3355FFsuckah chump you are^000000";
close2;
warp "kh_vila",126,70;
end;
}
}
else {
goto NoPetFood;
}
case 2:
mes "^3355FFLet's get out of here!^000000";
close2;
warp "kh_vila",126,70;
end;
}
}
//----------------------------------------------------------------------------
// Cottage interior, upstairs; Drawer, first room nightstand
//----------------------------------------------------------------------------
kh_vila,115,186,0 script Drawer::DrawerKHQ1 111,{
if ((countitem(7492) < 1) && (KielHyreQuest < 36)) {
mes "^3355FFyou find an old drawer^000000";
mes "^3355FFthat has been closed.^000000";
mes "^3355FFIf you open it, then you^000000";
mes "^3355FFmight find something^000000";
mes "^3355FFinside. Or could it be^000000";
mes "^3355FFempty. Who knows?^000000";
next;
switch(select("Open Drawer","Ignore")) {
case 1:
mes "^3355FFYou obtain a Yellow^000000";
mes "^3355FFKeycard from inside the^000000";
mes "^3355FFdrawer. Opening that drawer^000000";
mes "^3355FFturned out to be worthwhile.^000000";
getitem 7492,1; //Yellow_Keycard
close;
case 2:
mes "^3355FFForget opening that^000000";
mes "^3355FFdrawer. I mean, come on,^000000";
mes "^3355FFwhat would be the point?^000000";
close;
}
}
else {
mes "^3355FFThis is where you^000000";
mes "^3355FFfound the Yellow Keycard.^000000";
mes "^3355FFThis drawer is now empty.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, upstairs; Box
//----------------------------------------------------------------------------
kh_vila,107,126,0 script Box::BoxKHQ2 111,{
if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 30)) {
mes "^3355FFA solid box is laid^000000";
mes "^3355FFon the floor in which^000000";
mes "^3355FFa smaller, locked box^000000";
mes "^3355FFhas been placed inside.^000000";
close;
}
else if ((countitem(7329) >= 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 30)) {
mes "^3355FFA solid box is laid^000000";
mes "^3355FFon the floor in which^000000";
mes "^3355FFa smaller, locked box^000000";
mes "^3355FFhas been placed inside.^000000";
mes "^3355FFperhaps you can use your^000000";
mes "^3355FFOld Bronze Key to unlock it.^000000";
next;
switch(select("Use Old Bronze Key","No, it'll never work.")) {
case 1:
mes "^3355FFYour hunch paid off!^000000";
mes "^3355FFThe Old Bronze Key really^000000";
mes "^3355FFdid unlock that box! You^000000";
mes "^3355FFopen the inner box and^000000";
mes "^3355FFobtain the Green Keycard^000000";
mes "^3355FFthat was locked inside.^000000";
getitem 7516,1;
delitem 7329,1;
close;
case 2:
mes "^3355FFWhat...?^000000";
mes "^3355FFWhat? Using a key^000000";
mes "^3355FFto unlock a lock?^000000";
mes "^3355FFCome on, that's^000000";
mes "^3355FFfreakin' crazy talk.^000000";
close;
}
}
else {
mes "^3355FFThis is the box from^000000";
mes "^3355FFwhich you obtained^000000";
mes "^3355FFthe green keycard.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, upstairs; Bookshelf.
//----------------------------------------------------------------------------
kh_vila,181,138,0 script Bookshelf::BookshelfKHQ1 111,{
if ((countitem(7491) < 1) && (countitem(7516) >= 1)) {
mes "^3355FFOne of the books on^000000";
mes "^3355FFthis crammed bookshell^000000";
mes "^3355FFis labeled with the note,^000000";
mes "^3355FF'To Elly.' It must have been^000000";
mes "^3355FFleft behind by her grandfather^000000";
next;
switch(select("Examine Book","Ignore")) {
case 1:
mes "^3355FFYou skim through the^000000";
mes "^3355FFbook's pages, and don't^000000";
mes "^3355FFfind anything particularly^000000";
mes "^3355FFinteresting. However, you^000000";
mes "^3355FFnotice a steel surface behind the^000000";
mes "^3355FFshelf as you place the book back.^000000";
next;
switch(select("Examine The steel surface","Ignore")) {
case 1:
mes "^3355FFYou remove more of the^000000";
mes "^3355FFself's books to reveal^000000";
mes "^3355FFthat the steel surface is^000000";
mes "^3355FFpart of a safe hidden behind^000000";
mes "^3355FFthe bookshelf. There are two^000000";
mes "^3355FFkeyholes on the steel safe.^000000";
next;
switch(select("Try all your keys","Cancel")) {
case 1:
mes "^3355FFWhich key will^000000";
mes "^3355FFyou insert into^000000";
mes "^3355FFthe first keyhole?^000000";
next;
switch(select("Green keycard","Cottage Key")) {
case 1:
set @KHFirstKeyhole,1;
break;
case 2:
set @KHFirstKeyhole,2;
break;
}
mes "^3355FFWhich key will^000000";
mes "^3355FFyou insert into^000000";
mes "^3355FFthe second keyhole?^000000";
next;
switch(select("Green keycard","Cottage Key")) {
case 1:
set @KHSecondKeyhole,1;
break;
case 2:
set @KHSecondKeyhole,2;
break;
}
if (@KHFirstKeyhole == 2) && (@KHSecondKeyhole == 1) {
mes "^3355FFThe safe opens with^000000";
mes "^3355FFa click and you see^000000";
mes "^3355FFa Grey Box inside.^000000";
mes "^3355FFYou take the Grey Box^000000";
mes "^3355FFwith you, hoping that^000000";
mes "^3355FFwill come in handy later.^000000";
delitem 7489,1; //Cottage Key
delitem 7516,1; //Green_Keycard
getitem 7491,1; //Iron_Box
close;
}
else {
mes "^3355FFThe safe won't open.^000000";
close;
}
case 2:
mes "^3355FFIt's probably a better^000000";
mes "^3355FFidea to investigate the^000000";
mes "^3355FFcottage for the keys that^000000";
mes "^3355FFwill open up this safe...^000000";
close;
}
case 2:
mes "^3355FFYou place the books^000000";
mes "^3355FFback on the bookchelf.^000000";
close;
}
case 2:
mes "^3355FFYou can probably^000000";
mes "^3355FFfind better clues^000000";
mes "^3355FFsomewhere else^000000";
mes "^3355FFaround here.^000000";
close;
}
}
else {
end;
}
}
//----------------------------------------------------------------------------
// Cottage interior, upstairs; Desk
//----------------------------------------------------------------------------
kh_vila,118,143,0 script Desk::DeskKHQ1 111,{
if (KHCottagePoem2 < 1) {
mes "^3355FFThere are piles of papers^000000";
mes "^3355FFand books stacked on top^000000";
mes "^3355FFof the desk covering topics^000000";
mes "^3355FFlike artificial power, Sage^000000";
mes "^3355FFVarmundt's research, factory^000000";
mes "^3355FFrobotization, and magic scrolls...^000000";
next;
mes "^3355FFWhile rummaging around through^000000";
mes "^3355FFthe books and paper, you^000000";
mes "^3355FFfind a piece of paper with^000000";
mes "^3355FFthe Kiel Hyre Foundation's^000000";
mes "^3355FFofficial seal. You decide that^000000";
mes "^3355FFit might come in handy someday.^000000";
next;
mes "^3355FFYou've obtained^000000";
mes "^3355FFa blank piece of^000000";
mes "^3355FFpaper with the Kiel^000000";
mes "^3355FFHyre Foundation seal.^000000";
set KHCottagePoem2,1;
close;
}
else if (KHCottagePoem2 >= 1) {
mes "^3355FFThere are piles of papers^000000";
mes "^3355FFand books, covering various^000000";
mes "^3355FFscientific and magic tomics,^000000";
mes "^3355FFstacked on top of this desk.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Cottage interior, upstairs; Medicine Chest
//----------------------------------------------------------------------------
kh_vila,123,170,0 script Medicine Chest 111,{
if ((KHCottagePoem2 < 1) && (KielHyreQuest < 30)) {
mes "^3355FFThis medicine cabinet^000000";
mes "^3355FFis filled with bottles of^000000";
mes "^3355FFvarious colors. What kind^000000";
mes "^3355FFof medicine can be found here?^000000";
close;
}
else if ((KHCottagePoem2 == 1) && (KielHyreQuest < 30)) {
mes "^3355FFThis medicine cabinet^000000";
mes "^3355FFis filled with bottles of^000000";
mes "^3355FFvarious colors. What kind^000000";
mes "^3355FFof medicine can be found here?^000000";
next;
mes "^3355FFWait, you have a blank piece^000000";
mes "^3355FFof paper with the Kiel Hyre^000000";
mes "^3355FFFoundation seal! It's strange^000000";
mes "^3355FFthat the heal was put on a blank^000000";
mes "^3355FFpiece of paper. Maybe something^000000";
mes "^3355FFis written on it with special ink?^000000";
next;
mes "^3355FFIt's a crazy hunch, but^000000";
mes "^3355FFmaybe, just maybe, you can^000000";
mes "^3355FFuse something inside this^000000";
mes "^3355FFmedicine cabinet that will^000000";
mes "^3355FFreveal any invisible ink^000000";
mes "^3355FFwritten on this document!^000000";
next;
switch(select("What? That's crazy!","Of course! Let's try it!")) {
case 1:
mes "^3355FFSorry.^000000";
mes "^3355FFI thought it^000000";
mes "^3355FFwas a good idea...^000000";
close;
case 2:
switch(select("Try Red Liquid","Try Blue Liquid","Try Yellow Liquid","Try Green Liquid","Cancel")) {
case 1:
set @KHPotionColor$,"red";
break;
case 2:
mes "^3355FFIt works!^000000";
mes "^3355FFThe blue liquid is^000000";
mes "^3355FFrevealing small^000000";
mes "^3355FFtext written on the paper.^000000";
mes "^3355FFIt looks like some^000000";
mes "^3355FFkind of long poem...^000000";
next;
mes "[Poem]";
mes "The first snake is made of";
mes "steel, but I used my rage";
mes "to destroy it. The second";
mes "snake is made of magic,";
mes "but my love pierced its heart.";
next;
mes "[Poem]";
mes "The third snake is flesh";
mes "and blood, but my hope";
mes "defeated it in the end.";
mes "However, the fourth and";
mes "final snake is formless, and";
mes "no one knows it's appearance.";
next;
mes "[Poem]";
mes "I cast my despair to the air,";
mes "but nobody knows if it killed";
mes "the snake. I am merely a ^3355FFlittle";
mes "lost devil^000000 with four swords and";
mes "four snakes, searching for that";
mes "girl in the darkness.";
next;
mes "^3355FFThis is a very^000000";
mes "^3355FFstrange poem. What^000000";
mes "^3355FFcould it possibly mean?^000000";
set KHCottagePoem2,2;
close;
case 3:
set @KHPotionColor$,"yellow";
break;
case 4:
set @KHPotionColor$,"green";
break;
case 5:
mes "^3355FFNever mind.^000000";
mes "^3355FFThis idea sounds^000000";
mes "^3355FFtoo crazy to work...^000000";
mes "^3355FFlike putting a man^000000";
mes "^3355FFpn the moon. Can you^000000";
mes "^3355FFbelieve that hogwash?^000000";
close;
}
mes "^3355FFYou tried sprinking^000000";
mes "^3355FFthe "+@KHPotionColor$+" liquid from the^000000";
mes "^3355FFmedicine cabinet onto^000000";
mes "^3355FFthe blank paper with the^000000";
mes "^3355FFKiel Hyre Foundation seal.^000000";
mes "^3355FFHowever, nothing happened...^000000";
close;
}
}
else if ((KHCottagePoem2 >= 2) && (KielHyreQuest >= 30)) {
mes "^3355FFThis is where you poured^000000";
mes "^3355FFsome blue liquid to read^000000";
mes "^3355FFa poem written in invisible^000000";
mes "^3355FFink on a blank poece of paper^000000";
mes "^3355FFwith the Kiel Hyre Foundation^000000";
mes "^3355FFseal. Would you like to read it?^000000";
next;
switch(select("No time!","Read")) {
case 1:
mes "^3355FFYou're running out of^000000";
mes "^3355FFtime! For now, it would^000000";
mes "^3355FFbe best for you to seach^000000";
mes "^3355FFevery inch of the cottage.^000000";
close;
case 2:
mes "[Poem]";
mes "The first snake is made of";
mes "steel, but I used my rage";
mes "to destroy it. The second";
mes "snake is made of magic,";
mes "but my love pierced its heart.";
next;
mes "[Poem]";
mes "The third snake is flesh";
mes "and blood, but my hope";
mes "defeated it in the end.";
mes "However, the fourth and";
mes "final snake is formless, and";
mes "no one knows it's appearance.";
next;
mes "[Poem]";
mes "I cast my despair to the air,";
mes "but nobody knows if it killed";
mes "the snake. I am merely a ^3355FFlittle^000000";
mes "^3355FFlost devil^000000 with four swords and";
mes "four snakes, searching for that";
mes "girl in the darkness.";
close;
}
}
}
//----------------------------------------------------------------------------
// Cottage interior, stair case; Sword hilt
//----------------------------------------------------------------------------
kh_vila,136,68,0 script Sword Hilt 111,{
if ((KHCottagePoem1 < 3) || (KHCottagePoem2 < 2) && (KielHyreQuest < 30)) {
mes "^3355FFThere are four elaborately^000000";
mes "^3355FFdesigned swords positioned^000000";
mes "^3355FFnext to four creepy looking^000000";
mes "^3355FFsnake sculptures.^000000";
close;
}
else if ((KHCottagePoem1 <= 4) || (KHCottagePoem2 <= 2) && (KielHyreQuest < 30)) {
mes "^3355FFThere are four elaborately^000000";
mes "^3355FFdesigned swords positioned^000000";
mes "^3355FFnext to four creepy looking^000000";
mes "^3355FFsnake sculptures. Wait!^000000";
mes "^3355FFperhaps they're related to^000000";
mes "^3355FFthat poem you read earlier...^000000";
next;
switch(select("No way!","Of course!")) {
case 1:
mes "^3355FFImpossible...^000000";
mes "^3355FFIt must be some^000000";
mes "^3355FFkind of coincidence...^000000";
close;
case 2:
mes "^3355FFOf course! And look!^000000";
mes "^3355FFThere's a hole on top^000000";
mes "^3355FFof the head of each snake^000000";
mes "^3355FFsculpture. There holes seem^000000";
mes "^3355FFbig enough to insert each of^000000";
mes "^3355FFthe ornamental swords nearby...^000000";
next;
switch(select("Ignore","Insert Ornamental Swords")) {
case 1:
mes "^3355FFImposible...^000000";
mes "^3355FFIt must be some^000000";
mes "^3355FFkind of coincidence...^000000";
close;
case 2:
if (KHCottagePoem1 != 4) {
mes "^3355FFCan't... Pull out...^000000";
mes "^3355FFSword! It must be^000000";
mes "^3355FFlocked into place^000000";
mes "^3355FFsomehow, or sealed^000000";
mes "^3355FFby some strange force!^000000";
close;
}
else {
mes "^3355FFYou should probably^000000";
mes "^3355FFtry to insert each sword^000000";
mes "^3355FFinto the correct snake.^000000";
mes "^3355FFFirst please select the^000000";
mes "^3355FFsnake in which you will^000000";
mes "^3355FFinsert the first sword.^000000";
next;
switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) {
case 1:
set @KHfirstSword,1;
break;
case 2:
set @KHfirstSword,2;
break;
case 3:
set @KHfirstSword,3;
break;
case 4:
set @KHfirstSword,4;
break;
}
next;
mes "^3355FFNow, please choose^000000";
mes "^3355FFthe snake in which you^000000";
mes "^3355FFwill insert the second sword.^000000";
next;
switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) {
case 1:
set @KHSecondSword,1;
break;
case 2:
set @KHSecondSword,2;
break;
case 3:
set @KHSecondSword,3;
break;
case 4:
set @KHSecondSword,4;
break;
}
next;
mes "^3355FFNext, please select^000000";
mes "^3355FFthe snake in which you^000000";
mes "^3355FFwill insert the third sword.^000000";
next;
switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) {
case 1:
set @KHThirdSword,1;
break;
case 2:
set @KHThirdSword,2;
break;
case 3:
set @KHThirdSword,3;
break;
case 4:
set @KHThirdSword,4;
break;
}
next;
mes "^3355FFLastly, please select^000000";
mes "^3355FFthe snake in which you^000000";
mes "^3355FFwill insert the fourth sword.^000000";
next;
switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) {
case 1:
set @KHFouthSword,1;
break;
case 2:
set @KHFouthSword,2;
break;
case 3:
set @KHFouthSword,3;
break;
case 4:
set @KHFouthSword,4;
break;
}
if ((@KHFirstSword == 2) && (@KHSecondSword == 4) && (@KHThirdSword == 1) && (@KHFouthSword == 3)) {
mes "^3355FFYour ears are suddenly^000000";
mes "^3355FFfilled with a low buzzing^000000";
mes "^3355FFnoise, and your mind^000000";
mes "^3355FFand body feel as if they^000000";
mes "^3355FFare being swept away^000000";
set KHCottagePoem1,5;
set KHCottagePoem2,3;
close2;
warp "kh_vila",178,72;
end;
}
else {
mes "^3355FFNothing happened...^000000";
mes "^3355FFYou probably didn't^000000";
mes "^3355FFinsert the swords into^000000";
mes "^3355FFthe correct snakes. For now,^000000";
mes "^3355FFyou should return the swords,^000000";
mes "^3355FFand then try this again later.^000000";
close;
}
}
}
}
}
else if ((KHCottagePoem1 == 5) && (KHCottagePoem2 == 3) || (KielHyreQuest >= 30)) {
//KHCottagePoem1 and KHCottagePoem2 no longer needed-- deleting
set KHCottagePoem1,0;
set KHCottagePoem2,0;
mes "^3355FFHere is a hidden^000000";
mes "^3355FFpath that leads to^000000";
mes "^3355FFthe secret laboratory.^000000";
next;
switch(select("Enter","Cancel")) {
case 1:
warp "kh_vila",178,72;
end;
case 2:
close;
}
}
}
//----------------------------------------------------------------------------
// Cottage interior, Secret Room; left test tube
//----------------------------------------------------------------------------
kh_vila,179,68,0 script Test Tube::TestTubeKHQ1 111,{
mes "^3355FFThis test tube contains^000000";
mes "^3355FFa young man dressed in^000000";
mes "^3355FFa Kiel Hyre Academy^000000";
mes "^3355FFuniform. Somehow, you^000000";
mes "^3355FFget the feeling that you've^000000";
mes "^3355FFseen him somewhere before.^000000";
close;
}
//----------------------------------------------------------------------------
// Cottage interior, Secret Room; Right test tube
//----------------------------------------------------------------------------
kh_vila,185,68,0 script Test Tube::TestTubeKHQ2 111,{
if (KielHyreQuest == 28) {
mes "^3355FFA strange looking,^000000";
mes "^3355FFwizend old man is^000000";
mes "^3355FFheld within this test tube.^000000";
mes "^3355FFThere is a small red button^000000";
mes "^3355FFright underneath the test tube.^000000";
next;
switch(select("Press Button","Investigate Further")) {
case 1:
mes "[???]";
mes "H-hello...? C-can you";
mes "hear me? I don't recognize";
mes "you... But... Maybe I forgot?";
mes "Wait, wait. If you're my friend,";
mes "then you know what to call me,";
mes "right? Do you know what I am?";
next;
input @KHInput$;
if (@KHInput$ == "little lost devil") {
mes "[???]";
mes "Heh... Heh heh...";
mes "He knows... Hey, you";
mes "have to remember these";
mes "numbers, okay? D-don't";
mes "forget, they'll be important...";
mes "^FF00004^000000, ^FF00007^000000, ^FF00002^000000, ^FF00009^000000, ^FF00006^000000, ^FF00001^000000. That's all...";
next;
mes "^3355FF4772961^000000";
mes "^3355FFWhat could^000000";
mes "^3355FFthose numbers^000000";
mes "^3355FFpossibly mean?^000000";
set KielHyreQuest,30;
close;
}
else {
mes "[???]";
mes "No... No...";
mes "That's not right.";
mes "I don't think we";
mes "were friends. No...";
close;
}
case 2:
mes "^3355FFLet's ionvestigate^000000";
mes "^3355FFthis area a little^000000";
mes "^3355FFmore first.^000000";
close;
}
}
else if (KielHyreQuest == 30) {
mes "^3355FFWhat could the^000000";
mes "^3355FFnumber 4772961^000000";
mes "^3355FFmean? For now, you've^000000";
mes "^3355FFfound everything that^000000";
mes "^3355FFyou need from this place,^000000";
mes "^3355FFso you should return to Elly.^000000";
close;
}
else {
end;
}
}
//============================================================================
//============================================================================
// Robot Factory NPCs
//============================================================================
//----------------------------------------------------------------------------
// Robotic's Factory; Heavy Door
//----------------------------------------------------------------------------
kh_dun01,235,48,0 script Heavy Door::HeavyDoorKHQ1 111,{
if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
mes "^3355FFThere is a large, heavy^000000";
mes "^3355FFdoor infront of you^000000";
next;
switch(select("Open Door","Cancel")) {
case 1:
input @KHInput$;
if (@KHkeycard2$ == "Blue Keycard") {
mes "^3355FFYou've successfully^000000";
mes "^3355FFopened the door.^000000";
close2;
warp "kh_school",119,144;
end;
}
else {
mes "^3355FFYou try to push the^000000";
mes "^3355FFdoor open with all^000000";
mes "^3355FFyour might, but fail^000000";
mes "^3355FFto make it budge.^000000";
close;
}
case 2:
mes "^3355FFyou decided to leave^000000";
mes "^3355FFthis door alone until^000000";
mes "^3355FFyou can figure out^000000";
mes "^3355FFhow to open it^000000";
close;
}
}
else {
mes "^3355FFThere is a large, heavy^000000";
mes "^3355FFdoor infront of you^000000";
close;
}
}
//----------------------------------------------------------------------------
// Robotic's Factory; Heavy Door (These doors don't seem to serve any purpose)
//----------------------------------------------------------------------------
kh_dun01,76,233,0 script Heavy Door::HeavyDoorKHQ2 111,{
if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
mes "^3355FFThere is a large, heavy^000000";
mes "^3355FFdoor infront of you^000000";
next;
switch(select("Open Door","Cancel")) {
case 1:
input @KHInput$;
mes "^3355FFYou try to push the^000000";
mes "^3355FFdoor open with all^000000";
mes "^3355FFyour might, but fail^000000";
mes "^3355FFto make it budge.^000000";
close;
case 2:
mes "^3355FFyou decided to leave^000000";
mes "^3355FFthis door alone until^000000";
mes "^3355FFyou can figure out^000000";
mes "^3355FFhow to open it^000000";
close;
}
}
else {
mes "^3355FFThere is a large, heavy^000000";
mes "^3355FFdoor infront of you^000000";
close;
}
}
kh_dun01,106,233,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ3 111
kh_dun01,6,164,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ4 111
kh_dun01,6,134,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ5 111
kh_dun01,6,60,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ6 111
kh_dun01,6,30,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ7 111
kh_dun01,6,18,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ8 111
kh_dun01,235,70,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ9 111
kh_dun01,235,92,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ10 111
kh_dun01,235,114,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ11 111
//----------------------------------------------------------------------------
// Beautiful Lady and Beautiful Lady copies.
//----------------------------------------------------------------------------
kh_school,119,149,4 script Beautiful lady::BeatifulLadyKHQ1 894,{
cutin "kh_ellisia",2;
if (KielHyreQuest < 40) {
mes "[Allysia]";
mes "Hm? I don't think";
mes "I know you. Kiel Hyre";
mes "has only authroized Elly,";
mes "and a trusted friend that";
mes "may be helping her, to";
mes "be admitted to this area.";
next;
mes "[Allysia]";
mes "I cannot see ^FF0000Elly^000000";
mes "Has she been attacked as well?";
mes "Are you ^FF0000Elly's friend^000000?";
next;
mes "[Allysia]";
mes "I don't see Elly anywhere";
mes "around here. I can only let";
mes "you enter if you can identify";
mes "youtself as Elly's friend.";
mes "Is there anything that you";
mes "can present to me as proof?";
next;
switch(select("Yellow Keycard","Blue Keycard","Golden Key","Carved Button","...?")) {
case 1:
break;
case 2:
break;
case 3:
mes "Ah, isn't this the";
mes "key that Kiel Hyre gave";
mes "to Elly? Yes, I'm convinced";
mes "that you've been helping her.";
mes "I've been waiting for you, so";
mes "let me guide you to my room.";
close2;
cutin "",255;
warp "kh_school",120,180;
end;
case 4:
mes "[Allysia]";
mes "Th-that's Kiehl's";
mes "heal! Did he send you";
mes "here to get me?! I'm";
mes "not taking any changes!";
close2;
cutin "",255;
monster "kh_school",116,145,"Constant",1738,1;
monster "kh_school",117,143,"Constant",1738,1;
end;
case 5:
mes "[Allysia]";
mes "......";
mes "........";
mes "...........";
close2;
cutin "",255;
end;
}
mes "[Allysia]";
mes "Hm? This doesn't prove";
mes "that Elly really trusts you...";
close2;
cutin "",255;
end;
}
else if (KielHyreQuest >= 40) {
mes "[Allysia]";
mes "Please follow me.";
close2;
cutin "",255;
warp "kh_school",120,180;
end;
}
}
kh_school,117,149,4 script Beautiful lady::BeatifulLadyKHQ2 894,{
end;
}
kh_school,118,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady::BeatifulLadyKHQ3 894
kh_school,120,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady::BeatifulLadyKHQ4 894
kh_school,121,149,4 duplicate(BeatifulLadyKHQ1) Beautiful lady::BeatifulLadyKHQ5 894
//----------------------------------------------------------------------------
// Beautiful Lady "Allysia"
//----------------------------------------------------------------------------
kh_school,122,186,4 script Beautiful lady 894,{
cutin "kh_ellisia",2;
if (KielHyreQuest == 38) {
mes "[Allysia]";
mes "Friend of prototype Elly,";
mes "I welcome you. As you may";
mes "have figured out, I need your";
mes "help. Kiel Hyre is being help";
mes "somewhere inside this factory.";
next;
mes "[Allysia]";
mes "It is imperative that";
mes "you search for Kiel Hyre";
mes "and rescue him as soon";
mes "as you possibly can!";
next;
switch(select("What is this factory?","What happened to ^FF0000Kiel Hyre^000000?")) {
case 1:
mes "[Allysia]";
mes "This factory is part of";
mes "the Kiel Hyre Foundation's";
mes "secret business where humanoid";
mes "robots are manufactured. Myself,";
mes "and all of the academy's students";
mes "are actually robots, not humans.";
next;
mes "[Allysia]";
mes "The Kiel Hyre Foundations's";
mes "ultimate goal is to develop";
mes "superior robots that will help";
mes "human society. As robots, we";
mes "can handle tasks that are too";
mes "dangerous or difficult for humans.";
break;
case 2:
mes "[Allysia]";
mes "^3355FFKiehl^000000 has proceeded to";
mes "proform abnormal modifications";
mes "to the humanoid robots. This";
mes "has been reported to Kiel Hyre,";
mes "who has left to stop Kiehl.";
mes "However, Hyre hasn't returned.";
next;
mes "[Allysia]";
mes "Fearing that Kiehl would";
mes "break me, Kiel Hyre brought";
mes "a copy of me instead. I can still";
mes "detect Kiel Hyre's heartbeat,";
mes "so he should be alright, but his";
mes "own son might harm him soon.";
next;
mes "[Allysia]";
mes "Take this Keycard";
mes "which will enable you";
mes "to enter the secret areas";
mes "inside this factory. If you";
mes "locate Kiel Hyre, please";
mes "let me know right away.";
getitem 7496,1; //Red_Keycard
set KielHyreQuest,40;
break;
}
close2;
cutin "",255;
end;
}
else if (KielHyreQuest == 40) {
mes "[Allysia]";
mes "I can still detect";
mes "Kiel Hyre's heartbeat,";
mes "but his sone Kiehl might";
mes "do something desperate to";
mes "him soon. Please locate Kiel";
mes "Hyre before that can happen!";
close2;
cutin "",255;
warp "kh_dun01",22,216;
end;
}
else if (KielHyreQuest == 42) {
mes "[Allysia]";
mes "Have you already";
mes "located Kiel Hyre?";
next;
mes "^3355FFYou tell Allysia where^000000";
mes "^3355FFKiel Hyre has been locked^000000";
mes "^3355FFup, and give her the metal^000000";
mes "^3355FFfragment that Kiel Hyre handed^000000";
mes "^3355FFto you. She took fragment^000000";
mes "^3355FFand wore it around her wrist.^000000";
next;
mes "[Allysia]";
mes "...Kiel Hyre's secret code";
mes "confirmed. B_2_3 area.";
mes "Vital signs are normal.";
mes "Envelope recieved. Sending";
mes "Modified Puppet Designs...";
next;
mes "[Allysia]";
mes "Alright, I've recieved";
mes "Kiel Hyre's orders, and";
mes "must carry them out...";
set KielHyreQuest,44;
delitem 7497,1; //Metal_Fragment
close2;
cutin "",255;
end;
}
else if (KielHyreQuest == 44) {
mes "[Allysia]";
mes "Alright, I have a mission";
mes "to carry out for Kiel Hyre,";
mes "and I don't have much time.";
mes "Let me give you some specific";
mes "instructions very quickly.";
next;
mes "[Allysia]";
mes "Firstly, I need to take your";
mes "keycards for security reasons.";
mes "Secondly, meet me at the Kiel";
mes "Hyre Mansion in Lighthalzen.";
mes "Present the Golden Key to";
mes "be admitted to the premises";
delitem 7492,1; //Yellow_Keycard
delitem 7495,1; //Blue_Keycard
delitem 7496,1; //Red_Keycard
set KielHyreQuest,46;
next;
mes "[Allysia]";
mes "I understand that this";
mes "is sudden, and I'm not";
mes "giving you a thorough";
mes "explanation, but something";
mes "horrible will happen if i don't";
mes "hurry as quickly as possible.";
close2;
warp "yuno_fild08",73,172;
cutin "",255;
end;
}
}
//----------------------------------------------------------------------------
// Signboard (another useless NPC?)
//----------------------------------------------------------------------------
kh_dun01,163,223,0 script Signboard 857,{
mes "[Notice]";
mes "Cute Pets are prohibited";
mes "in this area. (Cute Pets that";
mes "provide special assistance";
mes "to the visually impaired are";
mes "exempt from this rule.)";
close;
}
//----------------------------------------------------------------------------
// Mechanical Devices for accessing restricted area
//----------------------------------------------------------------------------
kh_dun01,166,223,0 script Mechanical Device::KHKeyardReader 111,{
if ((KielHyreQuest <= 38) || (KielHyreQuest >= 44)) {
mes "^3355FFYou encounter^000000";
mes "^3355FFa mechanical device.^000000";
mes "^3355FFIt looks like it can be^000000";
mes "^3355FFoperated by inserting the^000000";
mes "^3355FFcorrect keycard into the slot.^000000";
close;
}
else if ((KielHyreQuest == 40) && (countitem(7496) >= 1)) {
mes "^3355FFYou encounter^000000";
mes "^3355FFa mechanical device.^000000";
mes "^3355FFIt looks like it can be^000000";
mes "^3355FFoperated by inserting the^000000";
mes "^3355FFcorrect keycard into the slot.^000000";
next;
input @KHInput$;
if (@KHInput$ == "Red Keycard") {
mes "^3355FFThe door opens once^000000";
mes "^3355FFyou insert the Red Keycard..^000000";
close2;
warp "kh_dun01",170,227;
end;
}
else {
mes "^3355FFNothing happened.^000000";
close;
}
}
}
kh_dun01,162,206,0 duplicate(KHKeyardReader) Mechanical Device 111
//----------------------------------------------------------------------------
// Kiel Hyre - OnTouch
//----------------------------------------------------------------------------
kh_dun01,224,232,0 script Kiel_Hyre_Door -1,2,2,{
OnTouch:
if (KielHyreQuest == 40) {
mes "^3355FFyou can faintly hear^000000";
mes "^3355FFa voice from the other^000000";
mes "^3355FFside of this door.^000000";
next;
mes "[????]";
mes "...Kiehl...";
mes "...How dare you...!";
next;
mes "["+strcharinfo(0)+"]";
mes "Mister Kiel Hyre?";
mes "Is that you in there?";
next;
mes "[Kiel Hyre]";
mes "Wh-who's there?";
mes "Identify yourself!";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm... I'm...";
next;
mes "You explain your story^000000";
mes "to the voice behind the^000000";
mes "door, and tell him what^000000";
mes "happened to Elly and Allysia.^000000";
next;
mes "[Kiel Hyre]";
mes "...Yes... It's me.";
mes "I'm Kiel Hyre, trapped";
mes "in here. He went so far";
mes "as to modify Elly, eh?";
mes "..................";
next;
mes "[Kiel Hyre]";
mes "Hurry, take this";
mes "module to Allysia!";
mes "She'll know what to do";
mes "with it. If you're really";
mes "helping us, then she'll have";
mes "some instructions for you too.";
next;
mes "^3355FFKiel Hyre slides^000000";
mes "^3355FFa strange metal^000000";
mes "^3355FFfragment through^000000";
mes "^3355FFthe gap between the^000000";
mes "^3355FFdoor and the floor.^000000";
getitem 7497,1; //Metal_Fragment
set KielHyreQuest,42;
close;
}
else if (KielHyreQuest >= 42) {
mes "[Kiel Hyre]";
mes "......";
close;
}
}
//----------------------------------------------------------------------------
// Robot Factory Second Floor Entrances
//----------------------------------------------------------------------------
kh_dun01,44,203,0 script Entrance Device#KHEntry1::KHAccess 111,{
if (countitem(7509) < 1) {
mes "^3355FFYou encounter";
mes "a mechanical device.";
mes "It looks like it can be";
mes "operated by inserting the";
mes "correct keycard into the slot.^000000";
close;
}
else {
mes "^3355FFYou encounter";
mes "a mechanical device.";
mes "It looks like it can be";
mes "operated by inserting the";
mes "correct keycard into the slot.^000000";
next;
input @KHInput$;
if (@KHInput$ == "Luxurious Keycard") {
mes "^3355FFAs you insert the";
mes "Luxurious Keycard";
mes "into the keycard slot,";
mes "the door swings open";
mes "to reveal a long flight";
mes "of descending stairs.^000000";
next;
switch(select("Descend Stairs","Cancel")) {
case 1:
warp "kh_dun02",41,198;
end;
case 2:
mes "^3355FFIt looks like this door";
mes "has automatically closed";
mes "after the preprogrammed";
mes "time limit has elapsed.^000000";
close;
}
}
else {
mes "^3355FFYou try to push the";
mes "door open with all";
mes "your might, but fail";
mes "to make it budge.^000000";
close;
}
}
}
kh_dun01,44,203,0 duplicate(KHAccess) Entrance Device#KHEntry2 111
//============================================================================
//============================================================================
// Kiel Hyre Mansion NPCs, and Kiehl's Room NPCs
//============================================================================
//----------------------------------------------------------------------------
// Kiel's Steward
//----------------------------------------------------------------------------
kh_mansion,78,55,5 script Steward::StewardKHQ1 109,{
if ((KielHyreQuest >= 46) && (KielHyreQuest < 50)) {
mes "[Steward]";
mes "Greetings.";
mes "Have you been invited";
mes "by the master of";
mes "this mansion?";
next;
switch(select("Present Golden Key","????")) {
case 1:
mes "[Steward]";
mes "Ah, Master "+strcharinfo(0)+".";
mes "I've been expecting your";
mes "arival. Please, this way.";
delitem 7493,1; //Golden_Key
close2;
warp "kh_mansion",21,14;
end;
case 2:
mes "[Steward]";
mes "If you have not been";
mes "invited by the master of";
mes "this mansion, then I'm";
mes "afraid that I must insist on";
mes "your immediate departure!";
close2;
warp "lightalzen",188,201;
end;
}
}
if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) {
L_SeeKielHyre:
mes "[Steward]";
mes "Ah, Master "+strcharinfo(0)+".";
mes "It is a pleasure to";
mes "recieve your company";
mes "once again. Would you";
mes "like to see my master?";
next;
switch(select("Yes","No")) {
case 1:
mes "[Steward]";
mes "Very well.";
mes "Right this way~";
close2;
warp "kh_mansion",21,14;
end;
case 2:
mes "[Steward]";
mes "Very well.";
mes "Please make";
mes "yourself at home.";
close;
}
}
if ((KielHyreQuest == 52) || (KielHyreQuest == 54) || (KielHyreQuest >= 64) && (KielHyreQuest <= 70)) {
mes "[Steward]";
mes "Ah, Master "+strcharinfo(0)+".";
mes "It is a pleasure to";
mes "recieve your company";
mes "once again. Would you";
mes "like to see my master, or...?";
next;
switch(select("^FF0000Kiel Hyre^000000","^3355FFMitchell^000000")) {
case 1:
mes "[Steward]";
mes "Very well.";
mes "Right this way~";
close2;
warp "kh_mansion",21,14;
end;
case 2:
mes "[Steward]";
mes "Oh...? You must.";
mes "be here to deliver";
mes "good news. Excuse me...";
next;
mes "^3355FFThe Steward furtively^000000";
mes "^3355FFlooked around to check^000000";
mes "^3355FFif anyone is watching him.^000000";
next;
mes "[Steward]";
mes "I believe it should";
mes "be save enough to let";
mes "you go see him now...";
mes "Please, hurry this way.";
close2;
warp "kh_mansion",20,87;
end;
}
}
if (KielHyreQuest >= 70) {
goto L_SeeKielHyre;
}
}
//----------------------------------------------------------------------------
// Kiel Hyre
//----------------------------------------------------------------------------
kh_mansion,22,28,4 script Kiel Hyre 903,{
cutin "kh_kyel02",2;
if (KielHyreQuest == 46) {
mes "[Kiel Hyre]";
mes "Ah, you must be "+strcharinfo(0)+".";
mes "I'd like to thank you for saving";
mes "my life. You must have many";
mes "questions to ask me, so I'll";
mes "do my best to give you answers.";
next;
L_Menu:
switch(select("Robots?","^3355FFKiehl^000000?","^FF0000Elly^000000's button?")) {
case 1:
mes "[Kiel Hyre]";
mes "I've been researching";
mes "robotics for thirty-two";
mes "years now. I'm proud to";
mes "say that I've succeeded";
mes "where the great Sage";
mes "Varmundt did not.";
next;
mes "[Kiel Hyre]";
mes "It's been my dream to";
mes "develop humanoid robots";
mes "from humans. Those Guardians";
mes "might be robots too, but they";
mes "don't operate using free will.";
next;
mes "[Kiel Hyre]";
mes "If you'd like to know more";
mes "of the specifics concerning";
mes "robotics, why don't you speak";
mes "with ^3355FFAllysia^000000? She can explain";
mes "everything much more succinctly";
mes "than I can. I tend to ramble...";
if (@KHQ1Read < 1) { set @KHQ1Read,1; }
break;
case 2:
mes "[Kiel Hyre]";
mes "^3355FFKiehl^000000 is my only son,";
mes "but the love of my life";
mes "died after giving birth to";
mes "him. I'll admit that he's";
mes "a genius in mechanical";
mes "design and development.";
next;
mes "[Kiel Hyre]";
mes "He's largely responsible";
mes "for the creation of Third";
mes "Generation robots like Elly.";
mes "Unfortunately, he's trying to";
mes "modify his creations for";
mes "some sinister purpose.";
next;
mes "[Kiel Hyre]";
mes "I tried to stop him,";
mes "but I ended up getting";
mes "locked inside the factory.";
mes "I don't know why he wants";
mes "to do this. I still have";
mes "absolutely no clue...";
if (@KHQ2Read < 1) { set @KHQ2Read,1; }
break;
case 3:
mes "[Kiel Hyre]";
mes "That button Elly was";
mes "holding has ^3355FFKiehl's emblem^000000";
mes "engraved on it. Ah, and that";
mes "man in black menacing the";
mes "students? That was probably";
mes "^3355FFKaiser^000000, Kiehl's bodyguard.";
next;
mes "[Kiel Hyre]";
mes "Kaiser...";
mes "I don't know";
mes "anything about him.";
mes "I've never even seen";
mes "his face! Kiehl just hired";
mes "him without letting me know...";
if (@KHQ3Read < 1) { set @KHQ3Read,1; }
break;
}
if ((@KHQ1Read == 1) && (@KHQ2Read == 1) && (@KHQ3Read == 1)) {
mes "[Kiel Hyre]";
mes "If you don't have";
mes "anymore questions for me,";
mes "then would you please";
mes "let me rest?? I'm still not";
mes "feeling well from the time";
mes "I was locked up in the factory.";
set KielHyreQuest,48;
}
else {
next;
goto L_Menu;
}
}
else if (KielHyreQuest == 48) {
mes "Ah, I almost forgot.";
mes "Please, take this as";
mes "a little reward for";
mes "saving my life.";
set KielHyreQuest,50;
getitem 12105,1; //Taming_Gift_Set
getexp 700000,0;
}
else if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) {
mes "[Kiel Hyre]";
mes "If you don't have";
mes "anymore questions for me,";
mes "then would you please";
mes "let me rest?? I'm still not";
mes "feeling well from the time";
mes "I was locked up in the factory.";
}
else if (KielHyreQuest == 64) {
cutin "kh_kyel01",2;
mes "[Kiel Hyre]";
mes "Hm? Did you";
mes "have something";
mes "that you wanted";
mes "to ask me?";
next;
mes "["+strcharinfo(0)+"]";
mes "I don't have enough";
mes "concrete evidence yet,";
mes "but I might have some";
mes "questions soon enough.";
}
else if (KielHyreQuest == 68) {
cutin "kh_kyel02",2;
mes "[Kiel Hyre]";
mes "Ah, "+strcharinfo(0)+".";
mes "It's you. So how can";
mes "I help you today?";
next;
switch(select("About ^3355FFAllysia^000000...")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "You know, I was looking";
mes "through this deserted house";
mes "in Juno, and discovered";
mes "an old portrait of a woman";
mes "that looks just like Allysia.";
next;
cutin "kh_kyel01",2;
mes "[Kiel Hyre]";
mes "Oh...";
mes "Is that all?";
mes "I thought you had";
mes "a robotics question.";
next;
cutin "kh_Kyel03",2;
mes "[Kiel Hyre]";
mes "Anyway, that's a";
mes "strange coincidence.";
mes "Well, I suppose it's";
mes "not so strange to find";
mes "look-a-likes for other people...";
next;
mes "["+strcharinfo(0)+"]";
mes "I don't think it's just";
mes "a coincidence. The woman";
mes "in that thirty year old portrait";
mes "was also named Allysia, and she";
mes "worked at Orsimier street";
mes "in Juno. Does that ring a bell?";
next;
cutin "kh_kyel02",2;
mes "[Kiel Hyre]";
mes "......";
mes ".........";
mes "............";
next;
cutin "kh_kyel01",2;
mes "["+strcharinfo(0)+"]";
mes "Then I thought that this";
mes "Allysia must have been the";
mes "woman that you loved, and";
mes "that you based your robot's";
mes "apperance on her.";
next;
cutin "kh_kyel02",2;
mes "[Kiel Hyre]";
mes "............";
next;
mes "["+strcharinfo(0)+"]";
mes "I think this is what happened:";
mes "when you were a young, poor";
mes "man, you fell in love with";
mes "Allysia. However, she was";
mes "in love with Rosimier, who";
mes "was rich and powerful.";
next;
mes "["+strcharinfo(0)+"]";
mes "However, Rosimier was";
mes "betrothed to some other";
mes "woman, and he ended up";
mes "marrying his fiancee, thus";
mes "breaking Allysia's heart.";
next;
mes "["+strcharinfo(0)+"]";
mes "Feeling betrayed, her";
mes "heart broken, Allysia jumped";
mes "into a river. Then, you decided";
mes "to get revenge on Rosimier, so";
mes "you ended up joining";
mes "Rekenber Corporation!";
next;
cutin "kh_Kyel03",2;
mes "[Kiel Hyre]";
mes "Hahahahahahaha!";
mes "Oh, what an imagination~";
mes "That's bery ridiculous...";
mes "Though, I admit, maybe";
mes "I did design Allysia after";
mes "seeing that woman long ago.";
next;
mes "[Kiel Hyre]";
mes "I'd almost forgotten";
mes "about her! I think we";
mes "were friends... Though,";
mes "where did you get the idea";
mes "that I might have";
mes "been in love with her?";
next;
switch(select("Reveal Kiel's Portrait from Hut")) {
case 1:
cutin "kh_kyel02",2;
mes "[Kiel Hyre]";
mes "Wh-what...";
mes "How did...";
mes "Where did you...?";
next;
mes "["+strcharinfo(0)+"]";
mes "Kiel Hyre, I found this";
mes "portrait of you as a young";
mes "man from the house of the";
mes "man that bought Allysia's ring.";
mes "I even spoke to the fisherman";
mes "that discovered Allysia's body.";
next;
mes "["+strcharinfo(0)+"]";
mes "You paid an awful lot";
mes "of money to buy Allysia's";
mes "ring. How can you not tell";
mes "me that you didn't love her?";
next;
cutin "kh_Kyel03",2;
mes "[Kiel Hyre]";
mes "*Sigh...*";
mes "You got me, you got me.";
mes "I didn't want you to learn";
mes "the truth. You are correct.";
mes "I loved Alysia, and designed";
mes "my robot to look jus tlike her.";
next;
mes "[Kiel Hyre]";
mes "I could never forget her.";
mes "Ever. But I would never";
mes "do anything to harm the";
mes "Rosimiers! I'm a scientist!";
mes "I hated him when I was young,";
mes "but things are different now!";
next;
mes "[Kiel Hyre]";
mes "I shed no tears when the";
mes "Rosimiers fell, but I wasn't";
mes "responsible. Besides, I didn't";
mes "have the resources or the";
mes "capability to cause it...";
next;
cutin "kh_kyel02",2;
mes "["+strcharinfo(0)+"]";
mes "I'm afraid that the";
mes "evidence shows otherwise.";
next;
switch(select("Reveal Portait of Rosimiers")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "Take a good look";
mes "at this portrait that";
mes "I found at the Rosimiers'";
mes "old house. Do you see";
mes "anything... incriminating?";
next;
cutin "kh_Kyel03",2;
mes "[Kiel Hyre]";
mes "ASide from that";
mes "James Rosimier, you";
mes "mean? No! I don't see";
mes "anything wrong with";
mes "this picture at all.";
next;
mes "["+strcharinfo(0)+"]";
mes "Take a good look";
mes "at the pocketwatch";
mes "in the portrait. That's";
mes "the pocketwatch you";
mes "wear today, isn't it?";
next;
cutin "kh_kyel02",2;
mes "[Kiel Hyre]";
mes "...!!!";
next;
mes "["+strcharinfo(0)+"]";
mes "You might not have caused";
mes "the downfall of the Rosimiers";
mes "yourself, but with the aid of";
mes "the Rekenber Corporation, I'd";
mes "say it was entirely possible!";
next;
cutin "kh_Kyel03",2;
mes "[Kiel Hyre]";
mes "Well played, adventurer.";
mes "Well played. I don't regret";
mes "what I did: they killed my";
mes "Allysia! If James didn't betray";
mes "her, if only he didn't drive";
mes "her to commit suicide...";
next;
mes "["+strcharinfo(0)+"]";
mes "That's where you're wrong!";
mes "Allysia was killed, she didn't";
mes "commit suicide. Take a good";
mes "look at this note right here!";
next;
mes "[Kiel Hyre]";
mes "What?!";
next;
switch(select("Show James's Note")) {
case 1:
mes "[Kiel Hyre]";
mes "What does this prove?";
mes "This doesn't show that";
mes "James didn't betray Allysia.";
mes "How does this change anything?";
mes "She's dead, nothing I can do";
mes "will bring her back to me!";
next;
mes "["+strcharinfo(0)+"]";
mes "I never said James didn't";
mes "betray her. Look at the date";
mes "on the note. James made plans";
mes "to run away with her on August";
mes "20th. However, her body was";
mes "found on the same day.";
next;
mes "["+strcharinfo(0)+"]";
mes "Ergo, Allysia must have";
mes "died on August 19th. If she";
mes "was planning to run away with";
mes "her love on the next day, then";
mes "she had no reason to kill herself!";
next;
mes "[Kiel Hyre]";
mes "No, that's not right!";
mes "She probably couldn't";
mes "trust me! She must have";
mes "realized she was nothing";
mes "but another toy to him!";
next;
mes "["+strcharinfo(0)+"]";
mes "Oh yeah? I say she jumped";
mes "into the river because you";
mes "met her on that day. Now,";
mes "take a good look at this!";
next;
switch(select("Show K.H.'s note")) {
case 1:
mes "["+strcharinfo(0)+"]";
mes "This note was written by";
mes "a man with your initials,";
mes "K.H. These initials were also";
mes "signed on her portrait. You";
mes "must have written this note:";
mes "there's too many coincidences!";
next;
mes "["+strcharinfo(0)+"]";
mes "According to this note,";
mes "you told Allysia that you";
mes "wanted to see her again";
mes "at the place you first med.";
mes "I think you did see her again...";
mes "on August 19th, the day she died!";
next;
mes "["+strcharinfo(0)+"]";
mes "I'm assuming the place you";
mes "two first met was near the";
mes "river. No more of your lies:";
mes "well me what really happened!";
next;
cutin "kh_kyel02",2;
mes "[Kiel Hyre]";
mes "............";
mes ".........";
mes "......";
next;
cutin "kh_Kyel03",2;
mes "[Kiel Hyre]";
mes "Hah... Ha ha ha...";
mes "Yes... That's right...";
mes "That horrible night.";
mes "I remember it well...";
mes ".....................";
next;
cutin "kh_kyel02",2;
mes "[Kiel Hyre]";
mes "That night, when she came";
mes "to the river to meet me as";
mes "I had asked, I begged her to";
mes "run away with me, instead";
mes "of waiting for that James.";
next;
mes "[Kiel Hyre]";
mes "She insisted that James";
mes "never betrayed her, and he";
mes "promised to take her away";
mes "with him the next day. Can";
mes "you imagine how that made";
mes "me feel? I was nothing to her.";
next;
mes "[Kiel Hyre]";
mes "My feelings didn't matter to";
mes "her at all! She kept fidgeting";
mes "with that ring...I lost control";
mes "and tried to take that damned";
mes "thing away from her, and";
mes "throw it into the river...";
next;
mes "[Kiel Hyre]";
mes "But you know what?";
mes "She struggled, she actually";
mes "fought me! It was just a small";
mes "fight, but then, before I knew";
mes "it, the ground underneath us";
mes "collapsed and... the rains...";
next;
switch(select(".........")) {
case 1:
mes "[Kiel Hyre]";
mes "I'm not sure what it";
mes "was. The rain weakened";
mes "the ground, something went";
mes "wrong... and she just... just...";
mes "The river swallowed her...";
mes "I felt empty. She was gone. ";
set KielHyreQuest,70;
delitem 7498,1; //Losimier's_House_Key
delitem 7499,1; //Portrait_of_a_Family
delitem 7500,1; //Portrait_of_a_Lady
delitem 7501,1; //K.H's_Letter
delitem 7502,1; //James's_Memo
delitem 7503,1; //Portrait_of_a_Guy
close;
}
}
}
}
}
}
}
else if (KielHyreQuest == 70) {
cutin "kh_kyel01",2;
mes "[Kiel Hyre]";
mes "You already know that";
mes "she was found dead the";
mes "next day. But what really";
mes "broke my heart was that";
mes "she held that ring so tightly";
mes "in her hand, even in death...";
next;
cutin "kh_kyel03",2;
mes "[Kiel Hyre]";
mes "His family had everything";
mes "while I had nothing. And";
mes "he had the audacity to take";
mes "Allysia away from me?!";
mes "How could that be right?";
next;
mes "[Kiel Hyre]";
mes "Even though she had passed";
mes "away, I still wanted to prove";
mes "to Allysia what kind of ugly";
mes "person James really was.";
mes "That was when I joined the";
mes "Rekenber Corporation.";
next;
mes "[Kiel Hyre]";
mes "I designed the very first";
mes "First Generation Robot, which";
mes "I named Allysia, and sold the";
mes "designs to Rekenber. I gave them";
mes "robots, and they gave me money,";
mes "power, obedient subordinates.";
next;
mes "[Kiel Hyre]";
mes "Of course I knew they'd use";
mes "my robots for spying and killing!";
mes "But you know what? It didn't";
mes "matter so long as they gave me";
mes "the means to my revenge. It was";
mes "the perfect partnership, really.";
next;
mes "[Kiel Hyre]";
mes "You've got me right";
mes "where you want me.";
mes "Who are you working";
mes "for, and what exactly";
mes "do you want? My designs?";
mes "My death? Everything...?";
next;
cutin "kh_kyel01",2;
mes "["+strcharinfo(0)+"]";
mes "Actually, I just want";
mes "to ask about the nature";
mes "of your professional";
mes "relationship with the";
mes "Rekenber Corporation.";
mes "And about Kiehl.";
next;
mes "[Kiel Hyre]";
mes "Kiehl, eh? After hearing";
mes "my crazy story, I'm guessing";
mes "that you already suspect the";
mes "truth about him... He's also";
mes "a robot, specifically the first";
mes "of the Second Generation models.";
next;
mes "[Kiel Hyre]";
mes "His mind was developed using.";
mes "an experimental, and unstable,";
mes "form of the Condensed Magic";
mes "Spell Scrolls. He was the only";
mes "Second Generation robot that";
mes "I was allowed to keep.";
next;
mes "[Kiel Hyre]";
mes "I've become very attached";
mes "to Kiehl. It's not surprising,";
mes "seeing that robotics have";
mes "become my life. I even raised";
mes "him as my own son, and taught";
mes "him everything about robotics";
next;
mes "[Kiel Hyre]";
mes "Kiehl is now a genius,";
mes "and has even developed the";
mes "Third Generation of robots.";
mes "Unfortunately, I failed to";
mes "properly raise him with";
mes "human morals and ethics.";
next;
switch(select("......")) {
case 1:
mes "[Kiel Hyre]";
mes "He's been transforming";
mes "the Third Generation robots";
mes "into killing machines. That's";
mes "why I tried to put them all";
mes "into the academy, so they";
mes "could learn human behavior.";
next;
mes "[Kiel Hyre]";
mes "Although the academy";
mes "has delayed Kiehl's plans,";
mes "he has succeeded into";
mes "converting all of the robots";
mes "into uncontrollable engines";
mes "of mass destruction.";
next;
mes "[Kiel Hyre]";
mes "Yes, he's been working";
mes "closely with Rekenber.";
mes "Their true objective is to";
mes "create killing machines";
mes "for Rekenber's use.";
next;
mes "[Kiel Hyre]";
mes "You know all the secrets";
mes "of my past now. I'm not";
mes "upset with you or anything,";
mes "but I do have something";
mes "that I want to ask of you.";
next;
mes "[Kiel Hyre]";
mes "Please! Stop Kiehl!";
mes "I don't want his madness";
mes "to destroy any more robots!";
mes "I see each and every one";
mes "of them as one of my children!";
next;
mes "[Kiel Hyre]";
mes "I know that I must take";
mes "full responsibility for all";
mes "that has happened. I promise";
mes "to take any punishment for";
mes "my actions once everything";
mes "has been resolved.";
next;
switch(select("Accept","Okay","Nod")) {
case 1:
break;
case 2:
break;
case 3:
break;
}
mes "[Kiel Hyre]";
mes "Thank you so much!";
mes "You can find Kiehl";
mes "in the underground";
mes "level in this mansion.";
set KielHyreQuest,72;
}
}
else if (KielHyreQuest == 72) {
cutin "kh_kyel01",2;
//I believe this text goes here o_o
mes "[Kiel Hyre]";
mes "He stays in the old room";
mes "where he was created, but";
mes "he reconstructed it as some";
mes "kind of cave to keep everyone";
mes "out, including me. Yes, he";
mes "doesn't trust anyone anymore...";
next;
mes "[Kiel Hyre]";
mes "When you find him, I want";
mes "you to take out Allysia's";
mes "ring out of his heart. If you";
mes "remove it, that should stop";
mes "him from going berserk.";
next;
switch(select("Allysia's Ring?")) {
case 1:
mes "[Kiel Hyre]";
mes "Yes... Her ring is the";
mes "beginning of everything";
mes "I put that in his heart so";
mes "that I'd never forget what";
mes "the Rosimiers did to me.";
next;
mes "[Kiel Hyre]";
mes "I think Kiehl's grown";
mes "so powerful that normal";
mes "weapons might not work";
mes "on him anymore. Use this";
mes "device that will cause his";
mes "power supply to fluctuate.";
getitem 7504,1; //Power_Source
next;
cutin "kh_kyel03",2;
mes "[Kiel Hyre]";
mes "If you successfully attach";
mes "this to Kiehl's body, then";
mes "he won't be able to use his";
mes "body's full power. While he's";
mes "weakened, open up his chest";
mes "and get the ring from his heart.";
next;
mes "[Kiel Hyre]";
mes "Let me know once";
mes "you're ready. Then, I'll";
mes "guide you Kiehl's room.";
set KielHyreQuest,74;
break;
}
}
else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 104)) {
mes "[Kiel Hyre]";
mes "Are you ready";
mes "to confront";
mes "Kiehl now?";
next;
switch(select("Yes","No")) {
case 1:
mes "[Kiel Hyre]";
mes "There... the secret";
mes "passage is open now.";
mes "Just go to the right of";
mes "me, but be careful. Kiehl";
mes "is extremely dangerous.";
enablenpc "Kiehl_Room_Warp";
donpcevent "Kiehl_Room_Warp::OnEnable";
break;
case 2:
mes "[Kiel Hyre]";
mes "Please take your";
mes "time. I imagine that";
mes "it won't be easy.";
break;
}
}
else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 104)) {
cutin "kh_kyel01",2;
mes "[Kiel Hyre]";
mes "You're back...!";
mes "So were you able";
mes "to retrieve Allysia's";
mes "Ring from Kiehl's heart?";
next;
if (countitem(7508) < 1) {
mes "[Kiel Hyre]";
mes "You mean... You don't have it?";
mes "Please, retrieve Allysia's Ring";
mes "from Kiehl's heart!";
next;
enablenpc "Kiehl_Room_Warp";
donpcevent "Kiehl_Room_Warp::OnEnable";
close2;
cutin "",255;
}
mes "[Kiel Hyre]";
mes "Wh-what happened...?";
mes "Kiehl developed a new";
mes "body for himself? Th-that";
mes "would make him a Fourth";
mes "Generation robot. I had";
mes "no idea he was this smart.";
next;
mes "[Kiel Hyre]";
mes "Wait, now that I think about";
mes "it, I did see robot bodies that";
mes "looked like Kiehl when I was";
mes "locked in the factory. So he";
mes "was using those copies to";
mes "develop personal upgrades.";
next;
mes "[Kiel Hyre]";
mes "Here, please take this";
mes "Keycard which will let you";
mes "enter and investigate the";
mes "deepest levels of the factory.";
mes "I'll investigate Kiehl's room.";
set KielHyreQuest,108;
getitem 7509,1; //Gorgeous_Keycard
next;
if (sex == 0) {
if (getpartnerid() == 0) set @KHTitle$,"Miss";
else set @KHSTitle$,"Mrs";
}
else set @KHTitle$,"Mr";
mes "[Kiel Hyre]";
mes "Kiehl is my responsibility...";
mes "No matter what the cost may";
mes "be, I've got to stop him! Oh,";
mes "and here, please take this";
mes "with my thanks for all of";
mes "your help, "+@KHTitle+". "+strcharinfo(0)+".";
getitem 616,1; //Old card Album
getexp 1300000,0;
}
else if (KielHyreQuest >= 108) {
mes "[Kiel Hyre]";
mes "......";
mes ".........";
mes "............";
}
close2;
cutin "",255;
end;
}
//----------------------------------------------------------------------------
// Allysia
//----------------------------------------------------------------------------
kh_mansion,18,30,4 script Allysia 894,{
cutin "kh_ellisia",2;
if (KielHyreQuest < 70) {
mes "[Allysia]";
mes "You must be surprised";
mes "by everything that's been";
mes "happening. Maybe everything";
mes "would be easier to understand";
mes "if I explained about robots?";
next;
switch(select("Yes","No")) {
case 1:
mes "[Allysia]";
mes "The robots you've been";
mes "encountering are automated";
mes "mechanical puppets that can";
mes "independantly think and operate.";
mes "Many sages have tried to develop";
mes "their own robots, but have failed.";
next;
mes "[Allysia]";
mes "My master, Kiel Hyre, has";
mes "been studying robotics since";
mes "he was twenty years old, and";
mes "has developed three different";
mes "generations of robots, the first,";
mes "second, and third generations.";
next;
switch(select("First Generation","Second Generation","Third Generation")) {
case 1:
mes "[Allysia]";
mes "I am a good example of one";
mes "of Kiel Hyre's First Generation";
mes "robots. I was constructed using";
mes "a heavy mechanical framework,";
mes "a robotic heart, and chemically";
mes "synthesized skin covering.";
next;
mes "[Allysia]";
mes "My central processing unit,";
mes "equivilent to your brain, is";
mes "essentially a Memory Scroll";
mes "based on the design of the";
mes "Magic Spell Scrolls that you";
mes "adventurers use in battle.";
next;
mes "[Allysia]";
mes "I'm the oldest type of";
mes "humanoid robot, so I weigh";
mes "a lot, and my mind can only";
mes "process a limited amount of";
mes "data. Therefore, I can't express";
mes "emotion similarly to a human.";
break;
case 2:
mes "[Allysia]";
mes "The First Generation robots";
mes "were developed from mostly";
mes "mechanical parts, but the";
mes "Second Generation robots";
mes "incorporated Homunculus";
mes "science and technology.";
next;
mes "[Allysia]";
mes "Second Generation robots";
mes "are more life-like since they";
mes "have artifically created skin";
mes "and flesh, although they still";
mes "are constructed from a heavy";
mes "mechanical framework.";
next;
mes "[Allysia]";
mes "Sage elemental scroll";
mes "technology was also used";
mes "to develop the Condensed";
mes "Memory Scroll, a central";
mes "processing unit superior to that";
mes "used in First Generation robots.";
next;
mes "[Allysia]";
mes "Although Condensed Memory";
mes "Scrolls were 100,000 times";
mes "more powerful than ordinary";
mes "Memory Scrolls, they were";
mes "problematic and were prone";
mes "to too many error problems";
next;
mes "[Allysia]";
mes "Second Generation robots";
mes "were capable of expressing";
mes "human-like emotion, but their";
mes "production halted after six";
mes "years because they were";
mes "considered faulty.";
break;
case 3:
mes "[Allysia]";
mes "Third Generation robots";
mes "were mostly designed by";
mes "Kiel Hyre's son, Kiehl,";
mes "and don't use a mechanical";
mes "framework at all: the entire";
mes "body is basically a homunculus.";
next;
mes "[Allysia]";
mes "With their organic bodies";
mes "and advanced artificial hearts";
mes "make from imitation Ymir Heart";
mes "Pieces, they can experience";
mes "physiologic phenomena";
mes "just like ordinary humans.";
next;
mes "[Allysia]";
mes "Kiehl was able to develop";
mes "a more stable form of the";
mes "Condensed Memory Scroll";
mes "which does not suffer from";
mes "critical errors, and can be";
mes "cheaply mass processed.";
next;
mes "[Allysia]";
mes "Elly is actually a Third";
mes "Generation prototype. Once";
mes "we optimize the prototypes,";
mes "we will begin mass production.";
mes "In fact, the academy is our";
mes "prototype testing ground.";
next;
mes "[Allysia]";
mes "The fact that out prototype";
mes "robots can interact just like";
mes "real humans is proof of our";
mes "success in robotics.";
break;
}
case 2:
mes "[Allysia]";
mes "Please let me know if";
mes "you'd like to learn more";
mes "about Kiel Hyre's robots.";
break;
}
}
else if (KielHyreQuest >= 70) {
mes "[Allysia]";
mes "......";
mes ".........";
mes "............";
}
close2;
cutin "",255;
end;
}
//----------------------------------------------------------------------------
// Abduction triggering NPC
//----------------------------------------------------------------------------
lighthalzen,188,200,0 script Abduction_trigger -1,2,2{
OnTouch:
if (KielHyreQuest == 50) {
mes "^3355FFAs you walked out of^000000";
mes "^3355FFthe mansion, something^000000";
mes "^3355FFsmashed the top of your^000000";
mes "^3355FFhead, and you instnatly^000000";
mes "^3355FFlose consiousness...^000000";
close2;
percentheal -99,0;
warp "kh_mansion",30,75;
end;
}
else {
end;
}
}
//----------------------------------------------------------------------------
// Mysterious Woman "Mitchell Layla"
//----------------------------------------------------------------------------
kh_mansion,25,79,4 script Mysterious Woman 727,4,4,{
L_StartDialog:
if (KielHyreQuest == 50) {
mes "^3355FFYou awaken with your^000000";
mes "^3355FFhead painfully throbbing,^000000";
mes "^3355FFand a mysterious woman^000000";
mes "^3355FFstanding infront of you.^000000";
next;
mes "[??????]";
mes "Hm? Oh, you're awake";
mes "earlier than I though.";
mes "You must feel confused,";
mes "but listen carefully. If you";
mes "don't, then I can't guarantee";
mes "your safety, okay? Alright.";
next;
mes "[??????]";
mes "All you need to know it";
mes "that I'm a secret agent for";
mes "the Schwaltzvalt Republic";
mes "government. We're investigating";
mes "abnormal activity between Kiel";
mes "Hyre and the Rekenber Corporation.";
next;
mes "[??????]";
mes "We saw you enter the";
mes "mansion and speak to";
mes "Kiel Hyre, so basically";
mes "you're here for questioning.";
mes "Now tell me the truth. How";
mes "do you know Kiel Hyre?";
next;
switch(select("I'll tell you everything!","I don't know nuthin'!")) {
case 1:
goto L_TellEverything;
break;
case 2:
mes "[??????]";
mes "Don't...know...nuthin'?";
mes "You sure about that? Only";
mes "a select few can even speak";
mes "with Kiel Hyre in person. You";
mes "must have some connection";
mes "to him. I'm right, aren't it?";
next;
mes "["+strcharinfo(0)+"]";
mes "......";
mes ".........";
mes "............";
next;
mes "[??????]";
mes "Are you trying to protect";
mes "him? I think that you might";
mes "not understand what kind of";
mes "person you're really dealing";
mes "with here. I'll tell you what";
mes "I've learned about him...";
next;
mes "[??????]";
mes "Kiel Hyre. CEO of the";
mes "Kiel Hyre Foundation,";
mes "manufacturer of various";
mes "machinery. His company started";
mes "as a small Einbroch store whose";
mes "technology slowly grew famous.";
next;
mes "[??????]";
mes "Rekenber Corperation offered";
mes "a merger with the Kiel Hyre";
mes "Foundation. We're still not";
mes "sure why they wanted Kiel";
mes "Hyre in particular to repair";
mes "and develop their Guardians...";
next;
mes "[??????]";
mes "We're also not sure why";
mes "they wanted to suddenly";
mes "focus more on Guardian";
mes "development. Then, all";
mes "of a sudden, Kiel Hyre's son";
mes "appears from out of nowehre.";
next;
mes "[??????]";
mes "It's very suspicious.";
mes "There's no records of his";
mes "birth or anything. Still, maybe";
mes "Kiel Hyre really did have him";
mes "with his secretary, Allysia.";
mes "Well, no one is really sure.";
next;
mes "[??????]";
mes "In any case, Kiel Hyre's";
mes "son and heir, Kiehl, helped";
mes "his father establish this";
mes "special academy as their";
mes "way of giving back t society.";
next;
mes "[??????]";
mes "Almost every corporation and";
mes "organization tried to get their";
mes "spies to enter this academy,";
mes "but all of them were rejected.";
mes "it's strange. At least one of";
mes "them should have made it in.";
next;
mes "[??????]";
mes "And recently, Kiehl Hyre";
mes "has held a secret meeting with";
mes "Rekenber executives to announce";
mes "his new project. He intends to";
mes "create advanced humanoid robots";
mes "that will replace guardians!";
next;
mes "[??????]";
mes "Our spies reported that";
mes "Kiel Hyre was nowhere to";
mes "be seen at that meeting,";
mes "as well as his trusted";
mes "secretary, Allysia. He...";
mes "He just disappeared!";
next;
mes "[??????]";
mes "Then, Kiel Hyre pops back";
mes "in his mansion after all";
mes "this time as if nothing";
mes "happened! At the same time,";
mes "Kiehl disappears, under the";
mes "excuse of conducting research.";
next;
mes "[??????]";
mes "Rekenber is sponsoring";
mes "both Kiehl and Kiel, but";
mes "there's some kind of conflict";
mes "going on between father and";
mes "son, I just know it! Now tell";
mes "me, what's going on?";
next;
mes "[??????]";
mes "I'm not sure how well you";
mes "know this country, but the";
mes "fact that Rekenber is invoved";
mes "must tell you that these aren't";
mes "good people. Tell me what";
mes "you know about them!";
next;
L_TellEverything:
mes "^3355FFYou tell the woman^000000";
mes "^3355FFeverything you know^000000";
mes "^3355FFabout Kiel Hyre. Your^000000";
mes "^3355FFvoice quivers with sadness^000000";
mes "^3355FFwhenever you mention Elly.^000000";
next;
mes "[??????]";
mes "I see, I see...";
mes "That poor girl... So...";
mes "Your involvement in this";
mes "is a coincidence? In that";
mes "case, I want your help";
mes "in our investigation.";
next;
switch(select("OKay","......")) {
case 1:
L_Help:
mes "[??????]";
mes "Great.";
mes "I'm Agent Mitchell Layla.";
mes "From here on, you're working";
mes "for the Schwaltzvalt Republic!";
set KielHyreQuest,52;
close;
case 2:
mes "[??????]";
mes "If you don't cooperate,";
mes "then I can't guarantee";
mes "your safety, adventurer";
next;
mes "["+strcharinfo(0)+"]";
mes "Huh? What...?";
mes "What does that mean?";
mes "Are you threatening me?";
next;
switch(select("Just do what she says.")) {
case 1:
goto L_Help;
break;
}
}
}
}
else if (KielHyreQuest == 52) {
mes "[Mitchell]";
mes "I've got some new";
mes "information for you.";
mes "There's an old lady in";
mes "Juno that knew a woman";
mes "named Allysia 30 years ago.";
next;
mes "[Mitchell]";
mes "The clincher is that this";
mes "Allysia from 30 years ago";
mes "commited suicide, and is";
mes "identical to Kiel Hyre's";
mes "secretary, who is also";
mes "named Allysia.";
next;
mes "[Mitchell]";
mes "This is too much of a";
mes "coincidense. I want you to";
mes "go to Juno and investigate.";
mes "When you're done, talk to";
mes "Kiel Hyre's steward, and";
mes "he'll send you over to me.";
next;
mes "[Mitchell]";
mes "Yeah, I know.";
mes "That guy actually";
mes "works for me. Anyway,";
mes "when you're ready to go";
mes "to Juno, let me know, and you";
mes "can board the federal airship.";
set KielHyreQuest,54;
close;
}
else if (KielHyreQuest == 54) {
mes "[Mitchell]";
mes "Are you ready?";
mes "I'll let you board";
mes "the federal Airship so";
mes "you can get to Juno, and";
mes "finish your mission quickly.";
next;
switch(select("Yes","No")) {
case 1:
mes "[Mitchell]";
mes "Good luck. Once you";
mes "complete your mission,";
mes "make sure that you report";
mes "to Kiel Hyre's steward so";
mes "that he can send you to me.";
close2;
warp "yuno",54,209;
end;
case 2:
mes "[Mitchell]";
mes "Take your time...";
mes "But keep in mind that";
mes "I'm not a patient woman!";
close;
}
}
else if (KielHyreQuest == 64) {
mes "[Mitchell]";
mes "Ah, you're back.";
mes "What do you have";
mes "to report from your";
mes "investigation?";
next;
mes "[Mitchell]";
mes ".....................";
mes "Ah, I see. Good work.";
mes "Why don't you go speak to Kiel";
mes "Hyle and confront him with";
mes "what you've learned about";
mes "his past? Yeah, grill him.";
next;
mes "[Mitchell]";
mes "Wear this hidden mic,";
mes "so we can send help if";
mes "you're endangered. I want";
mes "you to find out who Kiel";
mes "really is, and what's his";
mes "relationship to Rekenber.";
set KielHyreQuest,68;
next;
warp "kh_mansion",83,50;
end;
}
else if (KielHyreQuest >= 68) {
mes "[Mitchell]";
mes "Shouldn't you be";
mes "leaving about now?";
next;
warp "kh_mansion",83,50;
end;
}
OnTouch:
if (KielHyreQuest <= 50) {
goto L_StartDialog;
}
end;
}
//----------------------------------------------------------------------------
// Warp portal into Kiehl's 'Room'
// - Anyone can enter
// - After 30-40 seonds this NPC should be disabled.
//----------------------------------------------------------------------------
kh_mansion,29,27,0 script Kiehl_Room_Warp 45,2,2,{
OnTouch:
warp "kh_kiehl01",10,31;
end;
OnEnable:
//Start timer that will close this portal in 30 seconds.
//timer
initnpctimer;
misceffect 215;
end;
OnTimer30000:
stopnpctimer;
misceffect 215;
disablenpc "Kiehl_Room_Warp";
end;
OnInit:
disablenpc "Kiehl_Room_Warp";
end;
}
//============================================================================
//============================================================================
// Rosimier NPCs and other Related NPCs
//============================================================================
//----------------------------------------------------------------------------
// Odd Grandma
//----------------------------------------------------------------------------
yuno,256,141,4 script Odd Grandma 846,{
if (KielHyreQuest < 54) {
mes "[Grandma]";
mes "Where did you go,";
mes "my darling? Where";
mes "are you, my little dear?";
close;
}
else if (KielHyreQuest == 54) {
mes "[Grandma]";
mes "Lullabye...";
mes "Say goodnight...";
mes "Hush little baby...";
mes "Go to sleeeeep~";
next;
switch(select("What are you doing?","Um, I don't see a baby...")) {
case 1:
mes "[Grandma]";
mes "Oh? My baby won't stop";
mes "crying and can't seem";
mes "to sleep. She needs to";
mes "rest, so I can go to work.";
mes "The house is so messy,";
mes "and the boss is unhappy...";
set KielHyreQuest,56;
next;
switch(select("Um, I don't see a baby...")) {
case 1:
mes "[Grandma]";
//Missing text, needs another run through.
mes "Allysia...?!";
mes "Allysia, where did";
mes "you go? You were";
mes "supposed to come";
mes "home a while ago!";
close;
}
case 2:
//Missing text, needs another run through.
mes "[Grandma]";
mes "Allysia...?!";
mes "Allysia, where did";
mes "you go? You were";
mes "supposed to come";
mes "home a while ago!";
close;
}
}
else if ((KielHyreQuest >= 56) && (KielHyreQuest < 60)) {
mes "[Grandma]";
mes "Allysia...?!";
mes "Allysia, where did";
mes "you go? You were";
mes "supposed to come";
mes "home a while ago!";
if (countitem(7500) < 1) {
close;
}
else {
next;
switch(select("Allysia? Isn't she...")) {
case 1:
cutin "kh_ellisia_port",1;
mes "^3355FFYou show Allysia's";
mes "portrait to the old woman.^000000";
next;
cutin "",255;
mes "[Grandma]";
mes "Oh, do you know";
mes "Allysia? She's been";
mes "missing! She left home";
mes "yesterday and hasn't";
mes "come back! C-can you";
mes "tell me where she is?!";
close;
}
}
}
else if (KielHyreQuest >= 60) {
mes "[Grandma]";
mes "Don't worry, Allysia...";
mes "Mommy will always be";
mes "here for you. There's no";
mes "need to be sad...";
close;
}
}
//----------------------------------------------------------------------------
// Old Lady; gives you the key to the Rosimier Mansion
//----------------------------------------------------------------------------
yuno,250,132,2 script Old Lady 711,{
if (KielHyreQuest < 56) {
mes "[Old Lady]";
mes "Oooh, my legs and back";
mes "are so sore. These old";
mes "bones ache all over...";
close;
}
else if (KielHyreQuest == 56) {
mes "[Old Lady]";
mes "Goodness, I hate this";
mes "weather! Reminds me";
mes "of how old I've gotten!";
mes "It chills my bones, it does!";
next;
switch(select("......","Do you know that grandma?")) {
case 1:
mes "[Old Lady]";
mes "Damn it! If only I didn't";
mes "have all those adventures";
mes "in my youth! Then maybe";
mes "I wouldn't suffer so in";
mes "my advanced age!";
close;
case 2:
mes "[Old Lady]";
mes "Oh... Yes. She was";
mes "the mother of my best";
mes "friend, ^3355FFAllysia^000000. Ever since";
mes "she commited suicide, things";
mes "haven't been the same. Her";
mes "mother lost her sanity...";
next;
switch(select("Was ^3355FFAllysia^000000...?")) {
case 1:
mes "[Old Lady]";
mes "Oh, Allysia was such";
mes "a beautiful girl. So many";
mes "men wanted her, especially";
mes "that dashing Games Rosimier.";
mes "I remember hearing that they";
mes "were going to get married...";
next;
mes "[Old Lady]";
mes "I was so happy for her!";
mes "But then, all of a sudden,";
mes "she killed herself. Well,";
mes "that's what they all say.";
mes "Even today, I'm still not";
mes "sure what happened.";
next;
switch(select("Wait, who's James Rosimier?")) {
case 1:
mes "[Old Lady]";
mes "Oh, James belonged to";
mes "one of the oldest and richest";
mes "families in Juno. Everything";
mes "was going great for them, but";
mes "some time after Allysia died,";
mes "the family went bankrupt.";
next;
mes "[Old Lady]";
mes "The city manages their";
mes "old residence now. For";
mes "some reason, they decided";
mes "to entrust me with the master";
mes "key to the Rosimier Mansion.";
next;
switch(select("may I borrow the Master Key?")) {
case 1:
mes "[Old Lady]";
mes "Well, I'm really not";
mes "supposed to give it to just";
mes "anyone, but I can tell that";
mes "you're working with Allysia's";
mes "best interests at heart.";
next;
mes "[Old Lady]";
mes "However, you've got to";
mes "make sure that you return";
mes "it to me before the people";
mes "from City Hall ask me for it.";
mes "Alright then, I hope you find";
mes "what you're looking for.";
set KielHyreQuest,58;
getitem 7498,1; //Losimier's_House_Key
close;
}
}
}
}
}
else if ((KielHyreQuest == 58) &&
(countitem(7499) < 1) ||
(countitem(7500) < 1) ||
(countitem(7501) < 1) ||
(countitem(7502) < 1)) {
mes "[Old Lady]";
mes "Please hurry and find";
mes "whatever you're searching";
mes "for in the Rosimier Mansion.";
mes "I might get in trouble if";
mes "the people from City Hall";
mes "come and ask me for the key...";
close;
}
else if ((KielHyreQuest == 58) &&
(countitem(7499) == 1) &&
(countitem(7500) == 1) &&
(countitem(7501) == 1) &&
(countitem(7502) == 1)) {
mes "[Old Lady]";
mes "Oh, you're finished";
mes "searching the mansion?";
mes "Depressing, isn't it?";
mes "The creditors basically";
mes "ransacked everything";
mes "a very long time ago.";
next;
switch(select("Why did ^3355FFAllysia^000000...?")) {
case 1:
mes "[Old Lady]";
mes "Well, I know that James";
mes "and Allysia were in love,";
mes "and he promised to marry";
mes "her. Now, supposedly his";
mes "family already betrothed";
mes "him to another woman.";
next;
mes "[Old Lady]";
mes "Time went by, and he";
mes "was forced to marry his";
mes "fiancee. Allysia was pretty";
mes "devistated. I htink maybe";
mes "that's wht she... you know...";
next;
mes "[Old Lady]";
mes "Listen, if you want to learn";
mes "more about what happened,";
mes "then I think you should talk";
mes "to the ^3355FFfisherman that lives^000000";
mes "^3355FFsouth of the Kiel Hyre Academy.^000000";
next;
mes "[Old Lady]";
mes "He's the one that found";
mes "Allysia's body in the river,";
mes "so he might have a better";
mes "idea of what had happened.";
set KielHyreQuest,60;
delitem 7498,1; //Losimier's_House_Key
close;
}
}
else if (KielHyreQuest >= 60) {
mes "[Old Lady]";
mes "Yep, Rain's coming.";
mes "Can feel it in my bones.";
close;
}
}
//----------------------------------------------------------------------------
// Warp portal into Rosimier Mansion
//----------------------------------------------------------------------------
yuno,273,141,0 script Rosimmir_Entrance 45,2,2,{
OnTouch:
if (countitem(7498) < 1) {
warp "yuno",270,141;
end;
}
else {
warp "kh_rossi",20,92;
}
}
//----------------------------------------------------------------------------
// Rosimier Mansion, first floor; Table
//----------------------------------------------------------------------------
kh_rossi,23,23,0 script Table 111,{
if (countitem(7499) < 1) {
cutin "kh_family_port",1;
mes "^3355FFYou examine the table,^000000";
mes "^3355FFand find a frames portait^000000";
mes "^3355FFinside the open drawer.^000000";
getitem 7499,1; //Portrait_of_a_Family
}
else {
mes "^3355FFThe open drawer of,^000000";
mes "^3355FFthis desk is empty now.^000000";
}
close2;
cutin "",255;
end;
}
//----------------------------------------------------------------------------
// Rosimier Mansion, first floor; Shelf
//----------------------------------------------------------------------------
kh_rossi,92,40,0 script Shelf::ShelfKHQ1 111,{
if (countitem(7500) < 1) {
mes "^3355FFThere are locked^000000";
mes "^3355FFboxes on these bookshelves.^000000";
mes "^3355FFPerhaps if you used this^000000";
mes "^3355FFmansions's Master Key, you^000000";
mes "^3355FFmight be able to open them.^000000";
next;
switch(select("Use Key","Pass")) {
case 1:
mes "^3355FFWhich box do you^000000";
mes "^3355FFwant to try to open?^000000";
next;
switch(select("First Box","Second Box")) {
case 1:
mes "^3355FFYou use the Master Key to^000000";
mes "^3355FFunlock the box, and obtain^000000";
mes "^3355FFa portait of a woman that^000000";
mes "^3355FFlooks just like Kiel Hyre's^000000";
mes "^3355FFassistant, Allysia.^000000";
next;
cutin "kh_ellisia_port",2;
mes "^3355FFThe message, ''To my love,^000000";
mes "^3355FFAllysia. From James.'' is^000000";
mes "^3355FFwritten on the back.^000000";
getitem 7500,1; //Portrait_of_a_Lady
close2;
cutin "",255;
end;
case 2:
mes "^3355FFThis box is empty.^000000";
close;
}
case 2:
mes "^3355FFThis box is empty.^000000";
close;
}
}
else {
mes "^3355FFYou've found a woman's^000000";
mes "^3355FFportrait in one of the^000000";
mes "^3355FFboxes on this shelf.^000000";
close;
}
}
//----------------------------------------------------------------------------
// Rosimier Mansion, top floor; Desk
//----------------------------------------------------------------------------
kh_rossi,144,287,0 script Desk::DeskKHQ2 111,{
mes "^3355FFThe desk has^000000";
mes "^3355FFthree drawers^000000";
next;
switch(select("First Drawer","Second Drawer","Third Drawer","Cance;")) {
case 1:
mes "^3355FFThe first drawer is locked.^000000";
close;
case 2:
if (countitem(7501) < 1) {
mes "^3355FFThere is a letter inside^000000";
mes "^3355FFthis second drawer. it^000000";
mes "^3355FFwas sent by a person^000000";
mes "^3355FFwith the initials, K.H.,^000000";
mes "^3355FFand addressed to Allysia.^000000";
getitem 7501,1; //K.H's_Letter
close;
}
else {
mes "^3355FFThis drawer is now empty.^000000";
close;
}
case 3:
mes "^3355FFThere is a small note^000000";
mes "^3355FFinside this third drawer.^000000";
mes "^3355FFIt's written by James, and^000000";
mes "^3355FFmentions that he wants to^000000";
mes "^3355FFmarry Allysia, and that she^000000";
mes "^3355FFrecieved an engagement ring.^000000";
close;
case 4:
mes "......";
mes ".........";
mes "............";
close;
}
}
//----------------------------------------------------------------------------
// Rosimier Mansion, top floor; Bookshelf
//----------------------------------------------------------------------------
kh_rossi,149,288,0 script Bookshelf::BookshelfKHQ2 111,{
if (countitem(7502) < 1) {
mes "^3355FFYou encounter a dusty ^000000";
mes "^3355FFbookshelf filled with^000000";
mes "^3355FFnumerous books. You^000000";
mes "^3355FFfind a folded note between^000000";
mes "^3355FFthe books as you examine them.^000000";
getitem 7502,1; //James's_Memo
close;
}
else {
mes "^3355FFYou encounter a dusty ^000000";
mes "^3355FFbookshelf filled with^000000";
mes "^3355FFnumerous books. You^000000";
close;
}
}
//----------------------------------------------------------------------------
// Fisherman
//----------------------------------------------------------------------------
yuno_fild12,232,222,0 script Old Fisherman 709,{
if (KielHyreQuest < 60) {
mes "[Fisherman]";
mes "These days, it's much";
mes "harder to catch and fish.";
mes "Ever since they built";
mes "this factory, the fish";
mes "have started to change,";
mes "and they look different too...";
close;
}
else if (KielHyreQuest == 60) {
mes "[Fisherman]";
mes "Eh? You want something?";
mes "Heh, youngsters! I know";
mes "how much you love handouts,";
mes "but you're not getting any.";
mes "Now, if you bring me some";
mes "Raw Fish, I'd be more friendly~";
if (countitem(544) == 10) {
next;
mes "[Fisherman]";
mes "Oh, is all this fish";
mes "for me? Heh, how very";
mes "generous of you. If you're";
mes "going to be so kind, then";
mes "i suppose I have to repay";
mes "the favor. Ask me anything~";
next;
switch(select("30 years ago, a woman killed herself...")) {
case 1:
mes "[Fisherman]";
mes "Oh? Ohh. Oh yeah.";
mes "I remember that. Yeah.";
mes "it was August 20th, my";
mes "wife's birthday. That day,";
mes "instead of catching fish,";
mes "I caught a dead woman.";
next;
mes "[Fisherman]";
mes "Of course, I reported it";
mes "to the Juno Police! They told";
mes "me she killed herself since";
mes "she was betrayed by her lover,";
mes "who also happened to be her";
mes "employer. Really tragic stuff.";
next;
mes "[Fisherman]";
mes "Anyway, when they were";
mes "moving her body out of the";
mes "river, her hand dropped";
mes "some ring. I picked it up,";
mes "hoping to sell it later for";
mes "some zeny. I know, I know...";
next;
mes "[Fisherman]";
mes "I was pretty lucky the";
mes "police didn't see me take";
mes "it. Later that day, some guy";
mes "came up to me and offered";
mes "me a lot of money for it.";
mes "I guess it was my lucky day!";
next;
mes "[Fisherman]";
mes "I found out later that he was";
mes "some mechanical repairman--";
mes "something. He sold everything";
mes "to buy that ring, so I guess";
mes "he wanted it desperately.";
mes "Then he just dissapeared.";
next;
mes "[Fisherman]";
mes "His name...?";
mes "It was something like...";
mes "Heil? Hyre? Anyway, it";
mes "was a long time ago. Oh,";
mes "his old house is still around.";
next;
mes "[Fisherman]";
mes "If you're going to be";
mes "that curious, you might";
mes "as well check it out.";
mes "Let's see, he lived in";
mes "a hut near the northeast";
mes "forest guard camp.";
delitem 544,10; //Fish_Slice
set KielHyreQuest,62;
close;
}
}
else {
close;
}
}
else if (KielHyreQuest >= 62) {
mes "[Fisherman]";
mes "Don't you remember";
mes "what I told you? That";
mes "guy lived in a hut near";
mes "the northeast forest";
mes "guard camp! Why don't";
mes "you check that place out?";
close;
}
}
//----------------------------------------------------------------------------
// Kiel Hyre's hut; Wooden Board
//----------------------------------------------------------------------------
yuno_fild09,158,217,0 script Wooden Board 111,{
if ((KielHyreQuest < 62) || (KielHyreQuest >= 64)) {
mes "^3355FFIt's a useless^000000";
mes "^3355FFwooden board^000000";
mes "^3355FFin the bushes.^000000";
close;
}
else if (KielHyreQuest == 62) {
mes "^000oFFYou found a long^000000";
mes "^3355FFwooden board carved^000000";
mes "^3355FFwith the initials, 'K.H.'^000000";
next;
cutin "kh_kyel_port",2;
mes "^3355FFYou find a portrait of^000000";
mes "^3355FFa young man, that looks^000000";
mes "^3355FFlike a younger version^000000";
mes "^3355FFof Kiel Hyre, in a broken^000000";
mes "^3355FFpicture frame underneath^000000";
mes "^3355FFthe old wooden board.^000000";
set KielHyreQuest,64;
getitem 7503,1; //Portrait_of_a_Guy
next;
cutin "",255;
mes "^3355FFYou have enough^000000";
mes "^3355FFinformation by now,^000000";
mes "^3355FFso you should report^000000";
mes "^3355FFback to Mitchell.^000000";
close;
}
}
//============================================================================
// Kiehl Hyre's Room and Boss NPCs
//============================================================================
// Beyond here the NPC for the final areas.
// Now, this area is not someplace you wanna slow down so
// you can pick up dialog. I used packet logging to pull
// what I could and for the sake of the two people with me,
// did not bother doing all the proper proper NPC positioning
// or some of the 'error/wrong option' dialogs.
// All the doors are kind of weird.
//============================================================================
//----------------------------------------------------------------------------
// Kiehl's Room; Receiver (Gives black keycards upon killing mobs)
//----------------------------------------------------------------------------
kh_kiehl01,17,39,0 script Receiver 111,{
if (.KHKilled < 1) {
set .KHKilled,.KHKilled+1;
mes "^333333*BBBZZZ*^000000";
if (KielHyreQuest == 74) {
next;
mes "[????]";
mes "^333333*Bzzzz...*";
mes "I've never seen you";
mes "before. Did Father send";
mes "you to kill me? We'll just";
mes "see about that! Go ahead,";
mes "try to find me, adventurer.^000000.";
set KielHyreQuest,76;
}
close2;
monster "kh_kiehl01",16,32,"Alicel",1739,1,"Receiver::OnMyMobDead";
monster "kh_kiehl01",18,29,"Aliot",1740,1,"Receiver::OnMyMobDead";
end;
}
else {
end;
}
OnMyMobDead:
set .KHKilled,.KHKilled+1;
if (.KHKilled == 3) {
makeitem 7506,1,"this",18,37;
set .KHKilled,0;
}
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Flower Vase (Gives...password...for Box)
//----------------------------------------------------------------------------
kh_kiehl01,13,40,0 script Flower Vase 111,{
mes "^3355FFYou found";
mes "a flower vase.^000000";
next;
switch(select("Pick Up Vase","Break Vase","Turn Vase Upside-down")) {
case 1:
mes "^3355FFThe vase is empty.^000000";
close;
case 2:
mes "^3355FFYou can't destroy";
mes "this vase, even by";
mes "striking it with all your";
mes "might. It must have been";
mes "specially manufactured by";
mes "the Rekenber Corporation.^000000";
close;
case 3:
mes "^3355FFThe following words";
mes "are written at the";
mes "bottom of the vase.^000000";
next;
mes "[Vase Message]";
mes "''The rabbit often";
mes "observes the door";
mes "The night eats the";
mes "pickled orange.''";
close;
}
}
//----------------------------------------------------------------------------
// Kiehl's Room; Box
//----------------------------------------------------------------------------
kh_kiehl01,19,25,0 script Box::BoxKHQ3 111,{
if (countitem(7505) < 1) {
mes "^3355FFYou found a box with";
mes "a button for each letter";
mes "of the alphabet on top of it.^000000";
next;
input @KHInput$;
if (@KHInput$ == "open the door") {
mes "^3355FFAs soon as you enter the";
mes "password, the nearby door";
mes "emits a pleasant chiming";
mes "sound, and the box pops";
mes "open to reveal a small key.^000000";
getitem 7505,1; //Toy_Key
close;
}
else {
mes "^3355FFNothing happened.^000000";
close;
}
}
else {
mes "^3355FFThis is where you";
mes "found the Toy key^000000";
close;
}
}
//----------------------------------------------------------------------------
// Kiehl's Room; Big Door, (First)
// - Anyone can pass through this door
// - Consume one Black KeyCard when opened.
// - Only one person actually needs to open it.
//----------------------------------------------------------------------------
kh_kiehl01,44,33,0 script Big Door::BigDoorKHQ1 111,{
if (.KHDoor1Opened == 0) {
mes "^3355FFThe door is locked,";
mes "but there is a narrow";
mes "slot next to the doorknob.^000000";
next;
input @KHInput$;
if (@KHInput$ == "Black Keycard") {
if (countitem(7506) >= 1) {
mes "^3355FFYou insert the";
mes "Black Keycard into the";
mes "slot, and successfully";
mes "unlock and open the door.^000000";
delitem 7506,1; //Black_Keycard
donpcevent "Big_Door_1_Warp::OnEnable";
enablenpc"Big_Door_1_Warp";
set .KHDoor1Opened,1;
close;
}
}
mes "^3355FFYou try to push the";
mes "door open with all";
mes "your might, but fail";
mes "to make it budge.^000000";
close;
}
else {
mes "^3355FFThe door is open.^000000";
close;
}
}
kh_kiehl01,43,33,0 script Big_Door_1_Warp 45,1,1,{
OnEnable:
initnpctimer;
misceffect 215;
end;
OnInit:
disablenpc "Big_Door_1_Warp";
end;
OnTimer30000:
stopnpctimer;
misceffect 215;
disablenpc "Big_Door_1_Warp";
end;
OnTouch:
warp "kh_kiehl01",55,33;
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Big Door, (second)
// - Consume Toy Key when opened.
// - Only one person actually needs to open it.
//----------------------------------------------------------------------------
kh_kiehl01,174,40,0 script Big Door::BigDoorKHQ2 111,{
if (.KHDoor2Opened == 0) {
mes "^3355FFThe door is locked,";
mes "but there is a small";
mes "keyhole next to the knob.^000000";
next;
input @KHInput$;
if (@KHInput$ == "Toy Key") {
if (countitem(7505) >= 1) {
mes "^3355FFYou insert the key into";
mes "the keyhole, and the door";
mes "unlocks with a click as";
mes "you turn the key.^000000";
delitem 7505,1; //Toy_Key
donpcevent "Big_Door_2_Warp::OnEnable";
enablenpc"Big_Door_2_Warp";
set .KHDoor2Opened,1;
close;
}
}
mes "^3355FFYou try to push the";
mes "door open with all";
mes "your might, but fail";
mes "to make it budge.^000000";
close;
}
else {
mes "^3355FFThe door is open.^000000";
close;
}
}
kh_kiehl01,174,39,0 script Big_Door_2_Warp 45,1,1,{
OnEnable:
initnpctimer;
misceffect 215;
end;
OnInit:
disablenpc "Big_Door_2_Warp";
end;
OnTimer30000:
stopnpctimer;
misceffect 215;
disablenpc "Big_Door_2_Warp";
end;
OnTouch:
warp "kh_kiehl01",173,52;
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Big Door, (Third)
// - Consume one Black KeyCard when opened.
// - Only one person actually needs to open it.
//----------------------------------------------------------------------------
kh_kiehl01,77,108,0 script Big Door::BigDoorKHQ3 111,{
if (.KHDoor3Opened == 0) {
mes "^3355FFThe door is locked,";
mes "but there is a narrow";
mes "slot next to the doorknob.^000000";
next;
input @KHInput$;
if (@KHInput$ == "Black Keycard") {
if (countitem(7506) >= 1) {
mes "^3355FFYou insert the";
mes "Black Keycard into the";
mes "slot, and successfully";
mes "unlock and open the door.^000000";
delitem 7506,1; //Black_Keycard
donpcevent "Big_Door_3_Warp::OnEnable";
enablenpc"Big_Door_3_Warp";
set .KHDoor3Opened,1;
close;
}
}
mes "^3355FFYou try to push the";
mes "door open with all";
mes "your might, but fail";
mes "to make it budge.^000000";
close;
}
else {
mes "^3355FFThe door is open.^000000";
close;
}
}
kh_kiehl01,78,108,0 script Big_Door_3_Warp 45,1,1,{
OnEnable:
initnpctimer;
misceffect 215;
end;
OnInit:
disablenpc "Big_Door_3_Warp";
end;
OnTimer30000:
stopnpctimer;
misceffect 215;
disablenpc "Big_Door_3_Warp";
end;
OnTouch:
warp "kh_kiehl01",68,108;
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Big Door, (Fourth)
// - Consume TWO Black KeyCard when opened.
// - Only one person actually needs to open it.
//----------------------------------------------------------------------------
kh_kiehl01,42,177,0 script Big Door::BigDoorKHQ4 111,{
if (.KHDoor4Opened == 0) {
mes "^3355FFThe door is locked,";
mes "but there is a narrow";
mes "slot next to the doorknob.^000000";
next;
input @KHInput$;
if (@KHInput$ == "Black Keycard") {
if (countitem(7506) >= 2) {
mes "^3355FFYou insert the";
mes "Black Keycard into the";
mes "slot, and successfully";
mes "unlock and open the door.^000000";
delitem 7506,2; //Black_Keycard
donpcevent "Big_Door_4_Warp::OnEnable";
enablenpc"Big_Door_4_Warp";
set .KHDoor4Opened,1;
close;
}
}
mes "^3355FFYou try to push the";
mes "door open with all";
mes "your might, but fail";
mes "to make it budge.^000000";
close;
}
else {
mes "^3355FFThe door is open.^000000";
close;
}
}
kh_kiehl01,41,177,0 script Big_Door_4_Warp 45,1,1,{
OnEnable:
initnpctimer;
misceffect 215;
end;
OnInit:
disablenpc "Big_Door_4_Warp";
end;
OnTimer30000:
stopnpctimer;
misceffect 215;
disablenpc "Big_Door_4_Warp";
end;
OnTouch:
warp "kh_kiehl01",49,177;
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Robots
//----------------------------------------------------------------------------
kh_kiehl01,15,181,0 script Robots 111,{
if (.KHKilled < 1) {
set .KHKilled,.KHKilled+1;
mes "^3355FFAs soon as you";
mes "touch the test tube,";
mes "a bunch of robots";
mes "suddenly appeared.^000000.";
close2;
monster "kh_kiehl01",17,183,"Alicel",1739,1,"Robots::OnMyMobDead";
monster "kh_kiehl01",18,180,"Aliot",1740,1,"Robots::OnMyMobDead";
monster "kh_kiehl01",21,182,"Alicel",1739,1,"Robots::OnMyMobDead";
monster "kh_kiehl01",19,184,"Aliot",1740,1,"Robots::OnMyMobDead";
end;
}
else {
end;
}
OnMyMobDead:
set .HKilled,.KHKilled+1;
if (.KHKilled == 4) {
makeitem 7506,1,"this",17,182;
set .KHKilled,0;
}
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Big Door, (Fifth, and final)
// - Anyone can pass through this door
// - Consumes 4 Solid Iron Pieces
// - 10 minute timer is QEUSTIONABLE, may not even be a 10 minute limit.
// Put it in anyway, used to make sure people don't abuse the room.
//----------------------------------------------------------------------------
kh_kiehl01,166,187,0 script Big Door::BigDoorKHQ5 111,{
if (($@KH_DoorInvoker$ == "") && (KielHyreQuest <= 106)) {
if (KielHyreQuest < 86) {
mes "^3355FFThis large door..";
mes "is closed shut.";
mes "If you listen carefully,";
mes "you can hear the door";
mes "hinges slightly squeak.^000000";
next;
switch(select("Push Door","Kick Door","Shake Door","Pull Door","Lift Door")) {
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
break;
case 5:
break;
}
mes "^3355FFA group of monsters";
mes "suddenly appeared as";
mes "soon as you applied";
mes "pressure to the door.";
mes "This must be some";
mes "kind of security device.^000000";
close2;
set KielHyreQuest,KielHyreQuest+2;
monster "kh_kiehl01",162,183,"Alicel",1739,1;
monster "kh_kiehl01",162,179,"Aliot",1740,1;
monster "kh_kiehl01",169,183,"Alicel",1739,1;
monster "kh_kiehl01",169,179,"Aliot",1740,1;
end;
}
else if ((KielHyreQuest > 84) && (KielHyreQuest < 94)) {
mes "^3355FFYou apply some";
mes "pressure to the door,";
mes "and find that you can";
mes "budge it slightly, but";
mes "you can't fully open it.^000000";
next;
mes "^3355FFIf you wedged something";
mes "into the gap between the";
mes "door and its frame, and";
mes "fully leveraged it, then you";
mes "should be able to open it.^000000";
next;
switch(select("Steel","Rusty Iron Piece","Solid Iron Piece","Iron Piece","Screw","Cancel")) {
case 1:
set @KHPryingItem$,"Steel";
break;
case 2:
set @KHPryingItem$,"Rusty Iron Piece";
break;
case 3:
if (countitem(7507) >= 1) {
if (KielHyreQuest < 94) {
mes "^3355FFYou insert one end of";
mes "a Solid Iron Piece into the";
mes "door's gap in a strenuous";
mes "effort to pry the door open";
mes "The gap widens a little bit,";
mes "but you break one of your";
mes "Solid Iron Pieces.^000000";
set KielHyreQuest,KielHyreQuest+2;
delitem 7507,1; //Hard_Piece_of_Steel
close;
}
else if (KielHyreQuest == 92) {
mes "^3355FFWith a mighty heave,";
mes "you pry a Solid Iron";
mes "Piece into the door jamb,";
mes "and fling the door wide open";
mes "Unable the withstand the";
mes "awesome force, this Solid";
mes "Iron Piece shatters into dust.^000000";
set KielHyreQuest,94;
delitem 7507,1; //Hard_Piece_of_Steel
close;
}
}
else {
mes "^3355FFIf only you had a Solid";
mes "Iron Piece you could use to";
mes "pry open this door.^000000";
close;
}
case 4:
set @KHPryingItem$,"Iron Piece";
break;
case 5:
set @KHPryingItem$,"Screw";
break;
case 6:
mes "^3355FFLet's look for something";
mes "heavy we can use to pry";
mes "open this door.^000000";
close;
}
mes "^3355FFThis "+@KHPryingItem$+" is far";
mes "to weak for what you're using it for";
mes "and breaks.^000000";
close;
}
else if ((KielHyreQuest >= 94) && (KielHyreQuest <= 104)) {
if (.KHDoor5Opened == 0) {
mes "^3355FFThe large door";
mes "is wide open, and.";
mes "you may now enter.^000000";
next;
switch(select("Yes","No")) {
case 1:
close2;
set $@KH_DoorInvoker$,strcharinfo(0);
donpcevent "Big_Door_5_Warp::OnEnable";
enablenpc"Big_Door_5_Warp";
set .KHDoor5Opened,1;
//set .KHQuestBusy,1;
end;
case 2:
mes "^3355FFWho knows what is on the";
mes "other side of this door. Let's";
mes "think about it before barging in..^000000";
close;
}
}
else {
mes "^3355FFThe door is open.^000000";
close;
}
}
}
else {
mes "^3355FFThis large door..";
mes "is closed shut.";
mes "If you listen carefully,";
mes "you can hear the door";
mes "hinges slightly squeak.^000000";
close;
}
}
kh_kiehl01,166,186,0 script Big_Door_5_Warp 45,1,1,{
OnEnable:
initnpctimer;
misceffect 215;
end;
OnTimer30000:
stopnpctimer;
misceffect 215;
disablenpc "Big_Door_5_Warp";
end;
OnInit:
disablenpc "Big_Door_5_Warp";
end;
OnTouch:
if ($@KH_DoorInvoker$ == strcharinfo(0)) {
addtimer 600000,"KiehlRoom::OnKHTimerEnd";
warp "kh_kiehl02",50,6;
disablenpc "Big_Door_5_Warp";
}
else {
warp "kh_kiehl02",50,6;
}
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Kiehl_Room_Trap (Entry way trap)
//----------------------------------------------------------------------------
kh_kiehl02,49,15,0 script Kiehl_Room_Trap -1,4,4,{
end;
OnTouch:
if (.KHTrapSprung < 1) {
set .KHTrapSprung,1;
monster "kh_kiehl02",46,13,"Alicel",1739,1;
monster "kh_kiehl02",47,13,"Aliot",1740,1;
monster "kh_kiehl02",48,13,"Alicel",1739,1;
monster "kh_kiehl02",49,13,"Aliot",1740,1;
monster "kh_kiehl02",50,13,"Alicel",1739,1;
monster "kh_kiehl02",51,13,"Aliot",1740,1;
monster "kh_kiehl02",52,13,"Alicel",1739,1;
monster "kh_kiehl02",53,13,"Aliot",1740,1;
end;
}
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Kiehl
// - Only the player who invoked the final door should progress this npc.
// - Only the player who invoked the final door should be able to get ring.
// - Timer will drop to 3 minutes once Kiehl is defeated.
// You probably "Die" once the 3 minutes are up, or are returned to
// lighthalzen, at 193,202, maybe add some flare too it and make them explode?
//----------------------------------------------------------------------------
kh_kiehl02,50,52,4 script Kiehl#Original 902,{
cutin "kh_kiel01",2;
if ($@KH_DoorInvoker$ == strcharinfo(0)) {
if (KielHyreQuest == 94) {
mes "[Kiehl]";
mes "I'm surprised you made";
mes "it this far, adventurer~";
mes "I bid you welcome to my";
mes "humble room. I assume that";
mes "you've come for the Condensed";
mes "Memory Scroll... my mind.";
set KielHyreQuest,96;
close2;
cutin "",255;
end;
}
else if ((KielHyreQuest == 96) && (getvariableofnpc(.KHKilled,"KiehlRoom") < 6)) {
set getvariableofnpc(.KHKilled,"KiehlRoom"),0;
mes "[Kiehl]";
mes "You can understand";
mes "why I can't let you have it,";
mes "so if you really want the";
mes "Condensed Memory Scroll,";
mes "then show me what you've got!";
close2;
cutin "",255;
monster "kh_kiehl02",46,50,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
monster "kh_kiehl02",49,48,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
monster "kh_kiehl02",53,50,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
monster "kh_kiehl02",53,53,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
monster "kh_kiehl02",49,55,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
monster "kh_kiehl02",46,53,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
donpcevent "Kiehl#Original::OnChangeState";
disablenpc "Kiehl#Original";
end;
}
else if ((KielHyreQuest == 96) && (getvariableofnpc(.KHKilled,"KiehlRoom") == 6)) {
cutin "kh_kiel03",2;
mes "[Kiehl]";
mes "Hmpf! You're pretty good.";
mes "Father must have spent";
mes "a lot of money to hire";
mes "you. So has he sent";
mes "you to kill me?";
next;
mes "["+strcharinfo(0)+"]";
mes "Kiel Hyre sent me to ask";
mes "you to stop turning all of";
mes "the Third Generation robots";
mes "into killing machines! How";
mes "can do something like that";
mes "to other robots like you?";
next;
cutin "kh_kiel01",2;
mes "[Kiehl]";
mes "Why not? It's said that man";
mes "was made in the image of God.";
mes "Well, robots were made in the";
mes "image of man. You humans kill";
mes "each other as much as you";
mes "like, as far as I can tell.";
next;
mes "[Kiehl]";
mes "It might not be ethical";
mes "for me to provide weapons";
mes "to humans that need them...";
mes "But that's what they are.";
mes "Weapons. It's more humane";
mes "for robots to fight than humans.";
next;
mes "[Kiehl]";
mes "Robots don't naturally";
mes "feel pain or emotions.";
mes "Not unless they're specially";
mes "programmed. Sorry, but I don't";
mes "plans to stop what I'm doing.";
next;
cutin "kh_kiel04",2;
mes "["+strcharinfo(0)+"]";
mes "Humankind may not be";
mes "perfect, but think about";
mes "who you're working with!";
mes "Rekenber is the epitome of";
mes "human evil! How can you";
mes "support them like this?";
next;
cutin "kh_kiel02",2;
mes "[Kiehl]";
mes "I've had a long relationship";
mes "with Rekenber. I'm fully aware";
mes "of their capabilities. Do you";
mes "remember the first room you";
mes "passed on your way here, the";
mes "one with all the toys?";
next;
mes "[Kiehl]";
mes "I bet you didn't know that there";
mes "were 5 Second Generation";
mes "robots. Me, and my four other";
mes "brothers and sisters. Father";
mes "built that room so that all";
mes "five of us could live together.";
next;
cutin "kh_kiel03",2;
mes "[Kiehl]";
mes "I was the only one to";
mes "survive. I returned to";
mes "Father and even got a";
mes "name. But yes, I know";
mes "how bad Rekenber really is.";
next;
mes "[Kiehl]";
mes "I don't... I don't want";
mes "to talk about this any more";
mes "You've made me... Just leave.";
mes "I think I will let you live.";
next;
cutin "",255;
mes "[Mitchell]";
mes "Freeze!";
mes "Kiehl Hyre, you're";
mes "under arrest for creating";
mes "and trading illegal weapons!";
set KielHyreQuest,100;
donpcevent "::OnKHAgent";
enablenpc "Mitchell#KiehlRoom";
enablenpc "Agent#KHAgent1";
enablenpc "Agent#KHAgent2";
enablenpc "Agent#KHAgent3";
enablenpc "Agent#KHAgent4";
close;
}
else if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") < 1)) {
set getvariableofnpc(.KHKilledBoss,"KiehlRoom"),0;
cutin "kh_keil01",2;
mes "[Kiehl]";
mes "Ah, Schwaltzvalt Republic";
mes "agents. Heh. I haven't had";
mes "this many guests before.";
mes "Well, I guess this means";
mes "we'll have to fight after";
mes "all, you and I. *Sigh* Pity...";
next;
mes "[Kiehl]";
mes "First, in all fairness,";
mes "let me take care of these";
mes "nuisances. They're just";
mes "mindlessly doing their";
mes "jobs--sort of like robots-- but";
mes "don't worry, they won't be hurt.";
next;
donpcevent "::OnKHSpiderWeb";
mes "[Mitchell]";
mes "Nooooo!";
next;
cutin "kh_kiel03",2;
mes "[Kiehl]";
mes "And now, you and I can";
mes "have a proper duel, human";
mes "I'm interested in seeing just";
mes "how strong you really are~";
close2;
cutin "",255;
monster "kh_kiehl02",50,52,"Kiehl",1733,1,"KiehlRoom::OnKiehlDead";
donpcevent "Kiehl#Original::OnChangeState";
disablenpc "Kiehl#Original";
end;
}
else if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") == 1)) {
cutin "kh_kiel02",2;
mes "[Kiehl]";
mes "D-damn...!";
mes "Well played, adventurer";
mes "Well played. I should have";
mes "known that Father would send";
mes "the very best after me. Still,";
mes "you've failed to truly defeat me.";
next;
mes "[Kiehl]";
mes "I still have a few";
mes "trump cards left";
mes "I think... I'll take you";
mes "to hell with me... Well";
mes "if robots can go there~";
announce "*Jeeeezzzgggg~ Geezzz~ Grrrr~ Clank~*",bc_map,0xFF0000;
next;
mes "[Mitchell]";
mes "No...! We're locked";
mes "in the room! We're";
mes "We're trapped in here!";
next;
mes "[Kiehl]";
mes "Yay~ Let's burn";
mes "everything down~";
next;
mes "[Mitchell]";
mes "Quick, "+strcharinfo(0)+",";
mes "use Kiel Hyre's power";
mes "device, the one that's";
mes "supposed to mess with";
mes "Kiehl's power supply!";
mes "Hurry, use it right now!";
next;
delitem 7504,1; //Power_Source
announce "*Gzzzz~ Gzzzz~*",bc_map,0xFF0000;
next;
mes "[Kiehl]";
mes "Wh-what? I c-can't";
mes "move! This day is just";
mes "full of surprises. Oh, well.";
mes "I guess it's time for me to";
mes "use my other trump card.";
next;
mes "[Mitchell]";
mes "What...?";
mes "How many trump";
mes "cards do you have?";
next;
mes "[????]";
mes "I'm so disappointed...";
mes "I can't believe none";
mes "of you thought of this...";
next;
mes "[Mitchell]";
mes "Who are you...?";
mes "Show yourself!";
next;
donpcevent "Kiehl#Copy::OnEnable";
enablenpc "Kiehl#Copy";
mes "[????]";
mes "Please.";
mes "Don't insult me.";
mes "You know this voice.";
mes "It's been talking to";
mes "you this entire time~";
next;
mes "[Mitchell]";
mes "Impossible!";
mes "How can there";
mes "be two of you...?!";
next;
cutin "kh_kiel01",0;
mes "[Kiehl]";
mes "Hahahahaha!";
mes "I'm a robot!";
mes "I can make extra";
mes "bodies, switch brains";
mes "with them. It's awfully";
mes "convenient, let me tell you.";
next;
cutin "kh_kiel03",2;
mes "[Kiehl]";
mes "Anyway, I don't mean to show";
mes "off, but I suppose I better";
mes "reveal to you my final trump";
mes "card. First of all, I know all";
mes "about you, Ms. Mitchell Layla~";
next;
mes "[Mitchell]";
mes "What? How do you";
mes "know my name?";
next;
mes "[Kiehl]";
mes "Well, I have a few";
mes "spies of my own...";
mes "I'll allow him to explain.";
next;
mes "[Masked Man]";
mes "Mitchell...";
mes "I'm sorry that";
mes "you had to get";
mes "involved in all this.";
next;
mes "[Mitchell]";
mes "Wolkeus? Wolkeus Kaiser?!";
mes "You're the spy?! But you risked";
mes "your life to save our president!";
mes "No! Oh, God! How can this be";
mes "happening?! Everything's just...";
mes "This is all crazy! All of it!";
next;
mes "[Wolkeus]";
mes "This is just the result";
mes "of elaborate plans that";
mes "were made years ago. I didn't";
mes "expect you to be this surprised,";
mes "Mitchell. It's the way the game";
mes "is played. You know that.";
next;
mes "[Mitchell]";
mes "Mister President...";
mes "I failed you... I'm sorry...";
next;
mes "[Kiehl]";
mes "Well, Kaiser, she took";
mes "it pretty badly, but at least";
mes "you're being gentlemanly";
mes "about it. Well, I'd like for";
mes "all of us to get better";
mes "acquainted, but...";
next;
cutin "kh_kiel01",2;
mes "[Kiehl]";
mes "We'd better say our";
mes "farewells here. This";
mes "place will be gone in";
mes "five minutes. Ah, and";
mes "Ms. Layla, you're coming";
mes "with us. We have questions~";
next;
mes "[Kiehl]";
mes "I'm curious as to what";
mes "the president's plans are";
mes "Mister Kaiser, if you'll";
mes "escort Ms. Layla, please.";
next;
mes "[Wolkeus Kaiser]";
mes "Sorry, Mitchell.";
mes "I gotta do it...";
next;
mes "[Mitchell]";
mes "No, get away! Let me go!";
mes "Let go of me, Wolkeus!";
donpcevent "::OnKHAgent";
disablenpc "Mitchell#KiehlRoom";
disablenpc "Agent#KHAgent1";
disablenpc "Agent#KHAgent2";
disablenpc "Agent#KHAgent3";
disablenpc "Agent#KHAgent4";
next;
cutin "kh_kiel02",2;
mes "[Kiehl]";
mes "Great, we're done with";
mes "that ugly business. Now,";
mes "where was I? Ah, right.";
mes "Yes. I'm sorry. We don't";
mes "have any more time to play.";
next;
mes "[Kiehl]";
mes "Here, adventurer.";
mes "I'm aware that my father";
mes "sent you here to get this.";
mes "Consider it my final gift";
mes "to him. I'm surprised he left";
mes "this ring inside me, though.";
next;
cutin "kh_kiel04",2;
mes "[Kiehl]";
mes "I imagine that it must";
mes "be precious to him. But";
mes "I wonder why he placed";
mes "it inside me? Well, anyway,";
mes "I have a message I'd like";
mes "for you to deliver to him.";
next;
cutin "kh_kiel01",2;
mes "[Kiehl]";
mes "First... I guess we";
mes "should get rid of this";
mes "old thing. It was a good";
mes "body, and it's served me";
mes "well for 23 years. I'll miss";
mes "it. Rest well, old Kiehl.";
next;
mes "[Kiehl]";
mes "Now, this was the body";
mes "that my father made.";
mes "Please tell him that";
mes "this means that we're";
mes "no longer related to";
mes "each other at all.";
next;
mes "[Kiehl]";
mes "The body I'm using right now?";
mes "I made it myself with the most";
mes "advanced technology. Consider";
mes "it... a Fourth Generation robot";
mes "body if you will. Father will";
mes "understand what I mean.";
next;
mes "[Kiehl]";
mes "Anyway, please tell him";
mes "that, and get his old ring";
mes "out of my old robot body,";
mes "and then give it to him. For";
mes "now, let's get out of here: we";
mes "just have 3 minutes to evacuate.";
next;
mes "[Kiehl]";
mes "You're a worthy opponent,";
mes "and a human I respect.";
mes "I don't know if we'll meet";
mes "again, but who knows?";
mes "Anyway, I'll open up the";
mes "exit for you. Farewell~";
set KielHyreQuest,104;
donpcevent "Kiehl_Room_Exit::OnEnable";
enablenpc "Kiehl_Room_Exit";
close2;
cutin "",255;
donpcevent "Kiehl#Copy::OnDisable";
disablenpc "Kiehl#Copy";
deltimer "KiehlRoom::OnKHTimerEnd";
initnpctimer;
announce "3 minutes remaining until detonation.",bc_map,0xFF0000;
end;
}
if (KielHyreQuest == 104) {
cutin "kh_kiel02",2;
mes "^3355FFYou retrieve the";
mes "ring from the heart of";
mes "Kiehl's old robotic body.^000000";
getitem 7508,1; //Elisia's_Ring
set KielHyreQuest,106;
close2;
cutin "",255;
end;
}
else {
mes "......";
close2;
cutin "",255;
end;
}
}
else {
mes "......";
close2;
cutin "",255;
end;
}
OnTimer18050:
stopnpctimer;
mapwarp "kh_kiehl02","lighthalzen",193,202;
donpcevent "KiehlRoom::OnReset";
end;
OnTimer180000:
//Originally this was going to kill all players in the map, but that seemed far too mean.
//So instead it just sends people to lighthalzen regardless, and plays the NPC_SELFDESTRUCTION
//animation.
misceffect 183;
misceffect 563;
end;
OnTimer90000:
mapannounce "kh_kiehl02","1 minutes remaining until detonation.",bc_npc,0xFF0000;
misceffect 563;
end;
OnTimer60000:
mapannounce "kh_kiehl02","2 minutes remaining until detonation.",bc_npc,0xFF0000;
end;
OnChangeState:
misceffect 215;
end;
OnInit:
disablenpc "Mitchell#KiehlRoom";
disablenpc "Agent#KHAgent1";
disablenpc "Agent#KHAgent2";
disablenpc "Agent#KHAgent3";
disablenpc "Agent#KHAgent4";
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; NPC for mob control, timers, and other junk.
//----------------------------------------------------------------------------
kh_kiehl02,1,1,0 script KiehlRoom -1,{
OnKiehlMobDead:
set .KHKilled,.KHKilled+1;
if (.KHKilled == 6) {
donpcevent "Kiehl#Original::OnChangeState";
enablenpc "Kiehl#Original";
}
end;
OnKiehlDead:
set .KHKilledBoss,1;
donpcevent "Kiehl#Original::OnChangeState";
enablenpc "Kiehl#Original";
end;
OnKHTimerEnd:
mapwarp "kh_kiehl02","lighthalzen",193,202;
donpcevent "KiehlRoom::OnReset";
end;
OnReset:
disablenpc "Kiehl_Room_Exit";
killmonsterall "kh_kiehl02";
set getvariableofnpc(.KHKilledBoss,"KiehlRoom"),0;
set getvariableofnpc(.KHKilled,"KiehlRoom"),0;
set getvariableofnpc(.KHTrapSprung,"Kiehl_Room_Trap"),0;
set $@KH_DoorInvoker$,"";
}
//----------------------------------------------------------------------------
// Kiehl's Room; Mitchell and Agents. (Floating NPC + Duplicates)
//----------------------------------------------------------------------------
- script Agent#KHAgent1::KHAgent -1,{
end;
OnKHAgent:
misceffect 215;
end;
OnKHSpiderWeb:
misceffect 404;
end;
}
kh_kiehl02,49,55,7 duplicate(KHAgent) Mitchell#KiehlRoom 727
kh_kiehl02,53,52,4 duplicate(KHAgent) Agent#KHAgent1 880
kh_kiehl02,51,49,0 duplicate(KHAgent) Agent#KHAgent2 880
kh_kiehl02,47,50,0 duplicate(KHAgent) Agent#KHAgent3 880
kh_kiehl02,46,53,6 duplicate(KHAgent) Agent#KHAgent4 880
//----------------------------------------------------------------------------
// Kiehl's Room; Copy of Kiehl.
//----------------------------------------------------------------------------
kh_kiehl02,48,53,7 script Kiehl#Copy 902,{
end;
OnEnable:
misceffect 215;
end;
OnDisable:
misceffect 215;
end;
OnInit:
disablenpc "Kiehl#Copy";
end;
}
//----------------------------------------------------------------------------
// Kiehl's Room; Kiehl_Room_Exit
//----------------------------------------------------------------------------
kh_kiehl02,50,59,0 script Kiehl_Room_Exit 45,1,1,{
OnTouch:
if (getmapusers("KH_Kiehl02") < 1) {
donpcevent "KiehlRoom::OnReset";
warp "lighthalzen",193,202;
}
else {
warp "lighthalzen",193,202;
}
end;
OnEnable:
misceffect 215;
end;
OnInit:
disablenpc "Kiehl_Room_Exit";
end;
}
//============================================================================