summaryrefslogblamecommitdiff
path: root/npc/quests/quests_moscovia.txt
blob: 8d3b739299713454d2c9d7f13d08e5853e399236 (plain) (tree)
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//===== eAthena Script ======================================= 
//= Moscovia Quests
//===== By: ================================================== 
//= Kisuka
//===== Current Version: ===================================== 
//= 1.1
//===== Compatible With: ===================================== 
//= eAthena SVN
//===== Description: ========================================= 
//= Quests for Moscovia.
//= The Moving Island, Help Mikhail, Acorn Exchange,
//= Banish Winter, Shafka Hat.
//===== Additional Comments: ================================= 
//= 1.0 First version. [Kisuka]
//= 1.1 Small fixes on The Moving Island. [Kisuka]
//============================================================ 

//============================================================================
// The Moving Island
//============================================================================

//----------------------------------------------------------------------------
// Berbayeff - Starting Point
//----------------------------------------------------------------------------
moscovia,171,71,3	script	Berbayeff#npc	968,{
	if (mos_whale_edq < 1) {
		emotion e_an;
		mes "[Berbayeff]";
		mes "This..and..that...";
		mes "All guys...are distrustful.";
		mes "Makes me a braggart.";
		next;
		select("Do you have a problem?");
			mes "[Berbayeff]";
			mes "I haven't seen you before.";
			mes "Are you a traveler?";
			mes "If so, then you may have";
			mes "seen many marvelous things";
			mes "from near and far.";
			next;
			mes "[Berbayeff]";
			mes "I'm sure you'll probably";
			mes "be interested in my story.";
			mes "All the villagers are blockheads,";
			mes "so they treat me like an idiot.";
			next;
			if(select("I'm not interested in any story.:Tell me.") == 1) {
				mes "[Berbayeff]";
				mes "Indeed... You are not interested...";
				mes "That's ok.";
				next;
				mes "[Berbayeff]";
				mes "If you change your mind,";
				mes "you can talk to me whenever.";
				close;
			}
			emotion e_no1;
			mes "[Berbayeff]";
			mes "Good, I have been thinking that";
			mes "I would tell you this story from the start.";
			next;
			mes "[Berbayeff]";
			mes "You seem to have spent";
			mes "only a few days here.";
			mes "Have you ever heard";
			mes "about The Moving Island?";
			next;
			mes "[Berbayeff]";
			mes "In Moscovia,";
			mes "a story is handed down";
			mes "from the ancients, like legends.";
			next;
			mes "[Berbayeff]";
			mes "It is said that";
			mes "there is an island";
			mes "which sometimes moves,";
			mes "not far out at sea.";
			next;
			mes "[Berbayeff]";
			mes "But, nobody has seen";
			mes "the island before.";
			mes "So, few people have";
			mes "believed the legend.";
			next;
			mes "[Berbayeff]";
			mes "Actually, I thought that";
			mes "it might be a kind of";
			mes "old story... nothing more.";
			mes "But then... I saw...";
			next;
			mes "[Berbayeff]";
			mes "Actually, I thought that";
			mes "it might be a kind of";
			mes "old story... nothing more.";
			mes "But then... I saw...";
			mes "The Moving Island!!!";
			next;
			mes "[Berbayeff]";
			mes "Surprised? Right...";
			mes "It is so surprising.";
			mes "Frankly, you don't believe";
			mes "any of this story either.";
			next;
			mes "[Berbayeff]";
			mes "I saw the island";
			mes "from the middle of";
			mes "the village's south shore.";
			next;
			mes "[Berbayeff]";
			mes "At first, I doubted my eyes.";
			mes "I have never heard that that island";
			mes "really existed here, even though I";
			mes "have lived here all my life!";
			next;
			mes "[Berbayeff]";
			mes "I tried to go up";
			mes "to look at it from";
			mes "higher ground, but";
			mes "the island receded";
			mes "and disappeared...";
			mes "back to the sea.";
			next;
			select("The island doesn't appear anymore?");
				mes "[Berbayeff]";
				mes "If it does,";
				mes "one might just think";
				mes "that they've looked";
				mes "at an apparition.";
				next;
				mes "[Berbayeff]";
				mes "But a few nights ago...";
				mes "Finally, the island appeared";
				mes "in front of me again,";
				mes "while I was driving my ship to go home.";
				next;
				mes "[Berbayeff]";
				mes "At that time, I tried to";
				mes "get near the island again,";
				mes "slowly, but it disappeared...";
				mes "beyond the sea once more.";
				next;
				mes "[Berbayeff]";
				mes "It was then, I couldn't help";
				mes "to finally believe";
				mes "in the existence of";
				mes "The Moving Island!";
				next;
				mes "[Berbayeff]";
				mes "Surely, this must be";
				mes "a great discovery!";
				mes "Don't you think??";
				mes "Doesn't your heart shout out in";
				mes "hopes of adventuring out to the island?";
				next;
				mes "[Berbayeff]";
				mes "I haven't given up yet!";
				mes "Certainly, it'll appear again";
				mes "right in front of us!";
				next;
				mes "[Berbayeff]";
				mes "And on that day,";
				mes "I'll definitely go up to that";
				mes "island... and verify it with my own eyes!";
				set mos_whale_edq,1;
				close;
	}
	else if (mos_whale_edq == 1) {
		set .@speak,rand(1,5);
		if (.@speak > 0 || .@speak < 3) {
			mes "[Berbayeff]";
			mes "Clearly, I want to prove";
			mes "the existence of that island to everyone...";
			next;
			mes "[Berbayeff]";
			mes "If the island appears again,";
			mes "I should certify its identity.";
			mes "Would you like to try it?";
			close;
		}
		else if (.@speak > 2 || .@speak < 6) {
			mes "[Berbayeff]";
			mes "The best way to find the";
			mes "island is by direct contact";
			mes "with a ship in the sea.";
			next;
			mes "[Berbayeff]";
			mes "Me?";
			mes "Of course I have a ship.";
			mes "I am a fisherman after all...";
			next;
			mes "[Berbayeff]";
			mes "Ah, you do? You need...";
			mes "a ship? Hm...too bad.";
			mes "I can't lend my ship to you...";
			next;
			mes "[Berbayeff]";
			mes "But maybe Mr. Ibanoff";
			mes "can lend his ship to you";
			mes "He likes going around";
			mes "adventuring like me.";
			mes "He seems to enjoy his youth...";
			next;
			mes "[Berbayeff]";
			mes "Mr. Ibanoff also traveled and";
			mes "adventured all over the world";
			mes "like you, so he might understand";
			mes "your sentiments well.";
			next;
			mes "[Berbayeff]";
			mes "If you want to find the island";
			mes "by ship, go to Mr. Ibanoff";
			mes "and ask for a favor.";
			close;
		}
		else {
			mes "um...What a beautiful day?";
			mes "Hahahahahaha...";
			close;
		}
	}
	else if (mos_whale_edq > 12 && mos_whale_edq < 42) {
		emotion e_omg;
		mes "[Berbayeff]";
		mes "Are you serious? Did you say";
		mes "you've found The Moving Island?";
		next;
		emotion e_no1;
		mes "[Berbayeff]";
		mes "The legend is true!!";
		mes "I was right, wasn't I?";
		mes "You must be a great adventurer.";
		close;
	}else{
		mes "[Berbayeff]";
		mes "Welcome to Moscovia.";
		mes "What's your impression thus far?";
		mes "Looks gorgeous, huh?";
		next;
		mes "[Berbayeff]";
		mes "Most travelers and strangers";
		mes "like our village.";
		mes "I want you to visit places here and";
		mes "there. You'll probably love this town.";
		close;
	}
}

//----------------------------------------------------------------------------
// Mr. Ibanoff - Docks
//----------------------------------------------------------------------------
moscovia,135,49,5	script	Mr. Ibanoff#npc	964,{
	if (mos_whale_edq == 1 || mos_whale_edq == 2) {
		mes "["+strcharinfo(0)+"]";
		mes "Hello. Are you Mr. Ibanoff?";
		next;
		mes "[Mr. Ibanoff]";
		mes "Yes. I am Mr. Ibanoff.";
		mes "What's up?";
		next;
		if(select("Tell me an adventure story.:Lend me your ship.") == 1) {
			mes "[Mr. Ibanoff]";
			mes "You are an adventurer, right?";
			mes "You come from a strange land?";
			mes "Well, well, well...";
			mes "You are welcome here.";
			next;
			mes "[Mr. Ibanoff]";
			mes "When I adventured around";
			mes "Rune Midgarts, maybe it was";
			mes "well before you were born.";
			mes "Ah... I miss those days...";
			next;
			mes "[Mr. Ibanoff]";
			mes "Now, I'm so tired;";
			mes "my body and my heart.";
			mes "I get reminded of fond";
			mes "memories just by looking at the sea...";
			next;
			mes "[Mr. Ibanoff]";
			mes "Um... Stories...";
			mes "What to talk about first?";
			mes "Right, I'll talk about that time I";
			mes "fought against a huge flock of Porings...";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Hahaha...";
			next;
			mes "[Mr. Ibanoff]";
			mes "You'll be happy that you";
			mes "listened to the adventure story.";
			mes "Well, well, well...";
			mes "When I was 24 years old...";
			mes "My colleagues and I were passing by";
			mes "a forest near Payon...";
			next;
			mes "when...";
			next;
			mes "and....";
			next;
			mes "then.....";
			next;
			mes "Finally......";
			next;
			mes "[Mr. Ibanoff]";
			mes "I did a very good";
			mes "job in the fight, so";
			mes "my colleagues and I were";
			mes "able to get back safely.";
			next;
			mes "[Mr. Ibanoff]";
			mes "What did you think?";
			mes "Next... Let's talk about";
			mes "the haunting of a Goblin mob...!";
			next;
			if(select("I'll listen next time...:Interesting. Keep talking.") == 1) {
				mes "[Mr. Ibanoff]";
				mes "If not...Ooo, I can just";
				mes "keep going and going...";
				mes "No? Too bad... Hehe...";
				mes "Let's talk next time.";
				close;
			}
			mes "[Mr. Ibanoff]";
			mes "Yeah? Ohohoh... my friend,";
			mes "we are in sync with each other...!";
			next;
			mes "[Mr. Ibanoff]";
			mes "Ok, this time I'll talk";
			mes "about the bloody fight at the";
			mes "haunting of a Goblin mob...";
			next;
			mes "You see...";
			next;
			mes "and....";
			next;
			mes "also.....";
			next;
			mes "Lastly......";
			next;
			mes "[Mr. Ibanoff]";
			mes "So, the day's great bloody";
			mes "fight was over like that...";
			mes "Ohwee...";
			next;
			mes "[Mr. Ibanoff]";
			mes "Hah! You are the first";
			mes "to listen carefully to";
			mes "my stories, for a long time.";
			mes "Feels so good...";
			next;
			mes "[Mr. Ibanoff]";
			mes "You absolutely have talent,";
			mes "as a great adventurer.";
			mes "You can become a good friend to me.";
			next;
			mes "[Mr. Ibanoff]";
			mes "Next time, we talk about your";
			mes "adventure story... eh? ~";
			mes "If you ever need anything,";
			mes "come talk to me whenever, hahaha!";
			set mos_whale_edq,2;
			close;
		}
		if (mos_whale_edq == 2) {
			mes "[Mr. Ibanoff]";
			mes "Ah! The good listener!";
			mes "What will you do if you";
			mes "borrow my ship? I wonder...";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "I'm going to adventure out";
			mes "to sea, to find a moving";
			mes "island which has brought";
			mes "many a legend to this neighboring village.";
			next;
			mes "[Mr. Ibanoff]";
			mes "The Moving Island?";
			mes "I have never seen that really...";
			mes "You are young! Hawhawhaw!";
			next;
			mes "[Mr. Ibanoff]";
			mes "I hope that you find";
			mes "the island without fail,";
			mes "and that you bring back";
			mes "surprising news to us!";
			next;
			mes "[Mr. Ibanoff]";
			mes "Let it be so!";
			mes "First, I should check";
			mes "the state of the ship...";
			mes "You have some work to do,";
			mes "if you want to help me.";
			next;
			mes "[Mr. Ibanoff]";
			mes "She has not floated";
			mes "for a long time,";
			mes "so we should check";
			mes "and repair the parts";
			mes "that power her up.";
			next;
			mes "[Mr. Ibanoff]";
			mes "Preparing the tools for repairs, in";
			mes "this place, takes several days...";
			mes "if you can possibly prepare them.";
			next;
			mes "[Mr. Ibanoff]";
			mes "The materials needed are:";
			mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
			next;
			mes "[Mr. Ibanoff]";
			mes "When you've prepared all the";
			mes "materials, bring them to me. I'll";
			mes "repair the ship.";
			set mos_whale_edq,3;
			close;
		}else{
			emotion e_ag;
			mes "[Mr. Ibanoff]";
			mes "You want to borrow";
			mes "my ship so spontaneously??";
			mes "I don't even know you!!";
			mes "You are more rude than you look.";
			next;
			mes "[Mr. Ibanoff]";
			mes "I don't know, how you know";
			mes "that I have a ship...";
			mes "Anyway, I can't lend my ship";
			mes "willingly to strangers.";
			close;
		}
	}
	else if (mos_whale_edq == 3) {
		mes "[Mr. Ibanoff]";
		mes "Did you bring all the materials?";
		mes "If we have all the materials,";
		mes "we can prepare for departure!";
		next;
		if (countitem(7167) > 9 && countitem(7317) > 9 && countitem(7325) > 4 && countitem(7312) > 9) {
			mes "[Mr. Ibanoff]";
			mes "Oh! You got the all materials.";
			mes "It's enough.";
			next;
			delitem 7167,10; //Mystery_Iron_Bit
			delitem 7317,10; //Screw
			delitem 7325,5; //Tube
			delitem 7312,10; //Jubilee
			set mos_whale_edq,4;
			mes "[Mr. Ibanoff]";
			mes "Okay, we are at the ready.";
			mes "When would you like to depart?";
			mes "I'll say one thing...";
			mes "It's difficult to keep this";
			mes "ship afloat after the sun has set.";
			next;
			mes "[Mr. Ibanoff]";
			mes "In these neighboring waters,";
			mes "there are many raging waves.";
			mes "After the sun sets, the tide does";
			mes "not get any easier... even for an";
			mes "expert seaman.";
			next;
			mes "[Mr. Ibanoff]";
			mes "Remember, the poor condition of";
			mes "this ship also factors when";
			mes "attempting to plow through the";
			mes "raging waves.";
			next;
			mes "[Mr. Ibanoff]";
			mes "If you are ready to depart, talk to";
			mes "me before the sun sets.";
			close;
		}else{
			mes "[Mr. Ibanoff]";
			mes "These materials are insufficient.";
			mes "Perhaps you forgot some of them?";
			next;
			mes "[Mr. Ibanoff]";
			mes "The materials needed are:";
			mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
			close;
		}
	}
	else if (mos_whale_edq == 4) {
		mes "[Mr. Ibanoff]";
		mes "Oh. Are you ready to depart?";
		mes "Good, let's see...";
		next;
		if (gettime(3)>=7 && gettime(3)<20) {
			mes "[Mr. Ibanoff]";
			mes "Hmm. It's not a bad time.";
			mes "We should hurry up";
			mes "before the sun sets.";
			mes "The ship is prepared already";
			mes "at a dock nearby, so we can depart";
			mes "right away.";
			close2;
			warp "mosk_ship",94,110;
			end;
		}else{
			mes "[Mr. Ibanoff]";
			mes "Gee. The sun has already set.";
			mes "It's too dangerous to depart";
			mes "at night because of the waves";
			mes "getting too rugged.";
			next;
			mes "[Mr. Ibanoff]";
			mes "When the sun rises again tomorrow,";
			mes "you can come back. We can't depart";
			mes "right now.";
			close;
		}
	}
	else if (mos_whale_edq > 4 && mos_whale_edq < 15) {
		mes "[Mr. Ibanoff]";
		mes "That last sailing was tough...";
		mes "But, all adventures";
		mes "are like that...";
		mes "Hahaha!";
		next;
		mes "[Mr. Ibanoff]";
		mes "If you keep a mind to";
		mes "depart again... tell me";
		mes "before the sun sets.";
		mes "while the sun rises.";
		next;
		mes "[Mr. Ibanoff]";
		mes "Will you depart?";
		next;
		if(select("I'm not ready.:Let's go.") == 1) {
			mes "[Mr. Ibanoff]";
			mes "When you are ready to depart, tell me.";
			close;
		}
		if (gettime(3)>=7 && gettime(3)<20) {
			set mos_whale_edq,4;
			mes "[Mr. Ibanoff]";
			mes "Hmm. It's not a bad time.";
			mes "We should hurry up";
			mes "before the sun sets.";
			mes "The ship is prepared already";
			mes "at a dock nearby, so we can depart";
			mes "right away.";
			close2;
			warp "mosk_ship",94,110;
			end;
		}else{
			mes "[Mr. Ibanoff]";
			mes "Gee. The sun has already set.";
			mes "It's too dangerous to depart";
			mes "at night because of the waves";
			mes "getting too rugged.";
			next;
			mes "[Mr. Ibanoff]";
			mes "When the sun rises again tomorrow,";
			mes "you can come back. We can't depart";
			mes "right now.";
			close;
		}
	}
	else if (mos_whale_edq == 15) {
		mes "[Mr. Ibanoff]";
		mes "Hey you... You are alive!";
		mes "When you were swept away by the";
		mes "waves, I thought that was the last";
		mes "I would ever see of you!";
		next;
		mes "[Mr. Ibanoff]";
		mes "Anyway, where were you all this time?";
		next;
		select("Explain the whole story.");
			mes "[Mr. Ibanoff]";
			mes "Oh... that's really marvelous.";
			mes "Well I never...";
			mes "The island truly exists...?";
			next;
			mes "[Mr. Ibanoff]";
			mes "What's more...";
			mes "The island is not an island?!?";
			mes "It's a gigantic whale???";
			next;
			mes "[Mr. Ibanoff]";
			mes "And trees grow... and water";
			mes "streams... along the whale's";
			mes "back!!?";
			next;
			mes "[Mr. Ibanoff]";
			mes "That's unbelievable!";
			mes "The most marvelous incident I have";
			mes "ever heard in my lifetime!";
			next;
			mes "[Mr. Ibanoff]";
			mes "Also, I am surprised at the";
			mes "presence of an aged person on Whale";
			mes "Island!";
			next;
			mes "[Mr. Ibanoff]";
			mes "He must be a man strong in";
			mes "spirit... with experience and high";
			mes "discipline.";
			next;
			mes "[Mr. Ibanoff]";
			mes "The story of the island has";
			mes "advanced enough until this part.";
			mes "Why don't you announce your";
			mes "findings to our dearest Csar";
			mes "and receive aid to find Whale";
			mes "Island?";
			next;
			mes "[Mr. Ibanoff]";
			mes "Our dear Csar likes it very";
			mes "much to hear stories about";
			mes "valuable things, so if he";
			mes "listens to your story, he may give";
			mes "you a prize...";
			next;
			mes "[Mr. Ibanoff]";
			mes "And if you have any plans to go";
			mes "back to the island, I want to go";
			mes "together with you! Eh? Hahaha!";
			set mos_whale_edq,16;
			close;
	}
	else if (mos_whale_edq > 15 && mos_whale_edq < 18) {
		mes "[Mr. Ibanoff]";
		mes "If our dear Csar listens to this";
		mes "kind of story, he would find it a";
		mes "pleasure.";
		next;
		mes "[Mr. Ibanoff]";
		mes "He might even give you a prize...";
		close;
	}
	else if (mos_whale_edq == 18) {
		mes "[Mr. Ibanoff]";
		mes "Hm. Our dear Csar requested";
		mes "evidence of the whale island?...";
		next;
		mes "[Mr. Ibanoff]";
		mes "That may prove a little";
		mes "difficult...";
		next;
		mes "[Mr. Ibanoff]";
		mes "Do you have a guarantee that you";
		mes "can find Whale Island again?";
		next;
		mes "[Mr. Ibanoff]";
		mes "I think you won't give up.";
		mes "How about if we depart";
		mes "once more, and I will gladly help";
		mes "you find Whale Island!";
		next;
		if(select("Try again to find Whale Island.:Give up.") == 1) {
			mes "[Mr. Ibanoff]";
			mes "That does it! I expected it.";
			mes "I knew you weren't the type to give up an adventure!";
			next;
			mes "[Mr. Ibanoff]";
			mes "Again, let's get the ship ready and sail before the sun sets!";
			set mos_whale_edq,19;
			close;
		}
		mes "[Mr. Ibanoff]";
		mes "I see...";
		mes "Even though you like adventure,";
		mes "it might be impossible to find";
		mes "Whale Island again...";
		next;
		mes "[Mr. Ibanoff]";
		mes "If you change your mind,";
		mes "anytime, come tell me.";
		mes "Frankly, I would love to see you";
		mes "prove the existence of Whale Island";
		mes "to our dear Csar.";
		close;
	}
	else if (mos_whale_edq == 19) {
		mes "[Mr. Ibanoff]";
		mes "Oh! Are you ready to depart?";
		next;
		if(select("I'm not ready.:Let's go.") == 1) {
			mes "[Mr. Ibanoff]";
			mes "When you are ready to depart, tell me.";
			close;
		}
		if (gettime(3)>=7 && gettime(3)<20) {
			mes "[Mr. Ibanoff]";
			mes "Hmm. It's not a bad time.";
			mes "We should hurry up";
			mes "before the sun sets.";
			mes "The ship is prepared already";
			mes "at a dock nearby, so we can depart";
			mes "right away.";
			close2;
			warp "mosk_ship",94,110;
			end;
		}else{
			mes "[Mr. Ibanoff]";
			mes "Gee. The sun has already set.";
			mes "It's too dangerous to depart";
			mes "at night because of the waves";
			mes "getting too rugged.";
			next;
			mes "[Mr. Ibanoff]";
			mes "When the sun rises again tomorrow,";
			mes "you can come back. We can't depart";
			mes "right now.";
			close;
		}
	}
	else if (mos_whale_edq > 19 && mos_whale_edq < 32) {
		mes "[Mr. Ibanoff]";
		mes "What a surprise!!";
		mes "Where have you been??";
		mes "I was worried that you had";
		mes "disappeared forever!";
		next;
		mes "[Mr. Ibanoff]";
		mes "I don't care... Wherever you have";
		mes "been, it's very good to see you";
		mes "again.";
		set mos_whale_edq,19;
		next;
		mes "[Mr. Ibanoff]";
		mes "I can guess you'd like to go to";
		mes "Whale Island once again...";
		next;
		if (gettime(3)>=7 && gettime(3)<20) {
			mes "[Mr. Ibanoff]";
			mes "Hmm. It's not a bad time.";
			mes "We should hurry up";
			mes "before the sun sets.";
			mes "The ship is prepared already";
			mes "at a dock nearby, so we can depart";
			mes "right away.";
			close2;
			warp "mosk_ship",94,110;
			end;
		}else{
			mes "[Mr. Ibanoff]";
			mes "Gee. The sun has already set.";
			mes "It's too dangerous to depart";
			mes "at night because of the waves";
			mes "getting too rugged.";
			next;
			mes "[Mr. Ibanoff]";
			mes "When the sun rises again tomorrow,";
			mes "you can come back. We can't depart";
			mes "right now.";
			close;
		}
	}
	else if (mos_whale_edq == 32) {
		mes "[Mr. Ibanoff]";
		mes "Oh. You came back!";
		mes "So, how did you do?";
		next;
		mes "[Mr. Ibanoff]";
		mes "You say...";
		mes "If you bring the materials, the old";
		mes "man makes the instrument...";
		next;
		mes "[Mr. Ibanoff]";
		mes "And he promised that he won't move";
		mes "the island until you go back";
		mes "again...";
		next;
		mes "[Mr. Ibanoff]";
		mes "I see. I remember the exact";
		mes "directions. Let's leave";
		mes "immediately, as soon as you are";
		mes "ready.";
		set mos_whale_edq,33;
		close;
	}
	else if (mos_whale_edq > 32 && mos_whale_edq < 39) {
		mes "[Mr. Ibanoff]";
		mes "Oh. Did you get all the";
		mes "materials you needed?";
		next;
		mes "[Mr. Ibanoff]";
		mes "If so, do you want to go now?";
		next;
		if(select("Not yet.:Let's go.") == 1) {
			mes "[Mr. Ibanoff]";
			mes "I see. I will wait.";
			close;
		}
		mes "[Mr. Ibanoff]";
		mes "Ok, let's go!";
		close2;
		warp "mosk_fild01",93,94;
		end;
	}
	else if (mos_whale_edq > 38 && mos_whale_edq < 41) {
		mes "[Mr. Ibanoff]";
		mes "Finally, everything has ended";
		mes "successfully. With this, I add 1";
		mes "more page to my... no, OUR adventure story!";
		next;
		mes "[Mr. Ibanoff]";
		mes "Someday, I want to have another";
		mes "chance to have another fantastic";
		mes "adventure with a person like you!";
		close;
	}
	else if (mos_whale_edq == 41) {
		mes "[Mr. Ibanoff]";
		mes "I heard that you played a great";
		mes "performance, with the instrument";
		mes "from Whale Island, at the Imperial";
		mes "Palace. Eh? You must have quite the talent!";
		next;
		mes "[Mr. Ibanoff]";
		mes "Finally, everything has ended";
		mes "successfully. With this, I add 1";
		mes "more page to my... no, OUR adventure story!";
		next;
		mes "[Mr. Ibanoff]";
		mes "Someday, I want to have another";
		mes "chance to have another fantastic";
		mes "adventure with a person like you!";
		close;
	}
	else if (mos_whale_edq > 90 && mos_whale_edq < 100) {
		mes "[Mr. Ibanoff]";
		mes "What's going on?";
		mes "You should ride a ship now? Let's ready to leave hurry up.";
		set mos_whale_edq,4;
		close;
	}
	else if (mos_whale_edq > 200 && mos_whale_edq < 300) {
		mes "[Mr. Ibanoff]";
		mes "What's going on?";
		mes "You should ride a ship now? Let's ready to leave hurry up.";
		set mos_whale_edq,19;
		close;
	}
	else{
		mes "[Mr. Ibanoff]";
		mes "You are also an adventurer from another province. I also was a great adventurer.";
		next;
		mes "[Mr. Ibanoff]";
		mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!";
		close;
	}
}

//----------------------------------------------------------------------------
// Mr. Ibanoff - Ship
//----------------------------------------------------------------------------
mosk_ship,98,110,3	script	Mr. Ibanoff#npc2	964,{
	if (mos_whale_edq == 4) {
		mes "[Mr. Ibanoff]";
		mes "What a time for sailing!";
		mes "The wind of the sea is so cool.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "You didn't have to accompany me";
		mes "through this dangerous sailing...";
		next;
		mes "[Mr. Ibanoff]";
		mes "Such as I am, I know the";
		mes "sea a lot better than you!";
		mes "And this ship has been my";
		mes "friend through all my life!";
		mes "I wouldn't abandon a friend.";
		mes "Would you? ~";
		next;
		mes "[Mr. Ibanoff]";
		mes "I will order you where to go, by";
		mes "watching the seas.";
		next;
		mes "[Mr. Ibanoff]";
		mes "You just adjust the direction of";
		mes "the rudder by following my orders.";
		next;
		mes "[Mr. Ibanoff]";
		mes "At first, hold the rudder to go";
		mes "forward, to the east.";
		set mos_whale_edq,5;
		close;
	}
	else if (mos_whale_edq == 5) {
		mes "[Mr. Ibanoff]";
		mes "Keep the direction by holding the";
		mes "rudder to move forward to the";
		mes "East.";
		close;
	}
	else if (mos_whale_edq == 6) {
		set .@ship1,rand(1,4);
		if (.@ship1 == 3) {
			mes "[Mr. Ibanoff]";
			mes "Hm. The sea currents have changed.";
			mes "Adjust the rudder forward to the";
			mes "North, to follow the currents.";
			set mos_whale_edq,7;
			close;
		}else{
			mes "[Mr. Ibanoff]";
			mes "Nothing yet... Nothing has changed";
			mes "in the flow of water. There is";
			mes "nothing to note...";
			next;
			mes "[Mr. Ibanoff]";
			mes "We had better keep sailing on this";
			mes "heading for now.";
			close;
		}
	}
	else if ($@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "North, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
		set .@ship1,rand(1,3);
		if (.@ship1 == 3) {
			set .@ship2,rand(1,4);
			if (.@ship2 == 1) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "East, to follow the currents.";
				set mos_whale_edq,91;
				close;
			}
			else if (.@ship2 == 2) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "West, to follow the currents.";
				set mos_whale_edq,92;
				close;
			}
			else if (.@ship2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "South, to follow the currents.";
				set mos_whale_edq,93;
				close;
			}
			else if (.@ship2 == 4) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "North, to follow the currents.";
				set mos_whale_edq,94;
				close;
			}
		}else{
			mes "[Mr. Ibanoff]";
			mes "Nothing yet... Nothing has changed";
			mes "in the flow of water. There is";
			mes "nothing to note...";
			next;
			mes "[Mr. Ibanoff]";
			mes "We had better keep sailing on this heading for now.";
			close;
		}
	}
	else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "East, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "West, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "South, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "North, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 10 && $@mos1_edq == 0) {
		set .@ship1,rand(1,3);
		if (.@ship1 == 2) {
			set .@ship2,rand(1,4);
			if (.@ship2 == 1) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "East, to follow the currents.";
				set mos_whale_edq,91;
				close;
			}
			else if (.@ship2 == 2) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "West, to follow the currents.";
				set mos_whale_edq,92;
				close;
			}
			else if (.@ship2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "South, to follow the currents.";
				set mos_whale_edq,93;
				close;
			}
			else if (.@ship2 == 4) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "North, to follow the currents.";
				set mos_whale_edq,94;
				close;
			}
		}else{
			mes "[Mr. Ibanoff]";
			mes "Nothing yet... Nothing has changed";
			mes "in the flow of water. There is";
			mes "nothing to note...";
			next;
			mes "[Mr. Ibanoff]";
			mes "We had better keep sailing on this heading for now.";
			close;
		}
	}
	else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 11) {
		mes "[Mr. Ibanoff]";
		mes "Look... Beyond the sea!";
		mes "Do you see something moving";
		mes "mysteriously?";
		next;
		mes "[Mr. Ibanoff]";
		mes "Heheh... What is...";
		mes "that... Hey! You...";
		mes "Go around the deck to look more";
		mes "carefully! Go!";
		set mos_whale_edq,12;
		donpcevent "#findship::OnEnable";
		close;
	}
	else if (mos_whale_edq == 12) {
		mes "[Mr. Ibanoff]";
		mes "What are you doing...? Go around";
		mes "the deck to look more carefully!";
		mes "Go!";
		donpcevent "#findship::OnEnable";
		close;
		return;
	}
	else if (mos_whale_edq == 19) {
		mes "[Mr. Ibanoff]";
		mes "This time, I hope to find that";
		mes "whale island again without any";
		mes "incidents...";
		next;
		mes "[Mr. Ibanoff]";
		mes "The method is the same as before.";
		next;
		mes "[Mr. Ibanoff]";
		mes "I will order you where to go, by";
		mes "watching the seas.";
		next;
		mes "[Mr. Ibanoff]";
		mes "You just adjust the direction of";
		mes "the rudder by following my orders.";
		next;
		mes "[Mr. Ibanoff]";
		mes "At first, hold the rudder to go";
		mes "forward, to the east.";
		set mos_whale_edq,20;
		close;
	}
	else if (mos_whale_edq == 20) {
		mes "[Mr. Ibanoff]";
		mes "Keep the direction by holding the";
		mes "rudder to move forward to the";
		mes "East.";
		close;
	}
	else if (mos_whale_edq == 21) {
		set .@ship1,rand(1,3);
		if (.@ship1 == 2) {
			mes "[Mr. Ibanoff]";
			mes "Hm. The sea currents have changed.";
			mes "Adjust the rudder forward to the";
			mes "North, to follow the currents.";
			set mos_whale_edq,22;
			close;
		}else{
			mes "[Mr. Ibanoff]";
			mes "Nothing yet... Nothing has changed";
			mes "in the flow of water. There is";
			mes "nothing to note...";
			next;
			mes "[Mr. Ibanoff]";
			mes "We had better keep sailing on this heading for now.";
			close;
		}
	}
	else if ($@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "North, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
		set .@ship1,rand(1,5);
		if (.@ship1 == 3) {
			set .@ship2,rand(1,4);
			if (.@ship2 == 1) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "East, to follow the currents.";
				set mos_whale_edq,241;
				close;
			}
			else if (.@ship2 == 2) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "West, to follow the currents.";
				set mos_whale_edq,242;
				close;
			}
			else if (.@ship2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "South, to follow the currents.";
				set mos_whale_edq,243;
				close;
			}
			else if (.@ship2 == 4) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "North, to follow the currents.";
				set mos_whale_edq,244;
				close;
			}
		}else{
			mes "[Mr. Ibanoff]";
			mes "Nothing yet... Nothing has changed";
			mes "in the flow of water. There is";
			mes "nothing to note...";
			next;
			mes "[Mr. Ibanoff]";
			mes "We had better keep sailing on this heading for now.";
			close;
		}
	}
	else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "East, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "West, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "East, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Hey!";
		mes "Did you not hear me?";
		mes "Change the rudder forward to the";
		mes "East, and follow the currents!";
		close;
	}
	else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
		set .@ship1,rand(1,4);
		if (.@ship1 == 3) {
			set .@ship2,rand(1,4);
			if (.@ship2 == 1) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "East, to follow the currents.";
				set mos_whale_edq,241;
				close;
			}
			else if (.@ship2 == 2) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "West, to follow the currents.";
				set mos_whale_edq,242;
				close;
			}
			else if (.@ship2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "South, to follow the currents.";
				set mos_whale_edq,243;
				close;
			}
			else if (.@ship2 == 4) {
				mes "[Mr. Ibanoff]";
				mes "Hm. The sea currents have changed.";
				mes "Adjust the rudder forward to the";
				mes "North, to follow the currents.";
				set mos_whale_edq,244;
				close;
			}
		}else{
			mes "[Mr. Ibanoff]";
			mes "Nothing yet... Nothing has changed";
			mes "in the flow of water. There is";
			mes "nothing to note...";
			next;
			mes "[Mr. Ibanoff]";
			mes "We had better keep sailing on this heading for now.";
			close;
		}
	}
	else if (mos_whale_edq == 26) {
		mes "[Mr. Ibanoff]";
		mes "Look there!";
		mes "There is a moving island!";
		mes "We have done well!";
		next;
		mes "[Mr. Ibanoff]";
		mes "Oh...my...";
		mes "It really is there...";
		mes "A whale! It's unbelievable!";
		mes "It is as true as that...";
		next;
		mes "[Mr. Ibanoff]";
		mes "I feel I can go anywhere with you!";
		mes "Even through impossible things!";
		mes "Haha! You are a friend who brings";
		mes "good luck.";
		next;
		mes "[Mr. Ibanoff]";
		mes "Okay, now that you have landed on";
		mes "the island, I have to go back...";
		next;
		mes "[Mr. Ibanoff]";
		mes "If another wave crashes against";
		mes "this boat, I feel she might break";
		mes "into pieces!";
		next;
		mes "[Mr. Ibanoff]";
		mes "Good luck. I hope you";
		mes "can return without problems.";
		mes "I will pray for you.";
		mes "See you next time.";
		set mos_whale_edq,30;
		close2;
		warp "mosk_fild01",93,94;
		end;
	}
	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Don't adjust wheels now.";
		mes "You can do that under my direction.";
		close;
	}
	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Don't adjust wheels now.";
		mes "You can do that under my direction.";
		close;
	}
	else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We must first repulse the";
		mes "monsters!";
		close;
	}
	else{
		mes "[Mr. Ibanoff]";
		mes "What? How did you get on";
		mes "this ship?? You... No.";
		mes "I'll forgive you this once, but go";
		mes "back now.";
		close2;
		warp "moscovia",163,55;
		end;
	}
}

//----------------------------------------------------------------------------
// Rudder
//----------------------------------------------------------------------------
mosk_ship,101,111,4	script	rudder#ship	111,{
	if (mos_whale_edq == 5) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			mes "[Mr. Ibanoff]";
			mes "Good. Firstly, we should";
			mes "keep heading east this way.";
			mes "When I give the order,";
			mes "please adjust the rudder again.";
			set mos_whale_edq,6;
			close;
			break;
		case 2:
			mes "[Mr. Ibanoff]";
			mes "I said that we should go East!";
			mes "You should sail in the right";
			mes "direction! To the east!";
			close;
			break;
		case 3:
			mes "[Mr. Ibanoff]";
			mes "I said that we should go East!";
			mes "You should sail in the right";
			mes "direction! To the east!";
			close;
			break;
		case 4:
			mes "[Mr. Ibanoff]";
			mes "I said that we should go East!";
			mes "You should sail in the right";
			mes "direction! To the east!";
			close;
		}
	}
	else if (mos_whale_edq == 4) {
		mes "[Mr. Ibanoff]";
		mes "You don't have to adjust the rudder for now.";
		mes "Wait for my direction.";
		close;
	}
	else if (mos_whale_edq == 6) {
		mes "[Mr. Ibanoff]";
		mes "Do not yet adjust the rudder.";
		mes "Only when I order you to,";
		mes "you adjust the rudder.";
		close;
	}
	else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,5);
			if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,5);
			}
			else if (.@ship_mon1 == 4) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,5);
			if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,5);
			}
			else if (.@ship_mon1 == 4) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,5);
			if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,5);
			}
			else if (.@ship_mon1 == 4) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 4:
			mes "[Mr. Ibanoff]";
			mes "Good. Firstly, we should";
			mes "Keep heading north this way.";
			mes "When I give the order,";
			mes "please adjust the rudder again.";
			set mos_whale_edq,8;
			close;
		}
	}
	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Do not yet adjust the rudder.";
		mes "Only when I order you to,";
		mes "you adjust the rudder.";
		close;
	}
	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon2,rand(1,4);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading east this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,11;
				donpcevent "Baehideun3#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading east this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,10;
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,4);
			if (.@sship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				close;
			}
			break;
		case 4:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				close;
			}
		}
	}
	else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				close;
			}
			break;
		case 2:
			set .@ship_mon2,rand(1,4);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading west this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,11;
				donpcevent "Baehideun3#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading west this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,10;
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				close;
			}
			break;
		case 4:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				close;
			}
		}
	}
	else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				close;
			}
			break;
		case 3:
			set .@ship_mon2,rand(1,4);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading south this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,11;
				donpcevent "Baehideun3#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading south this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,10;
				close;
			}
			break;
		case 4:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				close;
			}
		}
	}
	else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 4:
			set .@ship_mon2,rand(1,4);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading north this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,11;
				donpcevent "Baehideun3#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading north this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,10;
				close;
			}
		}
	}
	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 11 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq > 10 && mos_whale_edq < 13) {
		mes "[Mr. Ibanoff]";
		mes "Look... Beyond the sea!";
		mes "Do you see something moving";
		mes "mysteriously?";
		next;
		mes "[Mr. Ibanoff]";
		mes "Heheh... What is...";
		mes "that... Hey! You...";
		mes "Go around the deck to look more";
		mes "carefully! Go!";
		close;
	}
	else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 20) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			mes "[Mr. Ibanoff]";
			mes "Good. Firstly, we should";
			mes "Keep heading east this way.";
			mes "When I give the order,";
			mes "please adjust the rudder again.";
			set mos_whale_edq,21;
			close;
			break;
		case 2:
			mes "[Mr. Ibanoff]";
			mes "I said that we should go East!";
			mes "You should sail in the right";
			mes "direction! To the east!";
			close;
			break;
		case 3:
			mes "[Mr. Ibanoff]";
			mes "I said that we should go East!";
			mes "You should sail in the right";
			mes "direction! To the east!";
			close;
			break;
		case 4:
			mes "[Mr. Ibanoff]";
			mes "I said that we should go East!";
			mes "You should sail in the right";
			mes "direction! To the east!";
			close;
		}
	}
	else if (mos_whale_edq == 21) {
		mes "[Mr. Ibanoff]";
		mes "Do not yet adjust the rudder.";
		mes "Only when I order you to,";
		mes "you adjust the rudder.";
		close;
	}
	else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 4) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 4) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 4) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 4:
			mes "[Mr. Ibanoff]";
			mes "Good. Firstly, we should";
			mes "Keep heading north this way.";
			mes "When I give the order,";
			mes "please adjust the rudder again.";
			set mos_whale_edq,23;
			close;
		}
	}
	else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "Do not yet adjust the rudder.";
		mes "Only when I order you to,";
		mes "you adjust the rudder.";
		close;
	}
	else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon2,rand(1,5);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading east this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,26;
				donpcevent "Baehideun4#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading east this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,25;
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				close;
			}
			break;
		case 4:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go East!";
				mes "You should sail in the right";
				mes "direction! To the east!";
				close;
			}
		}
	}
	else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				close;
			}
			break;
		case 2:
			set .@ship_mon2,rand(1,5);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading west this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,26;
				donpcevent "Baehideun4#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading west this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,25;
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				close;
			}
			break;
		case 4:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go West!";
				mes "You should sail in the right";
				mes "direction! To the west!";
				close;
			}
		}
	}
	else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				close;
			}
			break;
		case 3:
			set .@ship_mon2,rand(1,5);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading south this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,26;
				donpcevent "Baehideun4#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading south this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,25;
				close;
			}
			break;
		case 4:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go South!";
				mes "You should sail in the right";
				mes "direction! To the south!";
				close;
			}
		}
	}
	else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
		mes "Which way?";
		next;
		switch(select("East:West:South:North")) {
		case 1:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 2:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 3:
			set .@ship_mon1,rand(1,4);
			if (.@ship_mon1 == 1) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun1#ship::OnEnable";
				close;
				set .@ship_mon1,rand(1,4);
			}
			else if (.@ship_mon1 == 2) {
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				next;
				mes "[Mr. Ibanoff]";
				mes "Oh no! Monsters have appeared!";
				mes "Let's get ready to fight! Hurry!";
				set $@mos1_edq,$@mos1_edq+1;
				donpcevent "Baehideun2#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "I said that we should go North!";
				mes "You should sail in the right";
				mes "direction! To the north!";
				close;
			}
			break;
		case 4:
			set .@ship_mon2,rand(1,5);
			if (.@ship_mon2 == 3) {
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading north this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				next;
				mes "[Mr. Ibanoff]";
				mes "Wait! Something has appeared in front of us...";
				next;
				mes "[Mr. Ibanoff]";
				mes "Monsters!!!";
				next;
				mes "[Mr. Ibanoff]";
				mes "These monsters are like none I have";
				mes "ever encountered! Be careful! We";
				mes "must repulse these monsters!";
				set $@mos1_edq,$@mos1_edq+1;
				set mos_whale_edq,26;
				donpcevent "Baehideun4#ship::OnEnable";
				close;
			}else{
				mes "[Mr. Ibanoff]";
				mes "Good. Firstly, we should";
				mes "Keep heading north this way.";
				mes "When I give the order,";
				mes "please adjust the rudder again.";
				set mos_whale_edq,25;
				close;
			}
		}
	}
	else if ($@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
		mes "[Mr. Ibanoff]";
		mes "You can adjust the rudder,";
		mes "under my direction.";
		close;
	}
	else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
		mes "[Mr. Ibanoff]";
		mes "We should make sure to kill any";
		mes "monsters onboard.";
		close;
	}
	else if (mos_whale_edq == 26) {
		mes "[Mr. Ibanoff]";
		mes "Hey! Listen to what I am saying.";
		mes "How come you go there without my";
		mes "permission...";
		next;
	}
	else{
		mes "[Mr. Ibanoff]";
		mes "What? How did you get on";
		mes "this ship?? You... No.";
		mes "I'll forgive you this once, but go";
		mes "back now.";
		close2;
		//set mos_whale_edq,4; lol, why is this here?
		warp "moscovia",162,56;
		end;
	}
}

//----------------------------------------------------------------------------
// Aged Stranger - Whale Island
//----------------------------------------------------------------------------
mosk_fild01,86,104,3	script	Aged Stranger#npc	963,{
	if (checkweight(1201,1) == 0 ) {
		mes "[Aged Stranger]";
		mes "You're carrying too many items.";
		mes "Please come after using kafra service.";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "[Aged Stranger]";
		mes "You're carrying too many items.";
		mes "Please come after using kafra service.";
		close;
	}
	if (mos_whale_edq == 13) {
		mes "[Aged Stranger]";
		mes "Oh, your awake.";
		mes "How do you feel? Are you ok??";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Hm... where..is...";
		mes "Eck! What happened...?";
		next;
		mes "[Aged Stranger]";
		mes "Well... You were a bit";
		mes "of a surprise! I haven't";
		mes "talked for a long time...";
		mes "with a person who lives on dry";
		mes "land.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Where am I?";
		mes "Who are you old man?";
		next;
		mes "[Aged Stranger]";
		mes "This is... well...";
		mes "What can I say...";
		mes "This is called a moving island, by";
		mes "most people.";
		next;
		mes "[Aged Stranger]";
		mes "This is a small island that only I inhabit.";
		next;
		mes "[Aged Stranger]";
		mes "I call it...";
		mes "Whale Island.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "This place is very famously known";
		mes "as The Moving Island! But... This";
		mes "island is... Maybe...";
		next;
		mes "[Aged Stranger]";
		mes "Now do you get it? Hahaha!";
		mes "Right. We are standing on";
		mes "the back of a gigantic whale!";
		mes "That's why I call it Whale Island!";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "How...? How is it possible";
		mes "that the water flows in streams";
		mes "here? And trees grow! On the";
		mes "whale's back!?!";
		next;
		mes "[Aged Stranger]";
		mes "Heheheh. This is an island";
		mes "of legend. Right now you are";
		mes "experiencing greatness! Hahahaha!";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Are you a real person?";
		next;
		mes "[Aged Stranger]";
		mes "Heheh, as you can see,";
		mes "I am just an aged man.";
		mes "I've simply spent my lifetime here";
		mes "leisurely, by breaking off";
		mes "relations with any unworldly life.";
		next;
		mes "[Aged Stranger]";
		mes "Okay, now you get yourself";
		mes "together. I will send you back to";
		mes "dry land. If you don't go back";
		mes "soon, some people may worry.";
		next;
		soundeffect "mos_gusli1.wav",0;
		mes "-The island starts to move slowly";
		mes "when the old man plays an";
		mes "unfamiliar instrument...-";
		next;
		mes "[Aged Stranger]";
		mes "In a few minutes, you will go back";
		mes "to the land from whence you came.";
		mes "You can relax.";
		next;
		mes "-The old man starts to play";
		mes "his instrument, with eyes closed.";
		mes "He is unresponsive...";
		mes "like having fallen into a world";
		mes "only his own.-";
		set mos_whale_edq,14;
		close2;
		donpcevent "#Island Control Tower::OnEnable";
		end;
	}
	else if (mos_whale_edq == 14) {
		soundeffect "mos_gusli1.wav",0;
		mes "-The old man starts to play";
		mes "his instrument, with eyes closed.";
		mes "He is unresponsive...";
		mes "like having fallen into a world";
		mes "only his own.-";
		set mos_whale_edq,15;
		close;
	}
	else if (mos_whale_edq == 15) {
		mes "[Aged Stranger]";
		mes "Hm... Almost there...";
		mes "Young man, you will arrive back on";
		mes "the mainland in a few minutes. Go carefully.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Old man, if I want to come back";
		mes "here again, how can I do it?";
		next;
		mes "[Aged Stranger]";
		mes "Hehe... Do you want to come here";
		mes "again? Here? Where I live alone? In";
		mes "this small island? You are";
		mes "funny...";
		next;
		mes "[Aged Stranger]";
		mes "If we are preordained to meet,";
		mes "we will meet here again,";
		mes "won't we? Heheheh...";
		next;
		mes "[Aged Stranger]";
		mes "It's time to... well,";
		mes "go back safely. Someday, if you";
		mes "want to come again to meet me, you";
		mes "can endure the same seas as last";
		mes "time. I won't stop you. Hehehe.";
		close2;
		warp "moscovia",163,54;
		end;
	}
	else if (mos_whale_edq == 30) {
		mes "[Aged Stranger]";
		mes "Hahaha... I didn't know that I";
		mes "would meet you again! How did you";
		mes "return?";
		next;
		select("Explain the whole story.");
			mes "[Aged Stranger]";
			mes "Hm... just like that?";
			mes "Whoever hasn't come here directly";
			mes "would expect you to return like";
			mes "that. Well.";
			next;
			mes "[Aged Stranger]";
			mes "I just wanted to spend the rest of";
			mes "my life here, leisurely... I'm";
			mes "interested in the world... but I'm";
			mes "no match for it...";
			next;
			mes "[Aged Stranger]";
			mes "Do not look sorry for me.";
			mes "When you went back I didn't ask you";
			mes "not to say anything about this";
			mes "island to others.";
			next;
			mes "[Aged Stranger]";
			mes "If I had decided to hide where";
			mes "nobody can find... Well, you";
			mes "needn't worry too much about that";
			mes "now.";
			next;
			mes "[Aged Stranger]";
			mes "Anyway, are you troubled?";
			mes "What are you going to do?";
			next;
			if(select("Think more.:Don't you have a way?") == 1) {
				mes "[Aged Stranger]";
				mes "Do that. Think carefully, the";
				mes "answer is to be found...";
				mes "Hoohoohoo!";
				close;
			}
			mes "[Aged Stranger]";
			mes "To bring the Csar here and show him";
			mes "everything?!? It's difficult...";
			next;
			mes "[Aged Stranger]";
			mes "An evidence of whale island...";
			mes "That's all you need if only it";
			mes "existed in this island...";
			next;
			soundeffect "mos_gusli1.wav",0;
			mes "-The aged man closes his eyes and";
			mes "starts to play his instrument, as";
			mes "he falls in thought.-";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Old man, could you make one of";
			mes "those instruments for me? That is a";
			mes "marvelous thing that I've seen only";
			mes "here.";
			next;
			mes "[Aged Stranger]";
			mes "Oh... That's a good idea.";
			mes "There isn't an instrument like this";
			mes "in all Moscovia! Absolutely...";
			next;
			mes "[Aged Stranger]";
			mes "Hm... If you grant my request, I";
			mes "will make this instrument for you.";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "What is your request?";
			next;
			mes "[Aged Stranger]";
			mes "Just in time. I have always used";
			mes "this instrument which is already";
			mes "over 50 years old. The body is so";
			mes "worn. It's not surprising that it's";
			mes "falling apart...";
			next;
			mes "[Aged Stranger]";
			mes "It is made with strings that only";
			mes "exist in this place, but you can";
			mes "get the other materials for it in";
			mes "the mainland.";
			next;
			mes "[Aged Stranger]";
			mes "If you bring the materials, I can";
			mes "make a new one.";
			next;
			mes "[Aged Stranger]";
			mes "The materials are ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
			next;
			mes "[Aged Stranger]";
			mes "I won't move the island, so you can";
			mes "find it when you come back with the";
			mes "materials.";
			next;
			mes "[Aged Stranger]";
			mes "Tell me whenever you're ready, and";
			mes "I'll send you back to the";
			mes "mainland.";
			set mos_whale_edq,31;
			close;
	}
	else if (mos_whale_edq == 31) {
		mes "[Aged Stranger]";
		mes "Okay, are you ready to go back to the mainland?";
		next;
		if(select("What are the materials?:I am ready.") == 1) {
			mes "[Aged Stranger]";
			mes "You should bring these materials:";
			next;
			mes "[Aged Stranger]";
			mes "You should bring these materials:";
			mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
			close;
		}
		mes "[Aged Stranger]";
		mes "I see. If so, let's go.";
		next;
		mes "-The old man starts to play";
		mes "his instrument, with eyes closed.";
		mes "He is unresponsive...";
		mes "like having fallen into a world";
		mes "only his own.-";
		set mos_whale_edq,32;
		close2;
		warp "moscovia",162,56;
		end;
	}
	else if (mos_whale_edq == 33) {
		mes "[Aged Stranger]";
		mes "Oh... Did you get all the";
		mes "materials?";
		next;
		if (countitem(7201) > 29 && countitem(7197) > 19 && countitem(7106) > 19 && countitem(7065) > 9) {
			mes "[Aged Stranger]";
			mes "You found the right materials.";
			mes "Okay, I will start to make the";
			mes "instrument.";
			next;
			delitem 7201,30; //Log
			delitem 7197,20; //Tough_Vines
			delitem 7106,20; //Goat's_Horn
			delitem 7065,10; //Sea_Otter_Leather
			set mos_whale_edq,34;
			mes "[Aged Stranger]";
			mes "Wait for a moment until I make the";
			mes "instrument successfully.";
			close;
		}else{
			mes "[Aged Stranger]";
			mes "Ugh... We need more materials...";
			mes "We need ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
			next;
			mes "[Aged Stranger]";
			mes "What will you do? Will you go back";
			mes "to the mainland to find the";
			mes "materials?";
			next;
			if(select("What are the materials?:I am ready.") == 1) {
				mes "[Aged Stranger]";
				mes "You should bring these materials:";
				next;
				mes "[Aged Stranger]";
				mes "You should bring these materials:";
				mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
				close;
			}
			mes "[Aged Stranger]";
			mes "I see. If so, let's go.";
			next;
			soundeffect "mos_gusli1.wav",0;
			mes "-The old man starts to play";
			mes "his instrument, with eyes closed.";
			mes "He is unresponsive...";
			mes "like having fallen into a world";
			mes "only his own.-";
			close2;
			warp "moscovia",162,56;
			end;
		}
	}
	else if (mos_whale_edq == 34) {
		set .@comple,rand(1,3);
		if (.@comple == 2) {
			mes "[Aged Stranger]";
			mes "I have succeeded in making the";
			mes "instrument! Here you are. It's yours.";
			mes "This instrument is called a Gusli.";
			mes "This is a traditional instrument";
			mes "which comes from a faraway land of";
			mes "the ancestors of Moscovia.";
			getitem 2707,1;
			set mos_whale_edq,35;
			next;
			mes "[Aged Stranger]";
			mes "I am the last person who has";
			mes "learned it in this land.";
			next;
			mes "[Aged Stranger]";
			mes "So, indeed... This is a very";
			mes "special item here, that only we";
			mes "have.";
			next;
			mes "[Aged Stranger]";
			mes "If you show this to the good Csar,";
			mes "he can believe your story about the";
			mes "island. Everything is going to be";
			mes "well.";
			next;
			mes "So, what will you do now?";
			next;
			switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
			case 1:
				mes "[Aged Stranger]";
				mes "You are my friend now,";
				mes "and you have this instrument.";
				mes "Whenever you want to come back";
				mes "here again, just play the Gusli";
				mes "at the docks of Moscovia.";
				next;
				mes "[Aged Stranger]";
				mes "Even if it's difficult to play it";
				mes "well, because you may not yet know";
				mes "how to play it, it's not a problem.";
				mes "Just make a sound.";
				next;
				mes "[Aged Stranger]";
				mes "This island... this whale... can";
				mes "perceive the sound of a Gusli from";
				mes "an endless distance away.";
				next;
				mes "[Aged Stranger]";
				mes "If you play this instrument,";
				mes "wherever you are, I'll go to you";
				mes "with this island. Only if you are a";
				mes "friend... heheh.";
				close;
				break;
			case 2:
				mes "[Aged Stranger]";
				mes "You really want to...";
				mes "learn this instrument...";
				mes "don't you?";
				mes "Well... it's hard to learn";
				mes "in such a short time...";
				next;
				mes "[Aged Stranger]";
				mes "It's okay if you can't play this";
				mes "instrument. I already made it for you.";
				next;
				mes "[Aged Stranger]";
				mes "But I can teach you how";
				mes "to play it anyway.";
				mes "I can't be too sure, though";
				mes "because I have never taught others.";
				next;
				mes "[Aged Stranger]";
				mes "Okay. If you are ready to play the";
				mes "Gusli, let me know.";
				set mos_whale_edq,36;
				close;
				break;
			case 3:
				mes "[Aged Stranger]";
				mes "I see. Okay, let's go.";
				next;
				mes "[Aged Stranger]";
				mes "Whenever you want to come back here";
				mes "again, play the Gusli at the docks";
				mes "of Moscovia.";
				next;
				mes "[Aged Stranger]";
				mes "Even if it's difficult to play it";
				mes "well, because you may not yet know";
				mes "how to play it, it's not a problem.";
				mes "Just make a sound.";
				next;
				mes "[Aged Stranger]";
				mes "This island... this whale... can";
				mes "perceive the sound of a Gusli from";
				mes "an endless distance away.";
				next;
				mes "[Aged Stranger]";
				mes "If you play this instrument,";
				mes "wherever you are, I'll go to you";
				mes "with this island. Only if you are a";
				mes "friend... heheh.";
				next;
				soundeffect "mos_gusli1.wav",0;
				mes "-The old man starts to play";
				mes "his instrument, with eyes closed.";
				mes "He is unresponsive...";
				mes "like having fallen into a world";
				mes "only his own.-";
				close2;
				warp "moscovia",162,56;
				end;
			}
		}else{
			mes "[Aged Stranger]";
			mes "It's not completed yet. Please wait a little longer.";
			close;
		}
	}
	else if (mos_whale_edq == 35) {
		mes "[Aged Stranger]";
		mes "So, what will you do now?";
		next;
		switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
		case 1:
			mes "[Aged Stranger]";
			mes "You are my friend now,";
			mes "and you have this instrument.";
			mes "Whenever you want to come back";
			mes "here again, just play the Gusli";
			mes "at the docks of Moscovia.";
			next;
			mes "[Aged Stranger]";
			mes "Even if it's difficult to play it";
			mes "well, because you may not yet know";
			mes "how to play it, it's not a problem.";
			mes "Just make a sound.";
			next;
			mes "[Aged Stranger]";
			mes "This island... this whale... can";
			mes "perceive the sound of a Gusli from";
			mes "an endless distance away.";
			next;
			mes "[Aged Stranger]";
			mes "If you play this instrument,";
			mes "wherever you are, I'll go to you";
			mes "with this island. Only if you are a";
			mes "friend... heheh.";
			close;
			break;
		case 2:
			mes "[Aged Stranger]";
			mes "You really want to...";
			mes "learn this instrument...";
			mes "don't you?";
			mes "Well... it's hard to learn";
			mes "in such a short time...";
			next;
			mes "[Aged Stranger]";
			mes "It's okay if you can't play this";
			mes "instrument. I already made it for you.";
			next;
			mes "[Aged Stranger]";
			mes "But I can teach you how";
			mes "to play it anyway.";
			mes "I can't be too sure, though";
			mes "because I have never taught others.";
			next;
			mes "[Aged Stranger]";
			mes "Okay. If you are ready to play the";
			mes "Gusli, let me know.";
			set mos_whale_edq,36;
			close;
			break;
		case 3:
			mes "[Aged Stranger]";
			mes "I see. Okay, let's go.";
			next;
			mes "[Aged Stranger]";
			mes "Whenever you want to come back here";
			mes "again, play the Gusli at the docks";
			mes "of Moscovia.";
			next;
			mes "[Aged Stranger]";
			mes "Even if it's difficult to play it";
			mes "well, because you may not yet know";
			mes "how to play it, it's not a problem.";
			mes "Just make a sound.";
			next;
			mes "[Aged Stranger]";
			mes "This island... this whale... can";
			mes "perceive the sound of a Gusli from";
			mes "an endless distance away.";
			next;
			mes "[Aged Stranger]";
			mes "If you play this instrument,";
			mes "wherever you are, I'll go to you";
			mes "with this island. Only if you are a";
			mes "friend... heheh.";
			next;
			soundeffect "mos_gusli1.wav",0;
			mes "-The old man starts to play";
			mes "his instrument, with eyes closed.";
			mes "He is unresponsive...";
			mes "like having fallen into a world";
			mes "only his own.-";
			close2;
			warp "moscovia",162,56;
			end;
		}
	}
	else if (mos_whale_edq == 36) {
		mes "[Aged Stranger]";
		mes "Are you ready to learn the Gusli?";
		mes "Please equip the Gusli.";
		next;
		if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
			mes "[Aged Stranger]";
			mes "Hm... Very well.";
			mes "At first, look at me how I play,";
			mes "then you play it slowly.";
			next;
			soundeffect "mos_gusli1.wav",0;
			mes "[Aged Stranger]";
			mes "Do not hurry,";
			mes "keep your composure,";
			mes "just look carefully,";
			mes "and follow me slowly.";
			next;
			if (Class == Job_Bard || Class == Job_Clown) {
				mes "[Aged Stranger]";
				mes "Oh! Ooh... Your hands are really good. You are surely talented with a music instrument.";
				next;
				mes "[Aged Stranger]";
				mes "I heard that there are some adventurers in the mainland... that like playing instruments and singing songs! You must be one of them...";
				next;
				mes "[Aged Stranger]";
				mes "This may go faster than I expected.";
				next;
				mes "[Aged Stranger]";
				mes "Okay, it's time for your turn. Play it. Play the song that I played.";
				next;
				set .@music_bard,rand(1,3);
				if (.@music_bard == 2) {
					soundeffect "mos_gusli1.wav",0;
					emotion e_no1;
					specialeffect2 7;
					mes "[Aged Stranger]";
					mes "Oh! You are good at playing the";
					mes "Gusli! In such a short time... you";
					mes "are great!";
					next;
					mes "[Aged Stranger]";
					mes "You've done well. I don't need to";
					mes "teach you anymore. Your ability";
					mes "will be improved with more practice.";
					next;
					mes "[Aged Stranger]";
					mes "Now go back to the mainland and";
					mes "play the Gusli for our dear Csar.";
					next;
					mes "[Aged Stranger]";
					mes "With your ability to play, surely";
					mes "you can win the admiration of all.";
					set mos_whale_edq,38;
					close;
				}else{
					mes "[Aged Stranger]";
					mes "Um, a little bit greenhorn...";
					mes "Do not play that way.";
					mes "Take more time to concentrate while";
					mes "you play.";
					next;
					mes "[Aged Stranger]";
					mes "Practice more on your own.";
					mes "I will check on you again.";
					mes "If you practice, you will be good";
					mes "at it in no time.";
					set mos_whale_edq,37;
					close;
				}
			}else{
				mes "[Aged Stranger]";
				mes "Okay, it's time for your turn. Play";
				mes "it. Play the song that I played.";
				next;
				set .@music_etc,rand(1,6);
				if (.@music_etc == 3) {
					soundeffect "mos_gusli1.wav",0;
					emotion e_no1;
					specialeffect2 7;
					mes "[Aged Stranger]";
					mes "Oh! You are good at playing the";
					mes "Gusli! In such a short time... you";
					mes "are great!";
					next;
					mes "[Aged Stranger]";
					mes "You've done well. I don't need to";
					mes "teach you anymore. Your ability";
					mes "will be improved with more practice.";
					next;
					mes "[Aged Stranger]";
					mes "Now go back to the mainland and";
					mes "play the Gusli for our dear Csar.";
					next;
					mes "[Aged Stranger]";
					mes "With your ability to play, surely";
					mes "you can win the admiration of all.";
					set mos_whale_edq,38;
					close;
				}else{
					soundeffect "mos_gusli2.wav",0;
					mes "[Aged Stranger]";
					mes "Um, a little bit greenhorn...";
					mes "Do not play that way.";
					mes "Take more time to concentrate while";
					mes "you play.";
					next;
					mes "[Aged Stranger]";
					mes "Practice more on your own.";
					mes "I will check on you again.";
					mes "If you practice, you will be good";
					mes "at it in no time.";
					set mos_whale_edq,37;
					close;
				}
			}
		}else{
			mes "[Aged Stranger]";
			mes "Um... Your preparations are not";
			mes "good. You're not holding the";
			mes "instrument correctly. Equip it";
			mes "properly, and then you can learn.";
			next;
			mes "[Aged Stranger]";
			mes "Tell me again when you are prepared";
			mes "to play the Gusli correctly.";
			close;
		}
	}
	else if (mos_whale_edq == 37) {
		mes "[Aged Stranger]";
		mes "Are you ready to learn the Gusli?";
		next;
		if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
			mes "[Aged Stranger]";
			mes "Um... You did well.";
			next;
			if (Class == Job_Bard || Class == Job_Clown) {
				mes "[Aged Stranger]";
				mes "with your ability, you can";
				mes "absolutely play it wonderfully.";
				mes "Cheer up.";
				next;
				mes "[Aged Stranger]";
				mes "Good. Let's play again. Play the";
				mes "song that I played.";
				next;
				set .@music_bard,rand(1,3);
				if (.@music_bard == 2) {
					soundeffect "mos_gusli1.wav",0;
					emotion e_no1;
					specialeffect2 7;
					mes "[Aged Stranger]";
					mes "Oh! You are good at playing the";
					mes "Gusli! In such a short time... you";
					mes "are great!";
					next;
					mes "[Aged Stranger]";
					mes "You've done well. I don't need to";
					mes "teach you anymore. Your ability";
					mes "will be improved with more practice.";
					next;
					mes "[Aged Stranger]";
					mes "Now go back to the mainland and";
					mes "play the Gusli for our dear Csar.";
					next;
					mes "[Aged Stranger]";
					mes "With your ability to play, surely";
					mes "you can win the admiration of all.";
					set mos_whale_edq,38;
					close;
				}else{
					mes "[Aged Stranger]";
					mes "Um, a little bit greenhorn...";
					mes "Do not play that way.";
					mes "Take more time to concentrate while";
					mes "you play.";
					next;
					mes "[Aged Stranger]";
					mes "Practice more on your own.";
					mes "I will check on you again.";
					mes "If you practice, you will be good";
					mes "at it in no time.";
					set mos_whale_edq,37;
					close;
				}
			}else{
				mes "[Aged Stranger]";
				mes "Good. Let's play again. Play the";
				mes "song that I played.";
				next;
				set .@music_etc,rand(1,6);
				if (.@music_etc == 3) {
					soundeffect "mos_gusli1.wav",0;
					emotion e_no1;
					specialeffect2 7;
					mes "[Aged Stranger]";
					mes "Oh! You are good at playing the";
					mes "Gusli! In such a short time... you";
					mes "are great!";
					next;
					mes "[Aged Stranger]";
					mes "You've done well. I don't need to";
					mes "teach you anymore. Your ability";
					mes "will be improved with more practice.";
					next;
					mes "[Aged Stranger]";
					mes "Now go back to the mainland and";
					mes "play the Gusli for our dear Csar.";
					next;
					mes "[Aged Stranger]";
					mes "With your ability to play, surely";
					mes "you can win the admiration of all.";
					set mos_whale_edq,38;
					close;
				}else{
					mes "[Aged Stranger]";
					mes "Um, a little bit greenhorn...";
					mes "Do not play that way.";
					mes "Take more time to concentrate while";
					mes "you play.";
					next;
					mes "[Aged Stranger]";
					mes "Practice more on your own.";
					mes "I will check on you again.";
					mes "If you practice, you will be good";
					mes "at it in no time.";
					set mos_whale_edq,37;
					close;
				}
			}
		}else{
			mes "[Aged Stranger]";
			mes "Um... Your preparations are not";
			mes "good. You're not holding the";
			mes "instrument correctly. Equip it";
			mes "properly, and then you can learn.";
			next;
			mes "[Aged Stranger]";
			mes "Tell me again when you are prepared";
			mes "to play the Gusli correctly.";
			close;
		}
	}
	else if (mos_whale_edq == 38) {
		mes "[Aged Stranger]";
		mes "So, what will you do now?";
		next;
		if(select("How would I get back here?:Go back to the mainland.") == 1) {
			mes "[Aged Stranger]";
			mes "You are my friend now,";
			mes "and you have this instrument.";
			mes "Whenever you want to come back";
			mes "here again, just play the Gusli";
			mes "at the docks of Moscovia.";
			next;
			mes "[Aged Stranger]";
			mes "Even if it's difficult to play it";
			mes "well, because you may not yet know";
			mes "how to play it, it's not a problem.";
			mes "Just make a sound.";
			next;
			mes "[Aged Stranger]";
			mes "This island... this whale... can";
			mes "perceive the sound of a Gusli from";
			mes "an endless distance away.";
			next;
			mes "[Aged Stranger]";
			mes "If you play this instrument,";
			mes "wherever you are, I'll go to you";
			mes "with this island. Only if you are a";
			mes "friend... heheh.";
			close;
		}
		mes "[Aged Stranger]";
		mes "I see. Okay, let's go.";
		next;
		mes "[Aged Stranger]";
		mes "Whenever you want to come back here";
		mes "again, play the Gusli at the docks";
		mes "of Moscovia.";
		next;
		mes "[Aged Stranger]";
		mes "Even if it's difficult to play it";
		mes "well, because you may not yet know";
		mes "how to play it, it's not a problem.";
		mes "Just make a sound.";
		next;
		mes "[Aged Stranger]";
		mes "This island... this whale... can";
		mes "perceive the sound of a Gusli from";
		mes "an endless distance away.";
		next;
		mes "[Aged Stranger]";
		mes "If you play this instrument,";
		mes "wherever you are, I'll go to you";
		mes "with this island. Only if you are a";
		mes "friend... heheh.";
		next;
		soundeffect "mos_gusli1.wav",0;
		mes "-The old man starts to play";
		mes "his instrument, with eyes closed.";
		mes "He is unresponsive...";
		mes "like having fallen into a world";
		mes "only his own.-";
		close2;
		warp "moscovia",162,56;
		end;
	}
	else if (mos_whale_edq > 38) {
		mes "[Aged Stranger]";
		mes "This is the Whale Island.";
		mes "I don't know how you came here.";
		next;
		mes "[Aged Stranger]";
		mes "If you want, I can send you back";
		mes "to the mainland. What'll it be?";
		next;
		switch(select("Look around.:Go back to the mainland.:Venture into the unknown.")) {
		case 1:
			mes "[Aged Stranger]";
			mes "Well, well... Do as you please.";
			mes "If so, I will take a rest.";
			close;
			break;
		case 2:
			mes "[Aged Stranger]";
			mes "I see. If so, let's go.";
			next;
			soundeffect "mos_gusli1.wav",0;
			mes "-The old man starts to play";
			mes "his instrument, with eyes closed.";
			mes "He is unresponsive...";
			mes "like having fallen into a world";
			mes "only his own.-";
			close2;
			warp "moscovia",162,56;
			end;
			break;
		case 3:
			mes "[Aged Stranger]";
			mes "Oh, if you want, I can";
			mes "guide you to a good place for you.";
			next;
			mes "[Aged Stranger]";
			mes "There are some lands...";
			mes "untouched and mysterious...";
			mes "around Moscovia...";
			next;
			mes "[Aged Stranger]";
			mes "If you want, I'll send you there. What do you think of that?";
			next;
			if(select("Consider it.:Ok, please send me there.") == 1) {
				mes "[Aged Stranger]";
				mes "Well, well... Do as you please.";
				mes "If so, I will take a rest.";
				close;
			}
			mes "[Aged Stranger]";
			mes "I see. If so, let's go.";
			next;
			soundeffect "mos_gusli1.wav",0;
			mes "-The old man starts to play";
			mes "his instrument, with eyes closed.";
			mes "He is unresponsive...";
			mes "like having fallen into a world";
			mes "only his own.-";
			close2;
			warp "mosk_fild02",204,54;
			end;
		}
	}else{
		mes "[Aged Stranger]";
		mes "Long time, no see!";
		mes "You probably like the island, don't you?";
		mes "Please stay and take a rest.";
		next;
		mes "[Aged Stranger]";
		mes "Or if you want, I can send you back";
		mes "to the mainland. What'll it be?";
		next;
		if(select("Look around.:Go back to the mainland.") == 1) {
			mes "[Aged Stranger]";
			mes "Well, well... Do as you please.";
			mes "If so, I will take a rest.";
			close;
		}
		mes "[Aged Stranger]";
		mes "Good. I will go to the place";
		mes "right way.";
		next;
		soundeffect "mos_gusli1.wav",0;
		mes "A old man started to play a instrument";
		mes "closing his eyes.";
		mes "And then he didn't any answer so, looks like";
		mes "falling down to only his world.";
		close2;
		warp "moscovia",162,56;
		end;
	}
}

//----------------------------------------------------------------------------
// Csar Alexsay III - Moscovia Palace
//----------------------------------------------------------------------------
mosk_in,131,92,3	script	Csar Alexsay III#npc	965,{
	if (checkweight(1201,1) == 0 ) {
		mes "[Csar Alexsay III]";
		mes "You're carrying too many items.";
		mes "Please come after using kafra service.";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "[Csar Alexsay III]";
		mes "You're carrying too many items.";
		mes "Please come after using kafra service.";
		close;
	}
	if (mos_nowinter == 12) {
		mes "[Csar Alexsay III]";
		mes "You!!!";
		mes "So many people saw you";
		mes "meet with Baba Yaga!";
		next;
		mes "[Csar Alexsay III]";
		mes "The guilt which must be felt, when";
		mes "meeting secretly with a witch...";
		next;
		mes "[Csar Alexsay III]";
		mes "For that, we indict capital";
		mes "punishment without any just trial!";
		next;
		mes "[Csar Alexsay III]";
		mes "But you are a stranger to these";
		mes "lands... So I will hold you in special trial.";
		next;
		mes "[Csar Alexsay III]";
		mes "If you have anything to say...";
		mes "spare me no detail.";
		next;
		select("Explain the circumstances.");
		mes "-Talk about what happened with Baba";
		mes "Yaga, and move forward with the plan.-";
		next;
		mes "[Csar Alexsay III]";
		mes "Hm-hm, that's an embarrassing story...";
		mes "But if you are telling the";
		mes "truth, my people will be pleased.";
		next;
		mes "[Csar Alexsay III]";
		mes "Okay, Bring to me";
		mes "any evidence, to believe";
		mes "what you are saying.";
		next;
		mes "[Csar Alexsay III]";
		mes "You killed the Baba Yaga!!";
		mes "If this is true, bring";
		mes "me Yaga's Pestles.";
		mes "If you do, I will make";
		mes "sure no one ever doubts you.";
		next;
		if (countitem(7762) > 39) {
			if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
				mes "[" + PcName + "]";
				mes "Yes, Here you are.";
				next;
				mes "-Offered the Yaga's Pestles.-";
				delitem 7762,40;
				next;
				mes "[Csar Alexsay III]";
				mes "Hm.. You do have them.";
				mes "For the time being, I will admit";
				mes "that you are coming and going to";
				mes "hunt Baba Yaga.";
				next;
				mes "[Csar Alexsay III]";
				mes "But do not engage in doubtable";
				mes "behavior that would instigate my";
				mes "people to act in a strange way!";
				next;
				mes "[Csar Alexsay III]";
				mes "If you do that, I will arrest you immediately!";
				mes "So take care of yourself.";
				next;
				mes "[Csar Alexsay III]";
				mes "And, when you succeed in";
				mes "banishing winter with magic,";
				mes "announce that to me immediately.";
				set mos_nowinter,14;
				close;
			}
			mes "[Csar Alexsay III]";
			mes "I said to bring me";
			mes "40 Yaga's Pestles";
			mes "from the Baba Yaga.";
			set mos_nowinter,13;
			close;
		}else{
			mes "[Csar Alexsay III]";
			mes "I said to bring me";
			mes "40 Yaga's Pestles";
			mes "from the Baba Yaga.";
			set mos_nowinter,13;
			close;
		}
	}
	else if (mos_nowinter == 13) {
		mes "[Csar Alexsay III]";
		mes "Did you bring some evidence to";
		mes "resolve your issue of doubt, traveler?";
		next;
		if(select("Yes, I did.:I am confused.") == 1) {
			if (countitem(7762) > 39) {
				delitem 7762,40;
				mes "[Csar Alexsay III]";
				mes "Good,";
				mes "I won't doubt you anymore.";
				mes "Because you've proven yourself,";
				mes "you can remain a free traveler.";
				next;
				mes "[Csar Alexsay III]";
				mes "Surely, I hate cooperating with Baba Yaga.";
				mes "But if my people are happy";
				mes "after the work you do,";
				mes "I am also pleased.";
				next;
				mes "[Csar Alexsay III]";
				mes "For the time being, I will admit";
				mes "that you are coming and going to";
				mes "hunt Baba Yaga.";
				next;
				mes "[Csar Alexsay III]";
				mes "But do not engage in doubtable";
				mes "behavior that would instigate my";
				mes "people to act in a strange way!";
				next;
				mes "[Csar Alexsay III]";
				mes "If you do that, I will arrest you immediately!";
				mes "So take care of yourself.";
				set mos_nowinter,14;
				close;
			}else{
				mes "[Csar Alexsay III]";
				mes "Your items do not match the";
				mes "count of 40 Yaga's Pestles.";
				mes "Did you forget the amount,";
				mes "or did you wish to lie to me...";
				next;
				mes "[Csar Alexsay III]";
				mes "I will treat that as a joke!";
				mes "A kind of sarcasm!";
				mes "You go away now and bring some";
				mes "evidence to certify your innocence.";
				close;
			}
		}
		mes "[Csar Alexsay III]";
		mes "I said to bring me";
		mes "40 Yaga's Pestles";
		mes "from the Baba Yaga.";
		next;
		mes "[Csar Alexsay III]";
		mes "Are you here to tease me?";
		close;
	}
	else if (mos_nowinter == 14) {
		mes "[Csar Alexsay III]";
		mes "It'd be great if I stayed put, for";
		mes "the good of both me and my people.";
		mes "I don't want to see the Baba Yaga";
		mes "personally.";
		next;
		mes "[Csar Alexsay III]";
		mes "So, I want you to ";
		mes "take my place for that.";
		next;
		mes "[Csar Alexsay III]";
		mes "Please help Baba Yaga";
		mes "to seize the summer.";
		close;
	}
	else if (mos_nowinter == 20) {
		mes "[Csar Alexsay III]";
		mes "Are you here for...";
		next;
		mes "[Csar Alexsay III]";
		mes "I already heard about the";
		mes "weather from the minister.";
		next;
		mes "[Csar Alexsay III]";
		mes "Actually, I was a little";
		mes "dissatisfied with the doing";
		mes "of witchcraft at the center";
		mes "of the square...";
		next;
		mes "[Csar Alexsay III]";
		mes "But... I can admit it was good work.";
		next;
		mes "[Csar Alexsay III]";
		mes "Everyone hates the cold winter.";
		mes "Now, the winter will not";
		mes "come anymore! So, I'm very pleased.";
		next;
		mes "[Csar Alexsay III]";
		mes "Right.";
		mes "I want to give you something";
		mes "in the name of the people.";
		next;
		mes "[Csar Alexsay III]";
		mes "Here, take it.";
		mes "I give it as an atonement";
		mes "to make my people happy.";
		set mos_nowinter,21;
		getitem 603,1;
		next;
		mes "[Csar Alexsay III]";
		mes "Stay here as long as you want, and";
		mes "enjoy yourself to the fullest this summer.";
		close;
	}
	else{
		if (mos_whale_edq < 16) {
			mes "[Csar Alexsay III]";
			mes "Welcome to Moscovia!";
			mes "I am the ruler, Csar Aleksay III, of Moscovia.";
			next;
			mes "[Csar Alexsay III]";
			mes "Go back to your hometown and talk about the beauty of Moscovia! Talk about my great government to all the people of the lands!";
			close;
		}
		else if (mos_whale_edq == 16) {
			mes "[Csar Alexsay III]";
			mes "A foreign traveler...?";
			mes " Do you have something to tell me?";
			next;
			mes "[Csar Alexsay III]";
			mes "If it is not important,";
			mes "have an audience with the Prime Minister first.";
			close;
		}
		else if (mos_whale_edq == 17) {
			mes "[Csar Alexsay III]";
			mes "Oh, are you the traveler who told me about an interesting adventure story...";
			next;
			mes "[Csar Alexsay III]";
			mes "Not only are you not from Moscovia, but also... you have found the moving island, which only existed in legends! I want to hear details...";
			next;
			mes "[Csar Alexsay III]";
			mes "Let's hear it...";
			mes "Tell me quickly.";
			mes "I'm anxious to know the truth about the island...";
			next;
			select("Tell the story all the while.");
				mes "...";
				next;
				mes "... ...";
				next;
				mes "... ... ...";
				next;
				mes "... ... ... ...";
				next;
				mes "[Csar Alexsay III]";
				mes "Surely, an interesting story... But it sounds so unbelievable! What do you think, Prime Minister?";
				next;
				mes "[Prime Minister Dmitree]";
				mes "It doesn't sound like a lie,";
				mes "but it's difficult to believe";
				mes "completely. I mean, I've known";
				mes "a whale to be huge, but...";
				next;
				mes "[Prime Minister Dmitree]";
				mes "a person living there...";
				mes "water streaming...";
				mes "and a tree growing on it...!!!";
				mes "Hmm...";
				next;
				mes "[Csar Alexsay III]";
				mes "I agree. I have heard many kinds of mysterious adventure stories, but this sounds like an absurd story!";
				next;
				mes "[Csar Alexsay III]";
				mes "Not to mention that it's happened near my nation. Unbelievable!";
				next;
				mes "[Prime Minister Dmitree]";
				mes "But Csar... In my memory,";
				mes "I heard that exactly, the";
				mes "last time a story was told";
				mes "about the mysterious moving island. But there was a musical instrument...which an old man played.";
				next;
				mes "[Csar Alexsay III]";
				mes "Really? Tell me the details.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Surely, I have heard the same";
				mes "story, as told in the legends";
				mes "of our ancestors; about an old man who lived there.";
				next;
				mes "[Csar Alexsay III]";
				mes "Hm. There are many doubtful points. Ordinarily, I would give you a big prize, but in this case, it is difficult to believe.";
				next;
				mes "[Csar Alexsay III]";
				mes "Bring me something to prove";
				mes "the existence of the whale.";
				mes "If you do, I will give you a big prize.";
				next;
				mes "[Csar Alexsay III]";
				mes "But if you don't,";
				mes "I will punish you for your lies! Bring this instrument that supposedly an old man has.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Csar... This is a foreigner...";
				mes "No disrespect was meant to you.";
				mes "Perhaps a little more generosity is in order?.";
				next;
				mes "[Csar Alexsay III]";
				mes "No way! If the story is not true, many other foreign travelers who pass by this land will disrespect me like this... What would you have me do?";
				next;
				mes "[Prime Minister Dmitree]";
				mes "......";
				next;
				mes "[Csar Alexsay III]";
				mes "You got it, traveler?";
				mes "You have a heavy responsibility.";
				mes "Bring evidence of this whale island to me, to provide me with some relief. Now go.";
				set mos_whale_edq,18;
				close;
		}
		else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
			mes "[Csar Alexsay III]";
			mes "I'm tired... I want to take a rest, so... leave.";
			next;
			mes "[Csar Alexsay III]";
			mes "Just think about finding the whale island...";
			close;
		}
		else if (mos_whale_edq == 35) {
			mes "[Csar Alexsay III]";
			mes "Oh. You've come back...";
			mes "Hm. Did you find something to bring";
			mes "to me from the whale island?";
			next;
			mes "[Csar Alexsay III]";
			mes "Did you bring the instrument?";
			mes "A Gooselri? Which only exists";
			mes "in the whale island? Let's see.";
			next;
			if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
				mes "[Csar Alexsay III]";
				mes "Oh... Is this instrument... a Gooselri?";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Actually, Csar, I believe it is";
				mes "called a Gusli.";
				next;
				mes "[Csar Alexsay III]";
				mes "Oh. Prime Minister, is this the";
				mes "correct instrument from the";
				mes "legends, then?";
				next;
				mes "[Prime Minister Dmitree]";
				mes "I can't be sure, but this is";
				mes "definitely an instrument never seen";
				mes "in our lands before.";
				next;
				mes "[Csar Alexsay III]";
				mes "Hm. This is also my first time";
				mes "seeing this kind of musical";
				mes "instrument. So mysterious... Hey!";
				mes "Can you play it?";
				next;
				if(select("I can play.:I can't play it.") == 1) {
					mes "[Csar Alexsay III]";
					mes "You can play it!";
					mes "Good, play it right away!";
					next;
					soundeffect "mos_gusli2.wav",0;
					donpcevent "Csar Alexsay III#npc::OnEmoteAg";
					donpcevent "Prime Minister Dmitree#m::OnEmoteAg";
					mes "[Csar Alexsay III]";
					mes "Um... What is this? Do you mock me?";
					mes "You are so impudent... You...!";
					next;
					mes "[Prime Minister Dmitree]";
					mes "Csar... Calm down, please.";
					mes "If you are quick to anger by such a";
					mes "lowly person, it will become a";
					mes "problem of prestige for you.";
					next;
					mes "[Csar Alexsay III]";
					mes "Agh... I agree with you.";
					mes "You. Give a proper prize to the";
					mes "adventurer and send them on their way.";
					next;
					mes "[Prime Minister Dmitree]";
					mes "How can I re...reward...?";
					next;
					emotion e_pif;
					mes "[Csar Alexsay III]";
					mes "I ordered you instead Prime";
					mes "Minister, to make this poor player";
					mes "disappear from in front of my eyes,";
					mes "right now.";
					next;
					mes "[Prime Minister Dmitree]";
					mes "You should be grateful for the";
					mes "Csar's mercy... impudent";
					mes "traveler...";
					next;
					mes "[Prime Minister Dmitree]";
					mes "Even though I regard as your effort for the time so, award you. Take it and go out.";
					getitem 12702,1;
					getexp 500000,0;
					set mos_whale_edq,39;
					close;
				}
				mes "[Csar Alexsay III]";
				mes "Um... That's too bad.";
				mes "I see... Will I ever believe...";
				next;
				mes "[Csar Alexsay III]";
				mes "Thanks for your efforts.";
				mes "Hey, Prime Minister,";
				mes "reward this traveler.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "How can I reward the traveler?";
				next;
				mes "[Csar Alexsay III]";
				mes "I leave the matter in your hands;";
				mes "it's up to you. I will take a";
				mes "rest.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "The Csar didn't take pleasure in";
				mes "your story, as I expected.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Even though I regard as your effort for the time so, award you. Take it.";
				getitem 12702,1;
				getexp 700000,0;
				set mos_whale_edq,40;
				close;
			}else{
				mes "[Csar Alexsay III]";
				mes "What are you doing? Can you play it";
				mes "without even holding the musical instrument???";
				next;
				mes "[Csar Alexsay III]";
				mes "Don't be impudent with me! Do it right!";
				close;
			}
		}
		else if (mos_whale_edq == 38) {
			mes "[Csar Alexsay III]";
			mes "Oh you come...hum did you find";
			mes "something to satisfy me";
			mes "at the whale island?";
			next;
			if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
				mes "[Csar Alexsay III]";
				mes "Oh... Is this instrument... a Gooselri?";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Actually, Csar, I believe it is called a Gusli.";
				next;
				mes "[Csar Alexsay III]";
				mes "Oh. Prime Minister, is this the";
				mes "correct instrument from the";
				mes "legends, then?";
				next;
				mes "[Prime Minister Dmitree]";
				mes "I can't be sure, but this is";
				mes "definitely an instrument never seen";
				mes "in our lands before.";
				next;
				mes "[Csar Alexsay III]";
				mes "Hm. This is also my first time";
				mes "seeing this kind of musical";
				mes "instrument. So mysterious... Hey!";
				mes "Can you play it?";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Yes. I learned how to play it at Whale Island.";
				next;
				mes "[Csar Alexsay III]";
				mes "Oh! Oh!... You can play it!";
				mes "Play it right away. I wonder about its sound.";
				next;
				soundeffect "mos_gusli1.wav",0;
				mes "-When the music of the Gusli is";
				mes "played, all the people in the";
				mes "Csar's Palace fall in with the tune.-";
				next;
				donpcevent "Csar Alexsay III#npc::OnEmoteSob";
				donpcevent "Prime Minister Dmitree#m::OnEmoteSob";
				mes "[Csar Alexsay III]";
				mes "Oh! I can't hear without tears.";
				mes "That's a sad tune.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "That's right, Csar.";
				mes "I have never heard a sad tune such as this.";
				mes "Kh-huk. Sniff.";
				next;
				mes "[Csar Alexsay III]";
				mes "Huk... You. Give a big prize to";
				mes "this traveler!";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Hukhuk... Sniff. How can I reward this?";
				next;
				mes "[Csar Alexsay III]";
				mes "I leave this matter in your hands.";
				mes "Give a proper prize to whom has";
				mes "Shown me a great story and";
				mes "beautiful music.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "I express thanks to you on behalf";
				mes "of our dear Csar and all the people";
				mes "in his palace. I will reward your";
				mes "efforts, in the name of the Csar.";
				getitem 617,1;
				getexp 1200000,0;
				set mos_whale_edq,41;
				close;
			}else{
				mes "[Csar Alexsay III]";
				mes "But you... Where do you keep the";
				mes "instrument which you are to show me?";
				next;
				mes "[Csar Alexsay III]";
				mes "Don't you need to be holding the instrument, in order to play it???";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "I'm sorry. I will be ready now, and try again to play it.";
				close;
			}
		}
		else if (mos_whale_edq == 39) {
			mes "[Csar Alexsay III]";
			mes "What happen... If you have special things go out.";
			close;
		}
		else if (mos_whale_edq == 40) {
			mes "[Csar Alexsay III]";
			mes "Um... You are a traveler as I saw.";
			mes "If you have special things, don't interfere my rest.";
			close;
		}
		else if (mos_whale_edq == 41) {
			mes "[Csar Alexsay III]";
			mes "Oh... You. ~";
			mes "Nice to see you again.";
			mes "I want for you to sometimes stop by here and play some music for me. ~";
			close;
		}
		else{
			mes "[Csar Alexsay III]";
			mes "Welcome to Moscovia,";
			mes "I am Csar Alexsay the Third.";
			next;
			mes "[Csar Alexsay III]";
			mes "Go back to your hometown and tell everyone about the beauty of Moscovia,";
			mes "and my great government.";
			close;
		}
	}
	
	OnEmoteAg:
		emotion e_ag;
		end;
		
	OnEmoteSob:
		emotion e_sob;
		end;
}

//----------------------------------------------------------------------------
// Prime Minister Dmitree - Moscovia Palace
//----------------------------------------------------------------------------
mosk_in,127,89,3	script	Prime Minister Dmitree#m	967,{
	if (mos_nowinter > 11 && mos_nowinter < 14) {
		mes "[Prime Minister Dmitree]";
		mes "You are in trouble if";
		mes "you conspire against the Csar,";
		mes "so, make your actions carefully,";
		mes "and if you want to clean yourself";
		mes "from suspicion... do everything you";
		mes "can to prove your innocence.";
		close;
	}
	else if (mos_nowinter == 14) {
		mes "[Prime Minister Dmitree]";
		mes "You have just cleared your name,";
		mes "but... we don't trust you wholly yet.";
		next;
		mes "[Prime Minister Dmitree]";
		mes "I can't trust you, but...";
		mes "if you succeed in taking hold of";
		mes "the summer... I might be able to.";
		close;
	}
	else if (mos_nowinter == 20) {
		mes "[Prime Minister Dmitree]";
		mes "We know that you mean well.";
		mes "But we can't fully trust you,";
		mes "so we kept an eye on your movements.";
		next;
		mes "[Prime Minister Dmitree]";
		mes "I heard that you performed";
		mes "witchcraft at the palace square...";
		mes "so, I ordered scholars to";
		mes "investigate the weather.";
		next;
		mes "[Prime Minister Dmitree]";
		mes "The results from taking observation";
		mes "of the weather, are the reducing";
		mes "change of temperature, and that the";
		mes "highest temperature is now stabilized.";
		next;
		mes "[Prime Minister Dmitree]";
		mes "I don't know what this may mean, by";
		mes "way of principle, but I've decided";
		mes "to admit the facts.";
		next;
		mes "[Prime Minister Dmitree]";
		mes "Already, our dear Csar knows.";
		mes "I finished the report.";
		mes "Go and announce it to him.";
		close;
	}
	else{
		if (mos_whale_edq < 16) {
			mes "[Prime Minister Dmitree]";
			mes "You are a foreign traveler. This is the Moscovia Palace, home of Csar Aleksay the Third. Extending your every courtesy here... is not bad manners.";
			close;
		}
		else if (mos_whale_edq == 16) {
			mes "[Prime Minister Dmitree]";
			mes "Traveler, why have you come to the Csar's Palace?";
			next;
			if(select("Just to look around.:To see the dear Csar.") == 1) {
				mes "[Prime Minister Dmitree]";
				mes "If so... look around with caution. Do not bother the Csar.";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Moscovia welcomes all travelers such as yourself!";
				next;
				mes "[Prime Minister Dmitree]";
				mes "Marvelously, our dear Csar likes it very much when interesting stories are often told to him.";
				close;
			}
			mes "[Prime Minister Dmitree]";
			mes "Did you come to see our dear Csar? If so, tell me your business with him in advance.";
			next;
			if(select("I'd like to say hello.:I have an adventure story for him.") == 1) {
				mes "[Prime Minister Dmitree]";
				mes "I will tell him directly about your business. You don't need to worry yourself with the Csar.";
				close;
			}
			mes "[Prime Minister Dmitree]";
			mes "I wonder what sort of things have happened to you... The Csar will be very pleased to hear your stories.";
			next;
			mes "[Prime Minister Dmitree]";
			mes "I will admit you. If our dear Csar is satisfied with your story, he will give you a big prize.";
			set mos_whale_edq,17;
			close;
		}
		else if (mos_whale_edq == 17) {
			mes "[Prime Minister Dmitree]";
			mes "I already announced you,";
			mes "so go see him and speak to him directly.";
			close;
		}
		else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
			mes "[Prime Minister Dmitree]";
			mes "Now, our dear Csar needs a rest.";
			mes "You should do your duty and go find the whale island.";
			close;
		}
		else if (mos_whale_edq == 35) {
			mes "[Prime Minister Dmitree]";
			mes "Ah! You've come back.";
			mes "I will request for you to see him immediately.";
			close;
		}
		else if (mos_whale_edq == 38) {
			mes "[Prime Minister Dmitree]";
			mes "Ah! You've come back.";
			mes "I will request for you to see him immediately.";
			close;
		}
		else if (mos_whale_edq == 39) {
			mes "[Prime Minister Dmitree]";
			mes "I don't want to hear your terrible ";
			mes "performance anymore so, go out away.";
			close;
		}
		else if (mos_whale_edq == 40) {
			mes "[Prime Minister Dmitree]";
			mes "What's up? Dear Chare is taking a rest.";
			mes "If you have nothing special, go out.";
			close;
		}
		else if (mos_whale_edq == 41) {
			mes "[Prime Minister Dmitree]";
			mes "Your Gusli performance was so touching.";
			mes "Unforgettable! Whenever you are here, please allow us to hear that tune again.";
			close;
		}else{
			mes "[Prime Minister Dmitree]";
			mes "You are a foreign traveler. This is a palace";
			mes "which lives Alexei the Third.";
			mes "Extend you every courtesy don't not bad manner.";
			close;
		}
	}
}

//----------------------------------------------------------------------------
// Island Trigger - Docks
//----------------------------------------------------------------------------
moscovia,136,46,4	script	Find#ship	844,4,4,{
	end;
	
OnTouch:
	if (mos_whale_edq > 34) {
		mes "-Watching the sea from the docks,";
		mes "it suddenly dawns upon you that you";
		mes "have memories from Whale Island.-";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Stop by the whale island?";
		next;
		if(select("Go to Whale Island.:Stay put.") == 1) {
			if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
				soundeffect "mos_gusli2.wav",0;
				mes "-Slowly, your hands are on the";
				mes "Gusli, and the playing starts...";
				mes "reminding you of the melody which";
				mes "the aged stranger had played...-";
				next;
				mes "[Village resident]";
				mes "So...something is rising from the sea!!!";
				next;
				mes "[Village Youth]";
				mes "What...What is that...??";
				next;
				mes "[Mr. Ibanoff]";
				mes "Ohohoh!... That's the whale";
				mes "island...!!! Someday, I hope to go there! Hahaha.";
				next;
				warp "mosk_fild01",95,93;
			}else{
				mes "["+strcharinfo(0)+"]";
				mes "Oh my goodness... Slipped right out";
				mes "of my mind... to forget equipping the Gusli.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "The aged stranger said that when I";
				mes "want to go to Whale Island again, I";
				mes "should play the Gusli from this place...";
				close;
			}
		}
		mes "["+strcharinfo(0)+"]";
		mes "I can go some other time.";
		mes "I will do other work now.";
		close;
	}else{
		end;
	}
}

//----------------------------------------------------------------------------
// Triggers
//----------------------------------------------------------------------------

mosk_ship,1,1,4	script	Baehideun#ship	-1,{
OnInit:
	set $@mos1_edq,0;
	end;
}

mosk_ship,81,110,0	script	#findship	844,5,5,{
OnInit:
	disablenpc "#findship";
	stopnpctimer;
	end;

OnEnable:
	enablenpc "#findship";
	initnpctimer;
	end;

OnDisable:
	disablenpc "#findship";
	set $@mos1_edq,0;
	end;

OnTouch:
	if (mos_whale_edq == 12) {
		mes "seeewaaaaaaaaaaa";
		next;
		mes "[Mr. Ibanoff]";
		mes "Hey "+strcharinfo(0)+"! Look!";
		mes "It's dangerous! Hide! Hurry!";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "That... that is...";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Something... something is rising...";
		next;
		mes "[Mr. Ibanoff]";
		mes "Watch out! "+strcharinfo(0)+"!";
		mes "Ah... That... That is... What...";
		set mos_whale_edq,13;
		close2;
		warp "mosk_fild01",95,93;
		end;
	}else{
		end;
	}
	end;

OnTimer300000:
	donpcevent "#findship::OnDisable";
	end;
}

mosk_ship,2,2,4	script	Baehideun1#ship	-1,{
OnInit:
	disablenpc "Baehideun1#ship";
	stopnpctimer;
	end;
	
OnEnable:
	enablenpc "Baehideun1#ship";
	monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
	monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
	initnpctimer;
	end;

OnDisable:
	set $@mos1_edq,0;
	stopnpctimer;
	disablenpc "Baehideun1#ship";
	end;

OnMyMobDead:
	if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
		set $@mos1_edq,0;
		mes "[Mr. Ibanoff]";
		mes "Now that all the monsters are gone,";
		mes "we can start sailing again";
		mes "normally.";
		donpcevent "Baehideun1#ship::OnDisable";
		close;
	}
	end;

OnTimer300000:
	killmonster "mosk_ship","Baehideun1#ship::OnMyMobDead";
	set $@mos1_edq,0;
	donpcevent "Baehideun1#ship::OnDisable";
	end;
}

mosk_ship,3,3,4	script	Baehideun2#ship	-1,{
OnInit:
	disablenpc "Baehideun2#ship";
	stopnpctimer;
	end;

OnEnable:
	enablenpc "Baehideun2#ship";
	monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
	monster "mosk_ship",80,110,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
	monster "mosk_ship",83,114,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
	monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
	initnpctimer;
	end;

OnDisable:
	set $@mos1_edq,0;
	stopnpctimer;
	disablenpc "Baehideun2#ship";
	end;

OnMyMobDead:
	if (mobcount("mosk_ship","Baehideun2#ship::OnMyMobDead") < 1) {
		set $@mos1_edq,0;
		mes "[Mr. Ibanoff]";
		mes "Now that all the monsters are gone,";
		mes "we can start sailing again";
		mes "normally.";
		donpcevent "Baehideun2#ship::OnDisable";
		close;
	}
	end;

OnTimer300000:
	killmonster "mosk_ship","Baehideun2#ship::OnMyMobDead";
	set $@mos1_edq,0;
	donpcevent "Baehideun2#ship::OnDisable";
	end;
}

mosk_ship,5,5,4	script	Baehideun3#ship	-1,{
OnInit:
	disablenpc "Baehideun3#ship";
	stopnpctimer;
	end;

OnEnable:
	enablenpc "Baehideun3#ship";
	monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun3#ship::OnMyMobDead";
	monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
	monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
	initnpctimer;
	end;

OnDisable:
	set $@mos1_edq,0;
	stopnpctimer;
	disablenpc "Baehideun3#ship";
	end;

OnMyMobDead:
	if (mobcount("mosk_ship","Baehideun3#ship::OnMyMobDead") < 1) {
		set $@mos1_edq,0;
		mes "[Mr. Ibanoff]";
		mes "Now that all the monsters are gone,";
		mes "we can start sailing again";
		mes "normally.";
		set mos_whale_edq,11;
		donpcevent "Baehideun3#ship::OnDisable";
		close;
	}
	end;

OnTimer300000:
	killmonster "mosk_ship","Baehideun3#ship::OnMyMobDead";
	set $@mos1_edq,0;
	donpcevent "Baehideun3#ship::OnDisable";
	end;
}

mosk_ship,15,15,4	script	Baehideun4#ship	-1,{
OnInit:
	disablenpc "Baehideun4#ship";
	stopnpctimer;
	end;

OnEnable:
	enablenpc "Baehideun4#ship";
	monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun4#ship::OnMyMobDead";
	monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
	monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
	initnpctimer;
	end;

OnDisable:
	set $@mos1_edq,0;
	stopnpctimer;
	disablenpc "Baehideun4#ship";
	end;

OnMyMobDead:
	if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
		set $@mos1_edq,0;
		mes "[Mr. Ibanoff]";
		mes "Now that all the monsters are gone,";
		mes "we can start sailing again";
		mes "normally.";
		set mos_whale_edq,26;
		donpcevent "Baehideun4#ship::OnDisable";
		close;
	}
	end;

OnTimer300000:
	killmonster "mosk_ship","Baehideun4#ship::OnMyMobDead";
	set $@mos1_edq,0;
	donpcevent "Baehideun4#ship::OnDisable";
	end;
}

mosk_fild01,21,21,0	script	#Island Control Tower	-1,{
OnInit:
	disablenpc "#Island Control Tower";
	stopnpctimer;
	end;

OnEnable:
	enablenpc "#Island Control Tower";
	initnpctimer;
	end;

OnDisable:	
	disablenpc "#Island Control Tower";
	stopnpctimer;
	end;

OnTimer20000:
	set mos_whale_edq,15;
	disablenpc "#Island Control Tower";
	end;
}

//============================================================================
// Help Mikhail
//============================================================================

//----------------------------------------------------------------------------
// Gallina - Starting Point
//----------------------------------------------------------------------------
mosk_in,144,279,5	script	Gallina#mos	959,{
	if (mos_swan == 0) {
		mes "[Gallina]";
		mes "Oh, where the heck is he?";
		mes "I'll teach him a lesson.";
		mes "He's timid like Dad.";
		next;
		mes "[Anna]";
		mes "Mikhail, he's a coward, a crybaby.";
		mes "Mikhail, he's a coward, a crybaby.";
		next;
		mes "[Gallina]";
		mes "It's because you didn't look after your brother. So you clean the house, Anna?";
		next;
		donpcevent "Anna#mos::OnEmoteSob";
		mes "[Anna]";
		mes "Oh, my................";
		next;
		if(select("Talk to her.:Just pass by her") == 1) {
			mes "["+strcharinfo(0)+"]";
			mes "Hello, there?";
			next;
			mes "[Gallina]";
			mes "Oh, God!";
			mes "I didn't see you there. Sorry!";
			mes "You want to buy a hotcake, don't you?";
			mes "I'm sorry but we're not ready to open the store..";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "No, that's ok.";
			mes "Is there something that I can help with? What's the matter?";
			next;
			mes "[Gallina]";
			mes "Oh, well...";
			mes "My son, Mikhail broke our Matrushka while I was away from home.";
			mes "He's afraid that I would punish him. So he ran away.";
			next;
			mes "[Gallina]";
			mes "How timid the boy is!";
			mes "I doubt that he'd be able to be a great general in the future";
			next;
			mes "[Gallina]";
			mes "He used to come home at this time.";
			mes "I'm worried that something bad has happened to him.";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "You look anxious. I'd like to help you to find your son.";
			next;
			mes "[Gallina]";
			mes "Did you say I'm anxious?";
			mes "I'm just anxious for him to get home.";
			mes "...So I can punish him for what he did.";
			next;
			mes "[Gallina]";
			mes "But it's not good that I refuse your kindness";
			mes "Will you find Mikhail for me?";
			next;
			if(select("I was not serious.:Yes, I will!") == 1) {
				mes "[Gallina]";
				mes "You meanie! I'm not in the mood for jokes.";
				close;
			}
			mes "[Gallina]";
			mes "Oh, God, You're so kind";
			mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
			mes "Please bring him to me, then~";
			set mos_swan,1;
			close;
		}
		mes "[Gallina]";
		mes "I'm worried that he's making trouble somewhere...";
		close;
	}
	else if (mos_swan == 1) {
		mes "[Gallina]";
		mes "Mikhail, my timid son must still be in this village.";
		mes "I'm sorry if he's shy and timid like his father.";
		close;
	}
	else if (mos_swan > 1 && mos_swan < 25) {
		mes "["+strcharinfo(0)+"]";
		mes "Mikhail hasn't come yet?";
		next;
		mes "[Gallina]";
		mes "No, where on earth is he?";
		close;
	}
	else if (mos_swan == 25) {
		mes "[Gallina]";
		mes "He came back with my Matrushka roughly pasted together and just left...";
		next;
		mes "[Gallina]";
		mes "I'm sorry that I treated the little boy badly.";
		mes "He did his best in his own way.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "That's ok. You will be a sweet mom to your little boy. haha";
		next;
		mes "[Gallina]";
		mes "Yes. I'm sure I will. hoho..";
		mes "Anna, my daughter made a mistake. She laid the blame upon her brother alone. I'll punish her too.";
		next;
		mes "[Gallina]";
		mes "I appreciate your effort. You went to a dangerous place to find my son";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "It often happens to me, hehe.";
		next;
		mes "[Gallina]";
		mes "I can't afford to reward you with much but... I'll let you know how to make a delicious hotcake!";
		next;
		mes "[Gallina]";
		mes "I have to work now but Larissa will tell you about that. She's our maid..";
		mes "She's really a nice cook.";
		next;
		mes "[Gallina]";
		mes "Hotcakes of Moscovia are so delicious!";
		mes "Once you make it, I bet you that you'll love it.";
		next;
		mes "[Gallina]";
		mes "Well, now I have to get to work!";
		mes "I'll make you my hotcakes someday. Please visit me later";
		set mos_swan,100;
		getexp 1000000,0;
		close;
	}else{
		mes "[Gallina]";
		mes "I'm always trying to prepare a new dish.";
		mes "What do you think of 'the most spicy chili hotcake in the world'?";
		mes "I think that will be great!";
		close;
	}
	
	OnEmoteSob:
		emotion e_sob;
		end;
}

//----------------------------------------------------------------------------
// Anna - Sister
//----------------------------------------------------------------------------
mosk_in,148,274,1	script	Anna#mos	958,{
	if (mos_swan == 0) {
		mes "[Gallina]";
		mes "Oh, where the heck is he?";
		mes "I'll teach him a lesson.";
		mes "He's timid like Dad.";
		next;
		mes "[Anna]";
		mes "Mikhail, he's a coward, a crybaby.";
		mes "Mikhail, he's a coward, a crybaby.";
		next;
		mes "[Gallina]";
		mes "It's because you didn't look after your brother. So you clean the house, Anna?";
		next;
		emotion e_sob;
		mes "[Anna]";
		mes "Oh, my................";
		next;
		if(select("Talk to her.:Just pass by her") == 1) {
			mes "["+strcharinfo(0)+"]";
			mes "Hello, there?";
			next;
			mes "[Gallina]";
			mes "Oh, God!";
			mes "I didn't see you there. Sorry!";
			mes "You want to buy a hotcake, don't you?";
			mes "I'm sorry but we're not ready to open the store..";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "No, that's ok.";
			mes "Is there something that I can help with? What's the matter?";
			next;
			mes "[Gallina]";
			mes "Oh, well...";
			mes "My son, Mikhail broke our Matrushka while I was away from home.";
			mes "He's afraid that I would punish him. So he ran away.";
			next;
			mes "[Gallina]";
			mes "How timid the boy is!";
			mes "I doubt that he'd be able to be a great general in the future";
			next;
			mes "[Gallina]";
			mes "He used to come home at this time.";
			mes "I'm worried that something bad has happened to him.";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "You look anxious. I'd like to help you to find your son.";
			next;
			mes "[Gallina]";
			mes "Did you say I'm anxious?";
			mes "I'm just anxious for him to get home.";
			mes "...So I can punish him for what he did.";
			next;
			mes "[Gallina]";
			mes "But it's not good that I refuse your kindness";
			mes "Will you find Mikhail for me?";
			next;
			if(select("I was not serious.:Yes, I will!") == 1) {
				mes "[Gallina]";
				mes "You meanie! I'm not in the mood for jokes.";
				close;
			}
			mes "[Gallina]";
			mes "Oh, God, You're so kind";
			mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
			mes "Please bring him to me, then~";
			set mos_swan,1;
			close;
		}
		mes "[Gallina]";
		mes "I'm worried that he's making trouble somewhere...";
		close;
	}
	else if (mos_swan == 1) {
		mes "[Anna]";
		mes "Mikhail, he's a coward, a crybaby.";
		mes "Mikhail, he's a coward, a crybaby.";
		close;
	}
	else if (mos_swan == 2) {
		mes "[Anna]";
		mes "Why are you here?";
		next;
		while(1) {
			switch(select("About where Mikhail might be hiding:About their relationship:About the situation:Ask her about other things:End the conversation")) {
			case 1:
				mes "["+strcharinfo(0)+"]";
				mes "Where is Mikhail?";
				mes "Do you know where he is?";
				next;
				emotion 39;
				mes "[Anna]";
				mes "If I had known that, I would have already found him, you fool.";
				next;
				emotion 4,1;
				mes "["+strcharinfo(0)+"]";
				mes "Hahaha, you're right.";
				next;
				break;
			case 2:
				mes "["+strcharinfo(0)+"]";
				mes "How's your relationship with your brother?";
				next;
				mes "[Anna]";
				mes "Mikhail always stays behind me and asks me to read books!";
				mes "And he cries too much.";
				mes "It annoys me.";
				mes "And he only wants to play with me. That's why he has no friends.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "You seem very courageous.";
				mes "I can understand why your mother worries about him.";
				next;
				break;
			case 3:
				mes "["+strcharinfo(0)+"]";
				mes "What were you doing when Mikhail broke your mother's Matrushka?";
				next;
				mes "[Anna]";
				mes "I was there.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Oh were you?";
				next;
				mes "[Anna]";
				mes "When my parents were out, they asked me to take care of Mikhail.";
				mes "I didn't want to do that but I'm his sister so I was reading a book next to him.";
				next;
				mes "[Anna]";
				mes "He began to tease me to read a book for him and later, he annoyed me saying that he's hungry!";
				next;
				mes "[Anna]";
				mes "I was so bothered with him and I pretended not to hear him and kept reading. I guess it made him mad and so he broke the Matrushka.";
				next;
				mes "[Anna]";
				mes "He made trouble and began to cry!";
				mes "He's such a timid boy...";
				mes "(giggling)";
				next;
				mes "[Anna]";
				mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Where can you get it?";
				mes "Why didn't you go with him?";
				next;
				mes "[Anna]";
				mes "Do you think we kids know that?";
				mes "He broke it and should get the thing by himself!";
				mes "And Mom said that he should do his work for himself to become a great general.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Don't you have any idea of where he might be?";
				next;
				mes "[Anna]";
				mes "No.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Is there anyone who is close to him?";
				next;
				emotion 32;
				mes "[Anna]";
				mes "(giggle) He's a fool and has no friends.";
				mes "But among our villagers, the lady of ^3131FFInn 'Sticky Herb Tree'^000000 has held Mikhail dear.";
				next;
				mes "[Anna]";
				mes "I have no idea anymore.";
				next;
				mes "- Anna sticks her tongue out. -";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?";
				if (mos_swan == 2) {
					set mos_swan,3;
				}
				next;
				break;
			case 4:
				mes "["+strcharinfo(0)+"]";
				mes "What am I going to ask her?";
				next;
				input .@AnnaInfo$;
				mes "["+strcharinfo(0)+"]";
				mes "Anna,";
				mes ""+.@AnnaInfo$+"?";
				mes "Do you know what this is?";
				next;
				if (.@AnnaInfo$ == "Gravity") {
					mes "[Anna]";
					mes "I know that they have a game called RAGNAROK Online 2... and they like... what am I saying now... right?";
					next;
				}
				else if (.@AnnaInfo$ == "Gallina") {
					mes "[Anna]";
					mes "Mom's hotcakes are so delicious! Oh, it's sweet flavor!";
					mes "Everyone in this village likes Mom's hotcakes. Hehe.";
					next;
				}
				else if (.@AnnaInfo$ == "Mikhail") {
					mes "[Anna]";
					mes "Mikhail is a timid fool!";
					next;
				}
				else {
					mes "[Anna]";
					mes "I have no idea about that thing.";
					next;
				}
				break;
			case 5:
				mes "[Anna]";;
				mes "Hmm ~ ~ ~ ~ ";
				next;
				mes "- Anna frowns at me and sticks out her tongue.";
				mes "She doesn't want to talk to me -";
				close;
			}
		}
	}
	else if (mos_swan == 3) {
		mes "["+strcharinfo(0)+"]";
		mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000.";
		close;
	}
	else if (mos_swan > 3 && mos_swan < 12) {
		mes "[Anna]";
		mes "Mikhail is foolish, timid and a coward!";
		close;
	}
	else if (mos_swan == 25) {
		mes "[Anna]";
		mes "Mik..ha..il";
		mes "He tattled on me to mom...";
		next;
		mes "[Gallina]";
		mes "Anna!";
		next;
		mes "[Anna]";
		mes "....I'm sorry.";
		close;
	}
	else if (mos_swan == 100) {
		mes "[Anna]";
		mes "Mik..ha..il";
		mes "He tattled on me to mom...";
		next;
		mes "[Gallina]";
		mes "Anna!";
		next;
		emotion e_sob;
		mes "[Anna]";
		mes "....I'm sorry.";
		close;
	}
	else {
		mes "[Anna]";
		mes "....I'm bored.";
		close;
	}
}

//----------------------------------------------------------------------------
// Bed
//----------------------------------------------------------------------------
mosk_in,136,279,3	script	Bed#mos1	111,{
	if (mos_swan == 11) {
		mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -";
		next;
		if(select("Check other things:Look it over ") == 1) {
			mes "- You'll examine the bed later -";
			close;
		}
		mes "- You come near the bed to look it over. -";
		next;
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		next;
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		next;
		mes "- You didn't find anything -";
		close;
	}else{
		mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them -";
		close;
	}
}

mosk_in,161,279,3	duplicate(Bed#mos1)	Bed#mos2	111

//----------------------------------------------------------------------------
// Fire pot + Mikhail
//----------------------------------------------------------------------------
mosk_in,205,268,3	script	Fire pot#mos	111,{
	if (mos_swan == 0) {
		mes "- It's a fire pot to heat the room or bake something -";
		close;
	}
	else if (mos_swan == 1) {
		mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
		mes "It seems that this has not been used for a long time.";
		mes "I think I should ask his family where he might have fun off to -";
		set mos_swan,2;
		close;
	}
	else if (mos_swan > 1 && mos_swan < 11) {
		mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
		mes "It seems that it was used a long time ago. -";
		close;
	}
	else if (mos_swan == 11) {
		mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
		mes "It seems that it was used a long time ago. -";
		next;
		if(select("Check other things:Look it over") == 1) {
			mes "- You decide to check out other things -";
			close;
		}
		mes "- You come near the pot to look it over. -";
		next;
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		next;
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		mes " .............. ";
		next;
		mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -";
		next;
		switch(select("Mikhail is in the fire pot.:Mikhail is around the fire pot.:There's nothing between pieces of bread and Mikhail.")) {
		case 1:
			mes "["+strcharinfo(0)+"]";
			mes "I finally found him.";
			next;
			mes "- You put your arm into the hole of the fire pot. -";
			next;
			mes "- Something makes a rustling sound. -";
			next;
			mes "- You call Mikhail with a low voice. -";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Mik-ha-il-.";
			next;
			mes "- .......................... -";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Mikhail.";
			mes "I know you're there, please come out.";
			next;
			mes "- .......................... -";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Your mom and sister are worried about you.";
			next;
			mes "[???]";
			mes ".......hey.";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "?????";
			next;
			mes "[Mikhail]";
			mes ".......No, I can't............";
			mes "I'll.... be punished........";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "No, you won't, Mikhail.";
			mes "Your mom is worried about you so much.";
			mes "Your sister, too.";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "You broke your mom's Matrushka by mistake, didn't you?";
			mes "I'll tell her about your mistake. Please come out.";
			next;
			mes "[Mikhail]";
			mes "Oh.. ma.. matrushka..";
			mes "I didn't break..it.. it..wasn't.. just me!";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "And?";
			next;
			mes "[Mikhail]";
			mes "Anna pushed me and bumped me......";
			mes "But she told Mom that it was just me who broke it....";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Oh, dear! You and Anna did that but she put all the blame on you?";
			next;
			mes "[Mikhail]";
			mes "Yes.....";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "You should come out and tell your mom the truth! Let's go Mikhail.";
			next;
			mes "[Mikhail]";
			mes "No! No, I can't!!";
			next;
			mes "- A small-white hand comes out of the fire pot and grabs your ankle -";
			next;
			mes "[Mikhail]";
			mes "No...I'm afraid that Mom will punish me...";
			mes "Because Grandma's Matrushka is broken......";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Oh, my. Please don't cry little boy.";
			mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her.";
			next;
			mes "[Mikhail]";
			mes "Can you... get... a paste?";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "You don't believe me?";
			mes "Ok, stay here. I'll be right back with the paste.";
			next;
			mes "- I need to know what's required for the paste.";
			mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -";
			set mos_swan,12;
			close;
			break;
		case 2:
			mes "- I guess he's near the fire pot. Where can I find him? -";
			close;
			break;
		case 3:
			mes "- I guess pieces of bread have nothing to do with Mikhail. -";
			close;
		}
	}
	else if (mos_swan == 12) {
		mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -";
		close;
	}
	else if (mos_swan == 24) {
		mes "["+strcharinfo(0)+"]";
		mes "Hey, Mikhail. I've got the paste!.";
		next;
		mes "[Mikhail]";
		mes "......Really? are you serious?";
		next;
		donpcevent "Mikhail#mos::OnEnable";
		mes "- You hand over the paste from Victor to Mikhail. -";
		next;
		mes "[Mikhail]";
		mes "Wow! Great!";
		next;
		mes "- He begins working on the broken Matrushka as if he was piecing together a puzzle. -";
		next;
		mes "[Mikhail]";
		mes "I've done it!!!!!!!";
		mes "Thank you so much!!!";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "You're welcome, haha.";
		mes "Anyway, can you promise me one thing?";
		next;
		mes "[Mikhail]";
		mes "What?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future.";
		next;
		mes "[Mikhail]";
		mes ".............";
		next;
		mes "[Mikhail]";
		mes "OK, I will!";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Hoohoo, you're good boy.";
		next;
		mes "[Mikhail]";
		mes "Now I'm gonna give this back to Mom.";
		donpcevent "Mikhail#mos::OnInit";
		set mos_swan,25;
		delitem 7764,1;
		close;
	}
	else{
		mes "- It's a fire pot to heat the room or bake something -";
		close;
	}
}

mosk_in,202,269,5	script	Mikhail#mos	962,{
	end;
OnInit:
	hideonnpc "Mikhail#mos";
	end;
	
OnEnable:
	hideoffnpc "Mikhail#mos";
	end;
}

//----------------------------------------------------------------------------
// Sticky Herb Tree Inn NPCs
//----------------------------------------------------------------------------
mosk_in,135,191,5	script	Landlord#mos	961,{
	mes "[Landlord]";
	mes "Oh, welcome to the Inn 'Sticky Herb Tree'.";
	mes "It is the most comfortable and calmest place in all of Moscovia.";
	next;
	if (mos_swan == 3) {
		switch(select("Save:Stay the night - 5000z:Ask her about Mikhail.")) {
		case 1:
			mes "[Landlord]";
			mes "Your respawn point has been saved.";
			mes "Hope we can see you again next time hoho.";
			savepoint "mosk_in",142,189;
			close;
			break;
		case 2:
			if (Zeny > 4999) {
				mes "[Landlord]";
				mes "Ok, I'll bring you the best room.";
				mes "Please have a rest, young adventurer.";
				close2;
				set Zeny,Zeny-5000;
				percentheal 100,100;
				warp "mosk_in",215,181;
				end;
			}else{
				mes "[Landlord]";
				mes "The service charge is 5000z.";
				mes "Please make sure you have enough money for the service.";
				close;
			}
			break;
		case 3:
			mes "[Landlord]";
			emotion 3;
			if (sex) {
				mes "Oh~! You look great! Look at the solid muscle!";
				mes "But you look tired. Is it because of a long journey?";
				next;
				mes "[Landlord]";
				mes "We've got a room available just for you. It's the best in town. How about staying the night?";
				mes "I'll charge you at reasonable price for you, handsome guy.";
			}else{
				mes "Oh, you look great! Look at your fair skin! ";
				mes "But you look tired. Is it because of a long journey?";
				next;
				mes "[Landlord]";
				mes "We've got a room available just for you. It's like a princess' room.";
				mes "How about staying the night? I'll mark down the price for you, beautiful lady.";
			}
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Oh, I'm sorry but I didn't come to stay here.";
			mes "I'm looking for a kid and I've got something to ask you...";
			next;
			emotion e_omg;
			mes "[Landlord]";
			mes "What!?!?";
			next;
			mes "[Landlord]";
			mes "Hey~ You've heard about 'give and take'?";
			mes "Haven't you?";
			mes "If you're my customer, I could offer you what you want but you're not!";
			next;
			mes "[Landlord]";
			mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?";
			next;
			if(select("Refuse.:Stay overnight and get the info. - 5000z") == 1) {
				emotion 7;
				mes "[Landlord]";
				mes "Well, get the info by yourself then.";
				close;
			}
			if (Zeny < 5000) {
				mes "[Landlord]";
				mes "No way. You don't have enough money.";
				mes "Go away! I can't offer you a room.";
				close;
			}else{
				mes "[Landlord]";
				mes "Oh, God! You're as great as you look~";
				mes "Ok, I'll bring you to the room in a bit!!";
				next;
				mes "[Landlord]";
				mes "Come on, please follow me with your luggage.";
				mes "Oh, let me carry them. Hohoho, you must be exhausted.";
				mes "I wish you a good night's rest. Hohoho.";
				set mos_swan,4;
				close2;
				set Zeny,Zeny-5000;
				percentheal 100,100;
				warp "mosk_in",215,181;
				end;
			}
		}
	}
	else if (mos_swan == 4 || mos_swan == 5) {
		mes "[Landlord]";
		mes "You're up already?";
		mes "Well since you're young you've probably already recovered all of your strength.";
		mes "Hohoho.";
		next;
		while(1) {
			switch(select("Ask her about the inn:Ask her about Mikhail.:End the conversation")) {
			case 1:
				mes "[Landlord]";
				mes "The name of our inn came from a big apple tree which is outside of the village.";
				mes "I hope our inn will be the most famous place in Moscovia like the apple tree that distinguishes itself in the thick wood.";
				next;
				break;
			case 2:
				mes "[Landlord]";
				mes "Mikhail?";
				mes "Ah! You're talking about a cute boy, Mr. Ibanoff's son?";
				mes "Yes I saw him. He was here a few hours ago.";
				next;
				mes "[Landlord]";
				mes "He looked pale and asked me for a high-strength adhesive. He might've broken something important.";
				next;
				mes "[Landlord]";
				mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son.";
				mes "Hohoho";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "So what happened?";
				mes "Did Mikhail get it?";
				next;
				mes "[Landlord]";
				mes "Hoho, I don't really know. Maybe my husband does...";
				mes "He's not much to look at, but he's good at repairing and making stuff! hoho";
				next;
				mes "[Landlord]";
				mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now...";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "......And then?";
				next;
				mes "[Landlord]";
				mes "I told him to go to the pub over there.";
				mes "I also told him not to drink what those guys offer to him!";
				mes "Cause he's such a cute boy!";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "So, did he go there?";
				next;
				mes "[Landlord]";
				mes "Yes he did-.";
				mes "As he's a good boy, he would go there.";
				mes "He's really gentle.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "OK. Thank you for your answers!";
				next;
				mes "[Landlord]";
				mes "I was unkind to make you stay here but wasn't it easier for you? hoho.";
				mes "When it gets dark, promise me to come here again. Hoho";
				set mos_swan,7;
				close;
				break;
			case 3:
				mes "[Landlord]";
				mes "When you need to take a rest, where will you go?";
				next;
				mes "[Landlord]";
				mes "You should come back here to Inn 'Sticky Herb Tree'. Ok?";
				mes "I'll offer you better service next time.";
				close;
			}
		}
	}
	else{
		if(select("Save:Stay the night - 5000z") == 1) {
			mes "[Landlord]";
			mes "Your respawn point has been saved.";
			mes "Hope we can see you again next time hoho.";
			savepoint "mosk_in",142,189;
			close;
		}
		if (Zeny> 4999) {
			mes "[Landlord]";
			mes "Please be comfortable.";
			close2;
			set Zeny,Zeny-5000;
			percentheal 100,100;
			warp "mosk_in",215,181;
			end;
		}else{
			mes "[Landlord]";
			mes "The service charge is 5000z.";
			mes "Please make sure you have enough money for the service.";
			close;
		}
	}
}

mosk_in,141,212,3	script	Pub Owner#mos	964,{
	if (checkweight(1201,1) == 0 ) {
		mes "- Please stop here !! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "- Please stop here!! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if (mos_swan == 7) {
		mes "[Pub Owner]";
		mes "We've got another wanderer here";
		mes "Welcome to our pub.";
		mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'.";
		next;
		if(select("Ask him about Mikhail.:Order a drink.") == 1) {
			mes "["+strcharinfo(0)+"]";
			mes "Sasha, has a little boy called 'Mikhail' came here?";
			next;
			mes "[Pub Owner]";
			mes "Are you talking about the cute little boy? Yes he has came here.";
			mes "He looked pale and needed a high-strength adhesive .";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "So what did you say ?";
			next;
			mes "[Pub Owner]";
			mes "I don't know well about that thing.";
			mes "However, I know a person who may know about that so I introduced him to Mikhail.";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Who's that person?";
			next;
			mes "[Pub Owner]";
			mes "It's Victor over there.";
			mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000.";
			mes "No one knows about it well except him.";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Sasha, thanks a lot!";
			next;
			mes "[Pub Owner]";
			mes "You're welcome.";
			set mos_swan,8;
			close;
		}
		mes "[Pub Owner]";
		mes "Although you may be an experienced adventurer, you look so young.";
		mes "I recommend you these drinks. Which one will you take?";
		next;
		switch(select("Milk - 1000z:Sticky_Herb juice - 1000z:They are all expensive!")) {
		case 1:
			if (Zeny > 999) {
				set Zeny,Zeny-1000;
				set mos_swan,9;
				getitem 519,1;
				mes "[Pub Owner]";
				mes "Here you are. This is what you ordered.";
				mes "How do you like Moscovia?";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Yes, it's beautiful and gorgeous.";
				mes "Sasha, most of all, can you answer one question?";
				next;
				mes "[Pub Owner]";
				mes "About what?";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Has Mikhail come here?";
				next;
				mes "[Pub Owner]";
				mes "Yes he has.";
				mes "He looked pale and needed a high-strength adhesive.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "So what happened?";
				next;
				mes "[Pub Owner]";
				mes "I don't know much about adhesives.";
				mes "But, I know a person who may know about them so I introduced Mikhail to him.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Who's this person?";
				next;
				mes "[Pub Owner]";
				mes "It's Victor over there.";
				mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
				mes "No one knows adhesives as well as he does.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Sasha, thanks a lot!";
				next;
				mes "[Pub Owner]";
				mes "You're welcome.";
				close;
			}else{
				mes "[Pub Owner]";
				mes "You'll need a lot of money while you're traveling.";
				mes "If you don't have enough money, I'll offer you a glass of water.";
				close;
			}
			break;
		case 2:
			if (Zeny > 999) {
				set Zeny,Zeny-1000;
				set mos_swan,9;
				getitem 531,1;
				mes "[Pub Owner]";
				mes "Here you are. This is what you ordered.";
				mes "How do you like Moscovia?";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Yes, it's beautiful and gorgeous.";
				mes "Sasha, most of all, can you answer one question?";
				next;
				mes "[Pub Owner]";
				mes "About what?";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Has Mikhail come here?";
				next;
				mes "[Pub Owner]";
				mes "Yes he has.";
				mes "He looked pale and needed a high-strength adhesive.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "So what happened?";
				next;
				mes "[Pub Owner]";
				mes "I don't know much about adhesives.";
				mes "But, I know a person who may know about them so I introduced Mikhail to him.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Who's this person?";
				next;
				mes "[Pub Owner]";
				mes "It's Victor over there.";
				mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
				mes "No one knows adhesives as well as he does.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "Sasha, thanks a lot!";
				next;
				mes "[Pub Owner]";
				mes "You're welcome.";
				close;
			}else{
				mes "[Pub Owner]";
				mes "You'll need a lot of money while you're traveling.";
				mes "If you don't have enough money, I'll offer you a glass of water.";
				close;
			}
			break;
		case 3:
			mes "[Pub Owner]";
			mes "Hahaha, too much for you eh cheapskate.";
			close;
		}
	}
	else if (mos_swan == 8) {
		mes "[Pub Owner]";
		mes "While I work in this pub, I can hear stories from all around the world.";
		mes "They are all heroes of their life.";
		next;
		mes "[Pub Owner]";
		mes "Each story interests me so a day passes quick.";
		mes "That's why I love my job.";
		next;
		mes "[Pub Owner]";
		mes "Well, do you have some stories for me? or you've got something to ask me.";
		mes "I recommend you those drinks.";
		next;
		switch(select("Milk - 1000z:Apple juice - 1000z:They are all expensive!")) {
		case 1:
			if (Zeny > 999) {
				set Zeny,Zeny-1000;
				set mos_swan,9;
				getitem 519,1;
				mes "[Pub Owner]";
				mes "Here you are. This is what you ordered.";
				mes "Enjoy yourself.";
				close;
			}else{
				mes "[Pub Owner]";
				mes "You'll need a lot of money while you're traveling.";
				mes "If you don't have enough money, I'll offer you a glass of water.";
				close;
			}
			break;
		case 2:
			if (Zeny > 999) {
				set Zeny,Zeny-1000;
				set mos_swan,9;
				getitem 531,1;
				mes "[Pub Owner]";
				mes "Here you are. This is what you ordered.";
				mes "Enjoy yourself.";
				close;
			}else{
				mes "[Pub Owner]";
				mes "You'll need a lot of money while you're traveling.";
				mes "If you don't have enough money, I'll offer you a glass of water.";
				close;
			}
			break;
		case 3:
			mes "[Pub Owner]";
			mes "Hahaha, Here is the sightseeing place.";
			close;
		}
	}
	else if (mos_swan == 9) {
		mes "[Pub Owner]";
		mes "Have you spoken to Victor?";
		close;
	}
	else {
		mes "[Pub Owner]";
		mes "Welcome to our pub.";
		mes "I'm Alexandre of ^3131FF'Stream Pub'^000000. But, everyone calls me 'Sasha'.";
		mes "It's a fine day today. I feel like going out.";
		close;
	}
}

mosk_in,147,202,3	script	Victor#mos	968,{
	if (checkweight(1201,1) == 0 ) {
		mes "- Please stop here !! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "- Please stop here!! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if (mos_swan == 8) {
		mes "["+strcharinfo(0)+"]";
		mes "Excuse me.";
		mes "Could you spare a few minutes for me?";
		next;
		mes "[Victor]";
		mes "Who are you?";
		mes "What gives you the right to say such a thing?";
		mes "I'm busy appreciating wine in this glass.";
		close;
	}
	else if (mos_swan == 9) {
		mes "["+strcharinfo(0)+"]";
		mes "Excuse me.";
		mes "Could you spare a few minutes for me?";
		next;
		mes "[Victor]";
		mes "Who are you?";
		mes "What gives you the right to say such a thing?";
		mes "I'm busy appreciating wine in this glass.";
		next;
		mes "[Victor]";
		mes "Pardon? You're drinking too.";
		mes "Ok, it's lonely to drink alone. I but I've gotten used to it.";
		next;
		mes "[Victor]";
		mes "Well, tell me what you have on your mind. I'm listening.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Have you seen a little boy who was looking for paste?";
		next;
		mes "[Victor]";
		mes "..................";
		next;
		mes "[Victor]";
		mes "You're talking about Mikhail?";
		mes "He's such a sentimental boy. I was troubled by him";
		next;
		mes "[Victor]";
		mes "By the way, how did you know that he came to see me? Did he say anything to you?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka..";
		next;
		mes "[Victor]";
		mes "............What?";
		mes "Hmm.. Oh dear.....";
		mes "I doubt he went there.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "There?";
		next;
		mes "[Victor]";
		mes "Yes. Baba Yaga 'The Terrible' and other scary animals live there.";
		next;
		mes "[Victor]";
		mes "The little boy came here crying a few hours ago.";
		mes "He's got something that needs to be stuck together, so he needed a high-strength adhesive.";
		next;
		mes "[Victor]";
		mes "But I don't carry such a thing. So I told him to bring me some stuff for it.";
		next;
		mes "[Victor]";
		mes "To get the stuff for a high-strength adhesive, you need to go to an isolated swamp. You can reach it by boat and it takes a long time.";
		next;
		mes "[Victor]";
		mes "But the way to the swamp is very dangerous. There are horrible monsters around it, all hunting with eager eyes.";
		next;
		mes "[Victor]";
		mes "Especially, the old lady Baba Yaga who attacks anyone she sees. She especially likes youngsters like you. haha!";
		mes "heeheehee!!";
		next;
		mes "[Victor]";
		mes "...You turned pale! hahaha!!";
		next;
		mes "[Victor]";
		mes "But...";
		mes "I'm exaggerating a little, it's true that there are scary things.";
		mes "But, I don't believe that a little and timid boy like Mikhail would go there. It's impossible!";
		next;
		mes "[Victor]";
		mes "I said to him, 'you can never, ever go there' and told him to go back home.";
		mes "He asked for the impossible so I calmed him down with some bread.";
		next;
		mes "[Victor]";
		mes "He was already white with fear that he broke his mother's matrushka. Do you think that he would go there?";
		next;
		mes "[Victor]";
		mes "He might've just hidden himself somewhere, haha!";
		set mos_swan,10;
		close;
	}
	else if (mos_swan == 10 || mos_swan == 11) {
		mes "[Victor]";
		mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there. ";
		next;
		mes "[Victor]";
		mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
		next;
		mes "[Victor]";
		mes "The way to go there is full of danger. Do think that a timid boy like Mikhail can go there?";
		close;
	}
	else if (mos_swan == 12) {
		mes "[Victor]";
		mes "You came back. Hmm, are you about to make me responsible that he's gone?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "No, I found him. You don't have to worry.";
		next;
		mes "[Victor]";
		mes "So, what do you want with me?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?";
		next;
		mes "[Victor]";
		mes "Why are you so eager to make it? How important is the stuff?";
		mes "Well, I don't care...";
		next;
		mes "[Victor]";
		mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there.";
		next;
		mes "[Victor]";
		mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
		next;
		mes "[Victor]";
		mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me.";
		set mos_swan,13;
		close;
	}
	else if (mos_swan > 12 && mos_swan < 23) {
		mes "[Victor]";
		mes "If you want to make adhesives";
		mes "get 10 sticky herbs and";
		mes "1 medicine bowl for me.";
		mes "Those sticky herbs are growing in the swamp. It may be dangerous but that shouldn't be a problem for you?";
		close;
	}
	else if (mos_swan == 23) {
		mes "[Victor]";
		mes "What do you want with me this time??";
		mes "Oh, you said you wanted an adhesive...";
		mes "You're bothering me so much!";
		next;
		if (countitem(7763) > 9 && countitem(7134) > 0) {
			mes "[Victor]";
			mes "Give me the stuff! I'll make it quickly. You're annoying me!";
			next;
			mes "- He's making adhesive with a crunching sound -";
			mes "- He's making adhesive with a crunching sound -";
			mes "- He's making adhesive with a crunching sound -";
			next;
			mes "- And he may be rubbing something -";
			mes "- And he may be rubbing something -";
			mes "- And he may be rubbing something -";
			mes "- And he may be rubbing something -";
			next;
			mes "[Victor]";
			mes "Ok, done!";
			mes "I don't want you to bother me any longer!";
			mes "Please leave!";
			delitem 7763,10;
			delitem 7134,1;
			set mos_swan,24;
			getitem 7764,1;
			close;
		}else{
			mes "[Victor]";
			mes "He's annoying me so much. Give me the materials!";
			mes "Oh dear? What are those things? I said 10 sticky herbs and 1 medicine bowl!!";
			next;
			mes "[Victor]";
			mes "Even though I'm always in the pub, I have my own business... !";
			next;
			mes "[Victor]";
			mes ".............!!!!";
			next;
			mes "[Victor]";
			mes "..................";
			mes "What are you staring at? Bring them to me right now!";
			close;
		}
	}
	else{
		mes "[Victor]";
		mes "What did you say? I just want to drink peacefully!";
		close;
	}
}

mosk_in,215,181,0	script	#swan_inn	-1,1,1,{
	end;
	
OnTouch:
	if (mos_swan == 4) {
		mes "..................";
		mes "..................";
		next;
		mes "..................";
		mes "..................";
		mes "..................";
		next;
		mes "..................";
		mes "..................";
		mes "..................";
		mes "..................";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Oh, I got a good night's sleep. How long did I sleep?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Although I was forced to stay here, it's true that it's got great facilities.";
		mes "I feel refreshed.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Ok, I guess I will go to the landlord to get some info.";
		set mos_swan,5;
		close;
	}else{
		end;
	}
}

//----------------------------------------------------------------------------
// Swamp
//----------------------------------------------------------------------------
mosk_dun03,153,90,3	script	Bubbling Swamp#mos1	844,{
	if (checkweight(1201,1) == 0) {
		mes "- Your bag is very heavy today -";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "- Your bag is very heavy today -";
		close;
	}
	if (mos_swan == 10) {
		mes "- You feel sticky just looking at this swamp. -";
		next;
		mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time.";
		set mos_swan,11;
		close;
	}
	else if (mos_swan == 11 && mos_swan == 12) {
		mes "- You can see a small muddy swamp -";
		next;
		mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
		close;
	}
	else if (mos_swan > 12 && mos_swan < 23) {
		mes "- You feel sticky just looking at the swamp. -";
		next;
		mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
		next;
		mes "- You stretch out to find sticky herbs. -";
		next;
		set .@leaf_mos,rand(1,10);
		if (.@leaf_mos < 6) {
			mes "- You have pricked your finger on a Sticky Herb. -";
			if (mos_swan == 22) {
				getitem 7763,1;
				set mos_swan,23;
				close;
			}else{
				getitem 7763,1;
				set mos_swan,mos_swan+1;
				close;
			}
		}else{
			mes "- You have pricked your finger on a Green Herb. -";
			getitem 511,1;
			close;
		}
	}
	else {
		mes "- You can see a small swamp which seems very muddy. -";
		next;
		mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
		close;
	}
}

//----------------------------------------------------------------------------
// Larissa - Hotcake Quests
//----------------------------------------------------------------------------
mosk_in,211,259,5	script	Larissa#mos_01	960,{
	if (checkweight(1201,1) == 0) {
		mes "- Please stop here !! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "- Please stop here !! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if (mos_swan == 100) {
		mes "[Larissa]";
		mes "Oh, you're the adventurer that Madame told me about .";
		mes "Did you find her son?";
		mes "I'm so glad. He's a good kid.";
		next;
		mes "[Larissa]";
		mes "Here you are. This special pancake is for you.";
		mes "It will be very delicious.";
		set mos_swan,101;
		getitem 592,5;
		getitem 593,5;
		next;
		mes "[Larissa]";
		mes "Whenever you'd like to eat these pancake, you come on by.";
		mes "I'll bake you the most delicious one.";
		close;
	}
	else if (mos_swan > 100) {
		mes "[Larissa]";
		mes "Did the pancake taste good?";
		mes "Would you like another pancake?";
		next;
		if(select("Yes:No") == 1) {
			if (countitem(7031) > 0 && countitem(519) > 1 && countitem(504) > 1 && countitem(548) > 0 && countitem(1019) > 0 && countitem(518) > 0) {
				mes "[Larissa]";
				mes "Let me check if you have all the ingredients.";
				mes "A frying pan, milk... potion that softens the dough, cheese..honey..and firewood.";
				mes "Perfect!";
				next;
				mes "[Larissa]";
				mes "Let us begin by kneading the dough.";
				mes "I'll add sugar and baking powder.";
				mes "It can be mixed well with this sieve.";
				next;
				mes "[Larissa]";
				mes "What should I do with the wheat flour?";
				next;
				switch(select("Turn it down.:Pass it through a sieve.:Press it with your fist.")) {
				case 1:
					mes "[Larissa]";
					mes "Oh, my! What are you doing now?";
					mes "I'm going to do that from the beginning.";
					mes "Look, pass it through a sieve.";
					next;
					break;
				case 2:
					mes "[Larissa]";
					mes "There you go. Just do it slowly while tapping the sides, sifting the sugar and baking powder through the sieve together.";
					next;
					break;
				case 3:
					mes "[Larissa]";
					mes "If we don't have the sieve, we can use our fist but we've got one. So we might as well use it right?";
					next;
				}
				mes "[Larissa]";
				mes "That way, it will mix well.";
				mes "And then I'm adding an egg, some milk and a white potion.";
				mes "What next?";
				next;
				if(select("Stir it up with great speed.:Do the same as she said.") == 1) {
					mes "[Larissa]";
					mes "No, you don't have to do that way. It won't rise properly if you stir it too fast.";
					next;
				}else{
					mes "[Larissa]";
					mes "You're very good at this!";
					next;
				}
				mes "[Larissa]";
				mes "It'll rise while baking if you stir it properly";
				mes "Ok, let me bake now. Let's pour it on our pan and spread it around.";
				next;
				mes "[Larissa]";
				mes "Cook in low temperature. It'll rise and have bubbles on it.";
				mes "When you see the bubbles, you can turn it over.";
				next;
				if(select("Cook in high temperature.:Can I turn it over now?") == 1) {
					mes "[Larissa]";
					mes "No, you don't do that.";
					mes "You'll burn it up.";
					mes "Wait for a while.";
					next;
				}else{
					mes "[Larissa]";
					mes "Hmm let's see. It's good.";
					mes "You were good at it.";
					next;
				}
				mes "[Larissa]";
				mes "Ok, turn it over. Oh it looks delicious";
				mes "What should I top it with? First I put some cheese but the rest is up to you...";
				next;
				switch(select("Caviar:Mushrooms:Honey:Strawberry jam:Sour cream")) {
				case 1:
					mes "[Larissa]";
					mes "Ok. you want caviar. Fortunately, I still have a little left.";
					mes "Hoohoo, this'll be luxurious..";
					mes "Here we go. It's all done!";
					delitem 7031,1;
					delitem 519,2;
					delitem 504,2;
					delitem 548,1;
					delitem 1019,1;
					delitem 518,1;
					getitem 591,1;
					close;
					break;
				case 2:
					mes "[Larissa]";
					mes "Ok. you want mushrooms.. It has an earthly flavor.";
					mes "Here we go. It's all done!";
					delitem 7031,1;
					delitem 519,2;
					delitem 504,2;
					delitem 548,1;
					delitem 1019,1;
					delitem 518,1;
					getitem 595,1;
					close;
					break;
				case 3:
					mes "[Larissa]";
					mes "Ok, honey syrup goes perfectly with pancakes.";
					mes "Here we go. It's all done!";
					delitem 7031,1;
					delitem 519,2;
					delitem 504,2;
					delitem 548,1;
					delitem 1019,1;
					delitem 518,1;
					getitem 593,1;
					close;
					break;
				case 4:
					mes "[Larissa]";
					mes "Who could get sick of pancakes with strawberry jam?";
					mes "Hoohoo it tastes sweet too.";
					mes "Here we go. It's all done!";
					delitem 7031,1;
					delitem 519,2;
					delitem 504,2;
					delitem 548,1;
					delitem 1019,1;
					delitem 518,1;
					getitem 592,1;
					close;
					break;
				case 5:
					mes "[Larissa]";
					mes "You want sour cream.. you will feel as if you fly in the sky.";
					mes "It can help reduce stress.";
					mes "Here we go. It's all done!";
					delitem 7031,1;
					delitem 519,2;
					delitem 504,2;
					delitem 548,1;
					delitem 1019,1;
					delitem 518,1;
					getitem 594,1;
					close;
				}
			}else{
				mes "[Larissa]";
				mes "That's good. I have ingredients and several toppings but...";
				mes "It's still not enough. You need to get all of the things that we don't have now.";
				next;
				mes "[Larissa]";
				mes "I need ^4d4dff1 old frying pan , 2 bottles of milk , 2 white potion, 1 cheese, 1 Trunk, 1 Honey ^000000.";
				mes "We can bake our pancake when we get all of those.";
				close;
			}
		}
		mes "[Larissa]";
		mes "Ok we can bake it next time.";
		mes "I'm always available.";
		close;
	}
	else{
		mes "[Larissa]";
		mes "Young lady is a practical joker and her brother is tenderhearted.";
		mes "By the way, I haven't seen him for quite some time.";
		close;
	}
}

//============================================================================
// Acorn Exchange
//============================================================================

//----------------------------------------------------------------------------
// Acorn Dealer - Sells Acorns
//----------------------------------------------------------------------------
moscovia,208,182,7	script	Acorn Dealer#mos	967,{
	mes "[Acorn Dealer]";
	mes "We have very fresh acorns. Everyone will like them!";
	mes "You can buy one acorn for 100zeny!";
	next;
	if(select("Buy one.:What can I use them for?") == 2) {
		mes "[Acorn Dealer]";
		mes "Well uh...";
		mes "You can grind them to make";
		mes "something to eat and you can feed squirrels.";
		next;
		mes "[Acorn Dealer]";
		mes "Someone can decorate their house";
		mes "with them but I don't know how...";
		mes "they've got to be highly talented.";
		mes "Haha.";
		close;
	}
	mes "[Acorn Dealer]";
	mes "I'll bet you that they are very fresh!";
	mes "How many acorns do you need?";
	next;
	while(.@input <= 0 || .@input > 500) {
		input .@input;
		if (.@input <= 0) {
			mes "[Acorn Dealer]";
			mes "Do you want to cancel this trade?";
			close;
		}
		if (.@input > 500) {
			mes "[Acorn Dealer]";
			mes "You can't buy more than 500.";
			next;
		}
		
	}
	if (!checkweight(1026, .@input)) {
		mes "[Acorn Dealer]";
		mes "Hello, I think you can't get acorns";
		mes "now. You're carrying too many";
		mes "items!";
		mes "Please use Kafra service. I'll be";
		mes "right here.";
		close;
	}
	set .@price, .@input * 100;
	if (Zeny < .@price) {
		mes "[Acorn Dealer]";
		mes "Hello? You've turned pale! Are you ok??";
		mes "Do you have enough money?";
		close;
	}else{
		mes "[Acorn Dealer]";
		mes "Oh, thank you...";
		mes "What do you think of them? They're fresh, aren't they?";
		set Zeny,Zeny - .@price;
		getitem 1026,.@input;
		close;
	}
}

//----------------------------------------------------------------------------
// Big Squirrel - Trade Acorns for Gems
//----------------------------------------------------------------------------
mosk_fild01,113,108,3	script	Big Squirrel#mos	111,{
	if (checkweight(1201,1) == 0 ) {
		mes "- Please stop here !! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "- Please stop here!! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	mes "- It's an extraordinary big squirrel. -";
	next;
	mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -";
	next;
	if (countitem(1026) > 19) {
		switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
		case 1:
			mes "- You take one of acorns out and hold it out to the squirrel. -";
			next;
			mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
			next;
			mes "- It makes a crunching sound -";
			mes "- It makes a crunching sound -";
			mes "- It makes a crunching sound -";
			next;
			mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
			delitem 1026,20;
			set .@cyworld,rand(1,1000);
			set .@stworld,rand(1,150);
			if (.@cyworld > 0 && .@cyworld < 100) {
				getitem 733,1;
			}
			else if (.@cyworld == 100) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 730,1;
				else
					getitem 7289,1;
			}
			else if (.@cyworld > 100 && .@cyworld < 200) {
				getitem 733,1;
			}
			else if (.@cyworld == 200) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 731,1;
				else
					set .@stonez1,rand(1,10);
					if (.@stonez1 < 6)
						getitem 7290,1;
					else if (.@stonez1 > 5 && .@stonez1 < 8)
						getitem 7297,1;
					else
						getitem 7292,1;
			}
			else if (.@cyworld > 200 && .@cyworld < 300) {
				getitem 733,1;
			}
			else if (.@cyworld == 300) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 732,1;
				else
					set .@stonez2,rand(1,10);
					if (.@stonez2 < 6)
						getitem 7291,1;
					else
						getitem 7294,1;
			}
			else if (.@cyworld > 300 && .@cyworld < 400) {
				getitem 733,1;
			}
			else if (.@cyworld == 400) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 730,1;
				else
					getitem 7295,1;
			}
			else if (.@cyworld > 400 && .@cyworld < 500) {
				getitem 733,1;
			}
			else if (.@cyworld == 500) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 731,1;
				else
					getitem 7293,1;
			}
			else if (.@cyworld > 500 && .@cyworld < 600) {
				getitem 724,1;
			}
			else if (.@cyworld == 600) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 732,1;
				else
					getitem 7292,1;
			}
			else if (.@cyworld > 600 && .@cyworld < 700) {
				getitem 724,1;
			}
			else if (.@cyworld == 700) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 730,1;
				else
					getitem 7290,1;
			}
			else if (.@cyworld > 700 && .@cyworld < 800) {
				getitem 724,1;
			}
			else if (.@cyworld == 800) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 731,1;
				else
					getitem 7296,1;
			}
			else if (.@cyworld > 800 && .@cyworld < 900) {
				getitem 724,1;
			}
			else if (.@cyworld == 900) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 732,1;
				else
					getitem 7297,1;
			}
			else if (.@cyworld == 1000) {
				getitem 727,1;
			}
			else {
				getitem 724,1;
			}
			close;
			break;
		case 2:
			mes "["+strcharinfo(0)+"]";
			mes "It's so cute.";
			close;
			break;
		case 3:
			mes "[Aged Man]";
			mes "Is it bigger than an ordinary one?";
			mes "I found it one day and was barely able to save it...";
			next;
			mes "[Aged Man]";
			mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
			next;
			mes "[Aged Man]";
			mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
			mes "That's why it's bigger than ordinary ones hahaha.";
			close;
		}
	}else{
		mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
		close;
	}
}

mosk_fild01,113,108,5	script	#mos_sq	1104,2,2,{
	end;
	
OnTouch:
	if (checkweight(1201,1) == 0 ) {
		mes "- Please stop here !! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	if ((MaxWeight-Weight) < 2000) {
		mes "- Please stop here!! -";
		mes "- You're carrying too many items -";
		mes "- Please try again -";
		mes "- after using the kafra service -";
		close;
	}
	mes "- It's an extraordinary big squirrel. -";
	next;
	mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -";
	next;
	if (countitem(1026) > 19) {
		switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
		case 1:
			mes "- You take one of acorns out and hold it out to the squirrel. -";
			next;
			mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
			next;
			mes "- It makes a crunching sound -";
			mes "- It makes a crunching sound -";
			mes "- It makes a crunching sound -";
			next;
			mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
			delitem 1026,20;
			set .@cyworld,rand(1,1000);
			set .@stworld,rand(1,150);
			if (.@cyworld > 0 && .@cyworld < 100) {
				getitem 733,1;
			}
			else if (.@cyworld == 100) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 730,1;
				else
					getitem 7289,1;
			}
			else if (.@cyworld > 100 && .@cyworld < 200) {
				getitem 733,1;
			}
			else if (.@cyworld == 200) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 731,1;
				else
					set .@stonez1,rand(1,10);
					if (.@stonez1 < 6)
						getitem 7290,1;
					else if (.@stonez1 > 5 && .@stonez1 < 8)
						getitem 7297,1;
					else
						getitem 7292,1;
			}
			else if (.@cyworld > 200 && .@cyworld < 300) {
				getitem 733,1;
			}
			else if (.@cyworld == 300) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 732,1;
				else
					set .@stonez2,rand(1,10);
					if (.@stonez2 < 6)
						getitem 7291,1;
					else
						getitem 7294,1;
			}
			else if (.@cyworld > 300 && .@cyworld < 400) {
				getitem 733,1;
			}
			else if (.@cyworld == 400) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 730,1;
				else
					getitem 7295,1;
			}
			else if (.@cyworld > 400 && .@cyworld < 500) {
				getitem 733,1;
			}
			else if (.@cyworld == 500) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 731,1;
				else
					getitem 7293,1;
			}
			else if (.@cyworld > 500 && .@cyworld < 600) {
				getitem 724,1;
			}
			else if (.@cyworld == 600) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 732,1;
				else
					getitem 7292,1;
			}
			else if (.@cyworld > 600 && .@cyworld < 700) {
				getitem 724,1;
			}
			else if (.@cyworld == 700) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 730,1;
				else
					getitem 7290,1;
			}
			else if (.@cyworld > 700 && .@cyworld < 800) {
				getitem 724,1;
			}
			else if (.@cyworld == 800) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 731,1;
				else
					getitem 7296,1;
			}
			else if (.@cyworld > 800 && .@cyworld < 900) {
				getitem 724,1;
			}
			else if (.@cyworld == 900) {
				if (.@stworld > 0 && .@stworld < 10)
					getitem 718,1;
				else if (.@stworld > 9 && .@stworld < 20)
					getitem 719,1;
				else if (.@stworld > 19 && .@stworld < 30)
					getitem 720,1;
				else if (.@stworld > 29 && .@stworld < 40)
					getitem 721,1;
				else if (.@stworld > 39 && .@stworld < 50)
					getitem 722,1;
				else if (.@stworld > 49 && .@stworld < 60)
					getitem 723,1;
				else if (.@stworld > 59 && .@stworld < 70)
					getitem 725,1;
				else if (.@stworld > 69 && .@stworld < 80)
					getitem 728,1;
				else if (.@stworld > 79 && .@stworld < 90)
					getitem 729,1;
				else if (.@stworld > 89 && .@stworld < 100)
					getitem 732,1;
				else
					getitem 7297,1;
			}
			else if (.@cyworld == 1000) {
				getitem 727,1;
			}
			else {
				getitem 724,1;
			}
			close;
			break;
		case 2:
			mes "["+strcharinfo(0)+"]";
			mes "It's so cute.";
			close;
			break;
		case 3:
			mes "[Aged Man]";
			mes "Is it bigger than an ordinary one?";
			mes "I found it one day and was barely able to save it...";
			next;
			mes "[Aged Man]";
			mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
			next;
			mes "[Aged Man]";
			mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
			mes "That's why it's bigger than ordinary ones hahaha.";
			close;
		}
	}else{
		mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
		close;
	}
}

//============================================================================
// Banish Winter
//============================================================================

//----------------------------------------------------------------------------
// Baba Yaga, the Horrible - Starting Point
//----------------------------------------------------------------------------
mosk_in,215,46,5	script	#babayaga	-1,7,7,{
	end;
	
OnTouch:
	if (mos_nowinter == 0) {
		if (countitem(7762) > 39 && BaseLevel > 59) {
			set mos_nowinter,2;
			mes "[Baba Yaga, the Horrible]";
			mes "Who the hell are you?";
			mes "You want me to kick your ass!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "No. They are...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "You have our Yaga Pestles!";
			mes "You have so many of them...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Who, who are you?";
			close;
		}
		else if (countitem(7762) > 39 && BaseLevel < 60) {
			mes "[Baba Yaga, the Horrible]";
			mes "Hohoho~";
			mes "You cannot beat my friends!";
			mes "I don't know where you got";
			mes "those Yaga Pestles, but";
			mes "give them back to me!";
			set mos_nowinter,1;
			set .@getback,rand(1,20);
			delitem 7762,.@getback;
			close2;
			warp "mosk_dun02",53,217;
			end;
		}
		else{
			mes "[Baba Yaga, the Horrible]";
			mes "Who the hell are you?";
			mes "You want me to kick your ass!";
			set mos_nowinter,1;
			close2;
			warp "mosk_dun02",53,217;
			end;
		}
	}
	else if (mos_nowinter == 1) {
		if (countitem(7762) > 39 && BaseLevel > 59) {
			set mos_nowinter,2;
			mes "[Baba Yaga, the Horrible]";
			mes "Who the hell are you.";
			mes "You want me to kick your ass!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "No. They are...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "You have our Yaga Pestles!";
			mes "You have so many of them...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Who, who are you?";
			close;
		}
		else if (countitem(7762) > 39 && BaseLevel < 60) {
			mes "[Baba Yaga, the Horrible]";
			mes "You, chicken,";
			mes "I need to kick your ass more.";
			next;
			if (Sex) {
				mes "[Baba Yaga, the Horrible]";
				mes "I will bewitch";
				mes "and enslave you.";
				mes "Come here, Heeee!";
			}else{
				mes "[Baba Yaga, the Horrible]";
				mes "Recently, I have no appetite.";
				mes "But you will be";
				mes "a good appetizer.";
				mes "Come here, Heeeeeeeee.";
			}
			close2;
			warp "mosk_dun02",53,217;
			end;
		}
		else {
			mes "[Baba Yaga, the Horrible]";
			mes "I need to kick your ass more.";
			mes "Come here";
			mes "to play a game";
			mes "Heeeeeeeeeeee";
			close2;
			warp "mosk_dun02",53,217;
			end;
		}
	}
}

mosk_in,215,46,5	script	Baba Yaga, the Horrible	970,{
	if (mos_nowinter == 0 || mos_nowinter == 1) {
		mes "[Baba Yaga, the Horrible]";
		mes "Hohoho";
		mes "I need to kick your ass more.";
		mes "Come here,";
		mes "to play a game.";
		mes "Heeeeeeeee.";
		close2;
		warp "mosk_dun02",53,217;
		end;
	}
	else if (mos_nowinter == 2) {
		mes "[Baba Yaga, the Horrible]";
		mes "Let me live, leave me alone, and don't come near me.";
		mes "Stop, I am hungry and scared.";
		next;
		mes "-She is blabbing something weird.-";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Yes, if you let me live, I will compensate you";
		mes "with a present, how about that?";
		next;
		if(select("A present?:I don't need.") == 1) {
			mes "[Baba Yaga, the Horrible]";
			mes "Yes, if you let me live";
			mes "I will give you the Yaga Pestles";
			mes "Aren't you gathering them?";
			next;
			select("I don't need them anymore.");
		}
		mes "[Baba Yaga, the Horrible]";
		mes "Kaaaaaaaaaak!";
		mes "Please, let me live,";
		mes "I will do anything you want.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Don't you need any cream for wounds";
		mes "or indigestion?";
		mes "They are a bit dirty,";
		mes "but very useful.";
		next;
		select("Well...");
		mes "[Baba Yaga, the Horrible]";
		mes "How about this?";
		mes "I bewitch this country so that";
		mes "the winter will never come here again.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "I guess that people will like it and";
		mes "I'm sure that the Csar";
		mes "will award you for it.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Ah? You seem";
		mes "interested... ya?";
		mes "What do you think about that?";
		next;
		if(select("Good, but I think you're lying.:I am not interested.") == 1) {
			mes "[Baba Yaga, the Horrible]";
			mes "Sure, you can trust me.";
			mes "It is so complicated that I cannot";
			mes "perform it on my own";
			mes "I am not a liar.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "But, the problem is...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "I am not able to get the materials necessary";
			mes "because I don't feel good.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "So,";
			mes "if you give me a hand,";
			mes "I can use the magic that";
			mes "stops winter from returning. Will you help me?";
			next;
			if(select("Ok, I will.:No. I don't like it.") == 1) {
				mes "[Baba Yaga, the Horrible]";
				mes "Ah, do you accept?";
				mes "Thank you.";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "Well, I thank you for your kindness.";
				mes "Let's cooperate and";
				mes "make my Secret Medicine.";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "Let me see... Ah...";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "It is not used often.";
				mes "I don't remember";
				mes "where it is.";
				mes "Could you please come back later?";
				set mos_nowinter,5;
				close;
			}else{
				mes "[Baba Yaga, the Horrible]";
				mes "Heeeek,";
				mes "Just, just I need a little help.. It is really little.";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "Please, don't kill me...";
				next;
				mes "'Hmmm, what should I do...'";
				set mos_nowinter,4;
				close;
			}
		}else{
			mes "[Baba Yaga, the Horrible]";
			mes "Akkk... What on earth did you do to me...";
			next;
			mes "Hmm... What do you want...";
			set mos_nowinter,3;
			close;
		}
	}
	else if (mos_nowinter == 3) {
		mes "[Baba Yaga, the Horrible]";
		mes "Akkkk!";
		mes "You came back..";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "If you tell the Csar that";
		mes "winter won't come back again";
		mes "he will reward you.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Isn't that better for you";
		mes "than hurting me?";
		next;
		if(select("Ok, tell me the story.:Let me think...") == 1) {
			mes "[Baba Yaga, the Horrible]";
			mes "Certainly, trust me.";
			mes "It is so complicated that I cannot";
			mes "perform it on my own";
			mes "I am not a liar.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "The problem is...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "I am not able to get the materials necessary";
			mes "because I don't feel good.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "So,";
			mes "if you give me a hand.";
			mes "I can use the magic that";
			mes "stops winter from returning. Will you help me?";
			next;
			if(select("Ok, I will.:No. I don't like it.") == 1) {
				mes "[Baba Yaga, the Horrible]";
				mes "Ah, do you accept?";
				mes "Thank you.";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "Well, I thank you for your kindness.";
				mes "Let's cooperate and";
				mes "make my Secret Medicine.";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "Let me see... Ah...";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "It is not used often.";
				mes "I don't remember";
				mes "where it is.";
				mes "Could you please come back later?";
				set mos_nowinter,5;
				close;
			}else{
				mes "[Baba Yaga, the Horrible]";
				mes "Heeeeek,";
				mes "Just, just I need a little help.. It is really little.";
				next;
				mes "[Baba Yaga, the Horrible]";
				mes "Please, don't kill me...";
				next;
				mes "'Hmm... what should I do...'";
				set mos_nowinter,4;
				close;
			}
		}
		mes "[Baba Yaga, the Horrible]";
		mes "You think more...";
		mes "What do you want from me...";
		close;
	}
	else if (mos_nowinter == 4) {
		mes "[Baba Yaga, the Horrible]";
		mes "You just need to help little,";
		mes "really little...";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Well, did you change your mind?";
		next;
		if(select("Ok, let's try.:Let me think more...") == 1) {
			mes "[Baba Yaga, the Horrible]";
			mes "Ah, do you accept?";
			mes "Thank you.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Well, I thank you for your kindness.";
			mes "Let's cooperate and";
			mes "make my Secret Medicine.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Let me see... Ah...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "It is not used often.";
			mes "I don't remember";
			mes "where it is.";
			mes "Could you please come back later?";
			set mos_nowinter,5;
			close;
		}
		mes "[Baba Yaga, the Horrible]";
		mes "You think more...";
		mes "What do you want from me...";
		close;
	}
	else if (mos_nowinter == 5) {
		mes "[Baba Yaga, the Horrible]";
		mes "Let me see...where the season spell...";
		next;
		mes "rummaging..";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Ah, here it is... I found it!";
		mes "Hoook~ Hoook~";
		next;
		mes "-What a dusty old book!-";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Well, open your ears.";
		mes "It is so rare around here that";
		mes "it is not easy for you to remember at once.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Above all,";
		mes "I need 20 Grasshopper's Legs...";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Cough, cough,";
		mes "Kaaak, Kaaaaak";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Sniff, sniff.";
		mes "5 Spawn...";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "eh... and...";
		mes "20 Wings Of Red Bat...";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Let me see...";
		mes "a glue, no, to cast a spell";
		mes "10 Sticky Mucus...";
		next;
		if(select("...Are you sure?:A glue? You want me to kill you?!") == 1) {
			mes "[Baba Yaga, the Horrible]";
			mes "Yes, yes, I am certain. Why don't you trust me...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Cough, cough,";
			mes "I am coughing now, so do not disturb me,";
			mes "you write them down.";
			set .@plus1,1;
			next;
		}else{
			mes "[Baba Yaga, the Horrible]";
			mes "No, It just...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Ehhh, terrible.";
			mes "Hey, relax your hand and";
			mes "keep writing.";
			mes "Forget the Sticky Mucus...";
			next;
		}
		mes "[Baba Yaga, the Horrible]";
		mes "Where were we...";
		mes "Cough, cough, cough!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Ah, yes. Next elements are";
		mes "essential.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "10 Witched Starsand";
		mes "10 Fine Grits...";
		mes "Hooook, hooook~";
		mes "Ekkkk, what a dusty book!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Next is for";
		mes "something hot.";
		mes "1 Detonator";
		mes "5 Red Blood,";
		mes "and 10 Burning Hearts.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Ah, and I need";
		mes "a 1, 2, or 3 carat";
		mes "^ff0000Diamond^000000.";
		next;
		if (.@plus1 == 1) {
			mes "[Baba Yaga, the Horrible]";
			mes "Ok, I am repeating the items.";
			mes "Eh, they are...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000020 Grasshopper's Legs,";
			mes "5 Spawn,";
			mes "20 Wing Of Red Bat,";
			mes "10 Sticky Mucus,";
			mes "10 Witched Starsand^000000...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000010 Fine Grit,";
			mes "1 Detonator,";
			mes "5 Red Blood,";
			mes "10 Burning Heart^000000 and,";
			mes "a 1, 2, or 3 carat";
			mes "^ff00001 Diamond^000000.";
			set mos_nowinter,6;
			next;
		}else{
			mes "[Baba Yaga, the Horrible]";
			mes "Ok, I am repeating the items.";
			mes "Eh, they are...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000020 Grasshopper's Legs,";
			mes "5 Spawn,";
			mes "20 Wing Of Red Bat,";
			mes "10 Witched Starsand^000000...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000010 Fine Grit,";
			mes "1 Detonator,";
			mes "5 Red Blood,";
			mes "10 Burning Heart^000000 and,";
			mes "a 1, 2, or 3 carat";
			mes "^ff0000Diamond^000000.";
			set mos_nowinter,7;
			next;
		}
		mes "[Baba Yaga, the Horrible]";
		mes "I am preparing to make it,";
		mes "you should get me them quickly. Cough, cough!";
		close;
	}
	else if (mos_nowinter == 6) {
		mes "[Baba Yaga, the Horrible]";
		mes "Ehhh... You came back early.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "I'm almost prepared..";
		mes "Did you get";
		mes "all of the items?";
		next;
		if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(938) > 9 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
			delitem 940,20;
			delitem 908,5;
			delitem 7006,20;
			delitem 1061,10;
			delitem 7041,10;
			delitem 938,10;
			delitem 1051,1;
			delitem 990,5;
			delitem 7097,10;
			if (countitem(730) > 0) {
				delitem 730,1;
			}else{
				if (countitem(731) > 0) {
					delitem 731,1;
				}else{
					delitem 732,1;
				}
			}
			set mos_nowinter,8;
			mes "[Baba Yaga, the Horrible]";
			mes "Right, you got them all.";
			mes "With this amount.. For some time...";
			mes "No, to make the Secret Medicine,";
			mes "These are enough, cough.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Let me see, we have all";
			mes "that we need...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Ehhhh...";
			mes "Huk!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Cough, cough, cough!";
			mes "Eh... I mean...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Have you heard the story of";
			mes "a dragon sleeping for a long time?";
			mes "Next thing that I need is";
			mes "something from that dragon, kkkk.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "You can find a funny-shaped bottle";
			mes "in the dragon's lair.";
			mes "It's a gourd bottle that can";
			mes "contain people's speech.";
			mes "I must have this.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "I don't know how strong you are,";
			mes "but I would like to recommend that";
			mes "you avoid fighting that dragon, Kaaaaak~";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Then, release me.";
			mes "I want to do something,";
			mes "...but, my life is the priority. Yes, it is... Cough, cough!";
			close;
		}else{
			mes "[Baba Yaga, the Horrible]";
			mes "I think";
			mes "I need more, cough, cough!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "I am not able to do";
			mes "anything without them.";
			mes "I am repeating the items in the list,";
			mes "you should get them all, kaaaaak!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000020 Grasshopper's Legs,";
			mes "5 Spawn,";
			mes "20 Wings Of Red Bat";
			mes "10 Sticky Mucus,";
			mes "10 Witch Starsand^000000...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000010 Fine Grit,";
			mes "1 Detonator,";
			mes "5 Red Blood";
			mes "10 Burning Hearts^000000 and";
			mes "a 1, 2, or 3 carat";
			mes "^ff0000Diamond^000000.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Cough, cough.";
			mes "Hu, I talked so much";
			mes "that it hurts me, Kaaaak~";
			close;
		}
	}
	else if (mos_nowinter == 7) {
		mes "[Baba Yaga, the Horrible]";
		mes "Ehhh... You came back earlier.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "I almost prepared";
		mes "Did you get";
		mes "all of them?";
		next;
		if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
			delitem 940,20;
			delitem 908,5;
			delitem 7006,20;
			delitem 1061,10;
			delitem 7041,10;
			delitem 1051,1;
			delitem 990,5;
			delitem 7097,10;
			if (countitem(730) > 0) {
				delitem 730,1;
			}else{
				if (countitem(731) > 0) {
					delitem 731,1;
				}else{
					delitem 732,1;
				}
			}
			set mos_nowinter,8;
			mes "[Baba Yaga, the Horrible]";
			mes "Right, you got them all.";
			mes "With this amount.. For some time......";
			mes "No, to make the Secret Medicine.";
			mes "These are enough, cough.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Let me see, we have all";
			mes "that we need...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Ehhh...";
			mes "Huk!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Cough, cough, cough!";
			mes "Eh... I mean...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Have you heard the story of";
			mes "a dragon sleeping for a long time?";
			mes "Next thing that I need is";
			mes "something from that dragon, kkkk.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "You can find a funny-shaped bottle";
			mes "in the dragon's lair.";
			mes "It's a gourd bottle that can";
			mes "contain people's speech.";
			mes "I must have this.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "I don't know how strong you are,";
			mes "but I would like to recommend that";
			mes "you avoid fighting that dragon, Kaaaaak~";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Then, release me.";
			mes "I want to do something,";
			mes "...but, my life is the priority. Yes, it is... Cough, cough!";
			close;
		}else{
			mes "[Baba Yaga, the Horrible]";
			mes "I think";
			mes "I need more, cough, cough!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "I am not able to do";
			mes "anything without them.";
			mes "I am repeating the items in the list,";
			mes "you should get them all, kaaaaak!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000020 Grasshopper's Legs,";
			mes "5 Spawn,";
			mes "20 Wings Of Red Bat,";
			mes "10 Witch Starsand^000000...";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "^ff000010 Fine Grit,";
			mes "1 Detonator,";
			mes "5 Red Blood,";
			mes "10 Burning Hearts^000000 and";
			mes "a 1, 2, or 3 carat";
			mes "^ff0000Diamond^000000.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Cough, cough.";
			mes "Hu, I talked so much";
			mes "that it hurts me, Kaaaak~";
			close;
		}
	}
	else if (mos_nowinter == 8) {
		mes "[Baba Yaga, the Horrible]";
		mes "It is very, very hard to return alive";
		mes "from a lair of a dragon";
		mes "without strength and courage.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Unless you want to be killed,";
		mes "you'd better forget";
		mes "the magic gourd bottle, cough!";
		close;
	}
	else if (mos_nowinter == 9) {
		if (countitem(7761) > 0) {
			mes "[Baba Yaga, the Horrible]";
			mes "Akkkk?";
			mes "Did you really bring it";
			mes "from the lair of the dragon...?";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "You are superbly great.";
			mes "I don't know whether";
			mes "you killed the dragon or";
			mes "you just stole it from the dragon,";
			mes "either way I don't care.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "It is great that";
			mes "you've returned alive";
			mes "from the lair of the dragon, cough!";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Here, I told you before that";
			mes "this gourd bottle can";
			mes "contain people's speech";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "The next thing that we have to do";
			mes "is to receive sincere speeches from";
			mes "people with this bottle.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "The important thing is that";
			mes "you cannot force them to speak.";
			mes "For example, you cannot tell them";
			mes "to say 'I don't want winter to come.'";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "You should have them";
			mes "speak naturally.";
			mes "Ah, one more thing that";
			mes "you have to take care to remember.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "You need to have the";
			mes "voices of three people.";
			mes "From a child, a young person and a";
			mes "middle aged person.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "The magic is not just witchcraft";
			mes "This type of magic is effective";
			mes "only by embodying the desires of people.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Take care of yourself, cough, cough.";
			set mos_nowinter,10;
			close;
		}else{
			mes "[Baba Yaga, the Horrible]";
			mes "It is very, very hard to return alive";
			mes "from a lair of a dragon";
			mes "without strength and courage.";
			next;
			mes "[Baba Yaga, the Horrible]";
			mes "Unless you want to be killed";
			mes "you'd better forget";
			mes "the magic gourd bottle, cough!";
			close;
		}
	}
	else if (mos_nowinter == 10) {
		mes "[Baba Yaga, the Horrible]";
		mes "To make the magic,";
		mes "I need you to contain";
		mes "the wish phrase 'I don't want winter to come.'";
		mes "from the three people, kkk.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "But, one thing that you need to remember";
		mes "is, do not force them to say it!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Next,";
		mes "you should contain the word from";
		mes "a child, a young man and a middle aged man.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Well, take care of yourself.";
		mes "Cough, cough, cough!";
		close;
	}
	else if (mos_nowinter > 10 && mos_nowinter < 14) {
		mes "[Baba Yaga, the Horrible]";
		mes "My place has been revealed, cough, cough.";
		mes "because of you!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "What did you do outside?";
		mes "The soldiers of the Csar are";
		mes "surrounding here so that";
		mes "I cannot go out.";
		close;
	}
	else if (mos_nowinter == 14) {
		mes "[Baba Yaga, the Horrible]";
		mes "Did you do";
		mes "what I told";
		mes "you to do?";
		next;
		if (countitem(7761) > 0) {
			delitem 7761,1;
			mes "[Baba Yaga, the Horrible]";
			mes "Anyway, give me the bottle and";
			mes "think about";
			mes "what to do, cough!";
			next;
		}else{
			mes "[Baba Yaga, the Horrible]";
			mes "Where is the Gourd Bottle?";
			mes "I can't do anything without it.";
			mes "Cough, cough!";
			close;
		}
		mes "[Baba Yaga, the Horrible]";
		mes "This bottle will be";
		mes "used later and now,";
		mes "the last step remains";
		mes "to complete the work.";
		mes "Pass me the book.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "My abilities are deteriorating";
		mes "and magic should only be";
		mes "done by a single person.";
		mes "So, you must compound the materials yourself,";
		mes "kaaaaak!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "I know it is hard to do,";
		mes "but it is the magic that";
		mes "embodies and reveals";
		mes "people's desires.";
		mes "It is useless unless you put your";
		mes "full effort into it, cough!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Ok, you see that book??";
		mes "The letters on the book ";
		mes "are illegible,";
		mes "But you'll be able to read it 'cuz";
		mes "I added comments under the lines for you.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Read carefully and just follow what";
		mes "it tells you.";
		mes "The magic is complete.";
		mes "Do your best,";
		mes "Cough!";
		set mos_nowinter,15;
		close;
	}
	else if (mos_nowinter == 15 || mos_nowinter == 16) {
		mes "[Baba Yaga, the Horrible]";
		mes "Magic does not come from";
		mes "something mysterious.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "It is your effort";
		mes "that makes magic.";
		mes "There is a saying,";
		mes "if you really want it,";
		mes "it will happen, cough!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Here, according to the book";
		mes "put the materials in the pot and";
		mes "boil them for some time.";
		close;
	}
	else if (mos_nowinter == 17) {
		mes "[Baba Yaga, the Horrible]";
		mes "Ehmmm...";
		mes "Don't you think that";
		mes "something is wrong?";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Well, try it again.";
		mes "We still have enough materials.";
		set mos_nowinter,16;
		close;
	}
	else if (mos_nowinter == 18) {
		mes "[Baba Yaga, the Horrible]";
		mes "Let me see, hmm!";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Hmm, this might be your first time, but";
		mes "this is good.";
		mes "You may be talented, kkkk.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Now then, we are in the final step.";
		mes "I'll put the medicine in the bottle,";
		mes "you break it by dropping it";
		mes "in the center of the town.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "If you do this, what the villagers want";
		mes "will be happening,";
		mes "forever.";
		set mos_nowinter,19;
		getitem 7765,1;
		close;
	}
	else if (mos_nowinter == 19) {
		mes "[Baba Yaga, the Horrible]";
		mes "You just drop the bottle";
		mes "in the middle of the village";
		mes "to break it.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "And then,";
		mes "It doesn't matter to me";
		mes "if you tell the whole town or";
		mes "report to the Csar to be praised.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "But, don't come back to me, cough, cough.";
		close;
	}
	else {
		mes "[Baba Yaga, the Horrible]";
		mes "Hey,";
		mes "I told you";
		mes "to never come back, cough.";
		next;
		mes "[Baba Yaga, the Horrible]";
		mes "Stop disturbing me.";
		close;
	}
}

//----------------------------------------------------------------------------
// Book
//----------------------------------------------------------------------------
mosk_in,217,45,0	script	#book_russia	111,{
	if (mos_nowinter == 15) {
		mes "-Beside the pot,";
		mes "There is an unusually large book.";
		mes "The letters are in disarray and";
		mes "some of them, I can't understand.";
		mes "The comments by Baba Yaga";
		mes "help me read some of them.-";
		next;
		mes "-Ok, time to read it.-";
		next;
		mes "...Therefore, this spell is";
		mes "particularly good among our mighty ones.";
		mes "Usually, the magic is considered";
		mes "as a contract with evil.";
		mes "But, the following is not the power";
		mes "of Hell but of Nature and the spirit of humans.";
		mes "I already told you that this spell";
		mes "has 2 features as follows.";
		mes "First, it changes natural phenomenon.";
		mes "Unlike the idea from foolish scholars,";
		mes "this world is composed of invisible and precise orders.";
		mes "The things that people call";
		mes "miracles are made by stimulating";
		mes "them or simply altering their arrangement.";
		mes "Most of the spells for weather";
		mes "changing are included in them and";
		mes "they require a high level of comprehension.";
		mes "The orders of this world are not simply aligned.";
		mes "It is almost impossible to observe";
		mes "the smallest and detailed part of";
		mes "them and completely understand their structure";
		mes "However, it is not that difficult";
		mes "to repeat the spells that are already made.";
		mes "This thick spell book is for that purpose.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "That? That's just the preface?!";
		next;
		mes "...The second feature is";
		mes "This spell book represents the desire of mankind.";
		mes "Their spirit is so great,";
		mes "sometimes flames in their hearts";
		mes "are embodied and become reality.";
		mes "Now, practice one of the spells for weather.";
		mes "You have to go to a damp and deserted place,";
		mes "and have a pot of melting materials";
		mes "along with the spirit of the caster.";
		mes "The next spells should be conducted";
		mes "through the exact process.";
		mes "If you realize that something is";
		mes "wrong, you'd MUST stop immediately.";
		mes "To prevent the ordinary from";
		mes "abusing the magic,";
		mes "the narratives of the materials are metaphors,";
		mes "but, whoever understands this can";
		mes "read everything in it.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "It just accounts for the spell.";
		mes "What a long preface.";
		mes "I'll mark this spot.";
		mes "so I can easily find the mixing";
		mes "process next time...";
		set mos_nowinter,16;
		next;
		mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
		mes "First of all, you need to put and";
		mes "mix the first 3 things in a pre-heated pot.";
		mes "The extended arms of those who stalk at night,";
		mes "The rotten mixture of plants and animals,";
		mes "and the limbs of one going forward,";
		mes "who wants to run backward.";
		mes "This first stage should be complete.";
		mes "Just after this stage, the mixture";
		mes "will barely show any alteration.";
		mes "After this, you must add the liquid";
		mes "that aids all life and stir 20 times.";
		mes "At this point you will certainly";
		mes "see its color and smell changing.";
		mes "Remember that if you realize that";
		mes "something is wrong, you must stop and start over.";
		mes "Following these precise steps are";
		mes "most important when working on magic.";
		mes "Next, 2 things must be put in the pot.";
		mes "First, objects that are seen when";
		mes "looking at the night sky.";
		mes "Second the pretty mass of earth,";
		mes "slipping through even when watered.";
		mes "You should check if it's smell has changed.";
		mes "Then stir it well 15 times.";
		mes "It's color will change.";
		mes "The final ingredients will be those";
		mes "that contain heat.";
		mes "You must follow the order.";
		mes "Stones that have the attribute of sun,";
		mes "brains of a marine sphere,";
		mes "the organ of passion,";
		mes "and a stone that cannot be cut.";
		mes "Once the final ingredient is placed in the pot,";
		mes "It will be over.";
		mes "The solution must be sprinkled at";
		mes "the place where you want to affect,";
		mes "the changing of the seasons.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "I'll mark this page so that I";
		mes "know where to read next time.";
		close;
	}
	else if (mos_nowinter == 16) {
		if(select("Read from the preface.:Read from the marked page.") == 1) {
			mes "...Therefore, this spell is";
			mes "particularly good among our mighty ones.";
			mes "Usually, the magic is considered";
			mes "as a contract with evil.";
			mes "But, the following is not the power";
			mes "of Hell but of Nature and the spirit of humans.";
			mes "I already told you that this spell";
			mes "has 2 features as follows.";
			mes "First, it changes natural phenomenon.";
			mes "Unlike the idea from foolish scholars,";
			mes "this world is composed of invisible and precise orders.";
			mes "The things that people call";
			mes "miracles are made by stimulating";
			mes "them or simply altering their arrangement.";
			mes "Most of the spells for weather";
			mes "changing are included in them and";
			mes "they require a high level of comprehension.";
			mes "The orders of this world are not simply aligned.";
			mes "It is almost impossible to observe";
			mes "the smallest and detailed part of";
			mes "them and completely understand their structure";
			mes "However, it is not that difficult";
			mes "to repeat the spells that are already made.";
			mes "This thick spell book is for that purpose.";
			next;
			mes "...The second feature is";
			mes "This spell book represents the desire of mankind.";
			mes "Their spirit is so great,";
			mes "sometimes flames in their hearts";
			mes "are embodied and become reality.";
			mes "Now, practice one of the spells for weather.";
			mes "You have to go to a damp and deserted place,";
			mes "and have a pot of melting materials";
			mes "along with the spirit of the caster.";
			mes "The next spells should be conducted";
			mes "through the exact process.";
			mes "If you realize that something is";
			mes "wrong, you'd MUST stop immediately.";
			mes "To prevent the ordinary from";
			mes "abusing the magic,";
			mes "the narratives of the materials are metaphors,";
			mes "but, whoever understands this can";
			mes "read everything in it.";
			next;
			mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
			mes "First of all, you need to put and";
			mes "mix the first 3 things in a pre-heated pot.";
			mes "The extended arms of those who stalk at night,";
			mes "The rotten mixture of plants and animals,";
			mes "and the limbs of one going forward,";
			mes "who wants to run backward.";
			mes "This first stage should be complete.";
			mes "Just after this stage, the mixture";
			mes "will barely show any alteration.";
			mes "After this, you must add the liquid";
			mes "that aids all life and stir 20 times.";
			mes "At this point you will certainly";
			mes "see its color and smell changing.";
			mes "Remember that if you realize that";
			mes "something is wrong, you must stop and start over.";
			mes "Following these precise steps are";
			mes "most important when working on magic.";
			mes "Next, 2 things must be put in the pot.";
			mes "First, objects that are seen when";
			mes "looking at the night sky.";
			mes "Second the pretty mass of earth,";
			mes "slipping through even when watered.";
			mes "You should check if it's smell has changed.";
			mes "Then stir it well 15 times.";
			mes "It's color will change.";
			mes "The final ingredients will be those";
			mes "that contain heat.";
			mes "You must follow the order.";
			mes "Stones that have the attribute of sun,";
			mes "brains of a marine sphere,";
			mes "the organ of passion,";
			mes "and a stone that cannot be cut.";
			mes "Once the final ingredient is placed in the pot,";
			mes "It will be over.";
			mes "The solution must be sprinkled at";
			mes "the place where you want to affect,";
			mes "the changing of the seasons.";
			close;
		}
		mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
		mes "First of all, you need to put and";
		mes "mix the first 3 things in a pre-heated pot.";
		mes "The extended arms of those who stalk at night,";
		mes "The rotten mixture of plants and animals,";
		mes "and the limbs of one going forward,";
		mes "who wants to run backward.";
		mes "This first stage should be complete.";
		mes "Just after this stage, the mixture";
		mes "will barely show any alteration.";
		mes "After this, you must add the liquid";
		mes "that aids all life and stir 20 times.";
		mes "At this point you will certainly";
		mes "see its color and smell changing.";
		mes "Remember that if you realize that";
		mes "something is wrong, you must stop and start over.";
		mes "Following these precise steps are";
		mes "most important when working on magic.";
		mes "Next, 2 things must be put in the pot.";
		mes "First, objects that are seen when";
		mes "looking at the night sky.";
		mes "Second the pretty mass of earth,";
		mes "slipping through even when watered.";
		mes "You should check if it's smell has changed.";
		mes "Then stir it well 15 times.";
		mes "It's color will change.";
		mes "The final ingredients will be those";
		mes "that contain heat.";
		mes "You must follow the order.";
		mes "Stones that have the attribute of sun,";
		mes "brains of a marine sphere,";
		mes "the organ of passion,";
		mes "and a stone that cannot be cut.";
		mes "Once the final ingredient is placed in the pot,";
		mes "It will be over.";
		mes "The solution must be sprinkled at";
		mes "the place where you want to affect,";
		mes "the changing of the seasons.";
		close;
	}
	else if (mos_nowinter > 14) {
		mes "-This book is the magic book that";
		mes "helped me make the medicine, but,";
		mes "I never want to read it again.-";
		close;
	}
	else {
		mes "-It's an unusually large book laid down, open.-";
		close;
	}
}

//----------------------------------------------------------------------------
// Mixing Pot
//----------------------------------------------------------------------------
mosk_in,221,43,0	script	#bowl	111,{
	if (mos_nowinter == 16) {
		mes "-It is a very dirty pot.";
		mes "Something is boiling";
		mes "Baba Yaga might have done something";
		mes "with it.";
		mes "Well, let's get it started.-";
		next;
		while(1) {
			mes "-Something is still being boiled in the pot.";
			mes "What am I going to do?-";
			next;
			switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
			case 1:
				switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
				case 1:
					if (.@bat > 0) {
						mes "-I put the Powder Of Wing Of Bat in the pot.";
						mes "Its smell slightly changes.-";
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
					}else{
						mes "-I put the Powder Of Wing Of Bat in the pot.";
						mes "It's color slightly changes.-";
						specialeffect EF_SMOKE;
						set .@bat,.@bat+1;
						set .@maho,.@maho+1;
						set .@nankai,.@nankai+1;
					}
					next;
					break;
				case 2:
					if (.@mush > 0) {
						mes "-I put the Liquid Of Spawn in the pot.";
						mes "Its smell slightly changes.-";
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
					}else{
						mes "-I put the Liquid Of Spawn in the pot.";
						mes "It's color slightly changes.-";
						specialeffect EF_SMOKE;
						set .@mush,.@mush+1;
						set .@maho,.@maho+1;
						set .@nankai,.@nankai+1;
					}
					next;
					break;
				case 3:
					if (.@locker > 0) {
						mes "-I put the Grasshopper's Leg in the pot.";
						mes "Its smell slightly changes.-";
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
					}else{
						mes "-I put the Grasshopper's Leg in the pot.";
						mes "It's color slightly changes.-";
						specialeffect EF_SMOKE;
						set .@locker,.@locker+1;
						set .@maho,.@maho+1;
						set .@nankai,.@nankai+1;
					}
					next;
					break;
				case 4:
					specialeffect EF_POISONHIT;
					set .@nankai,.@nankai+1;
					mes "-I put the Starsand Of Witch in the pot.";
					mes "Its smell slightly changes.-";
					next;
					break;
				case 5:
					specialeffect EF_POISONHIT;
					set .@nankai,.@nankai+1;
					mes "-I put the Fine Grit in the pot.";
					mes "Its smell slightly changes.-";
					next;
					break;
				}
				break;
			case 2:
				specialeffect EF_POISONHIT;
				set .@nankai,.@nankai+1;
				mes "-I pour water in the pot a little.";
				mes "The liquid has become thin.";
				mes "No other remarkable changes";
				mes "have happened.-";
				next;
				break;
			case 3:
				specialeffect EF_POISONHIT;
				set .@nankai,.@nankai+1;
				mes "-I stir it up";
				mes "with a stick several times.";
				mes "No other remarkable changes";
				mes "have happened.-";
				next;
				break;
			case 4:
				specialeffect EF_POISONATTACK;
				mes "["+strcharinfo(0)+"]";
				mes "I will tell Baba Yaga that";
				mes "the work has been done.";
				set mos_nowinter,17;
				close;
			}
		if (.@nankai == 3) {
			}
		}
		specialeffect EF_BUBBLE;
		mes "-The liquid has been changed";
		mes "and is now bubbling.";
		mes "It seems to have shrunk,";
		mes "but not by much.-";
		next;
		mes "-Anyway, the first step is done";
		mes "let's go on the next stage.-";
		next;
		while(1) {
			mes "-Well, What am I going to do?-";
			next;
			switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
			case 1:
				switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
				case 1:
					specialeffect EF_POISONHIT;
					set .@nankai,.@nankai+1;
					mes "-I put the Powder Of Wing Of Bat in it.";
					mes "It's smell drastically changes.-";
					next;
					break;
				case 2:
					specialeffect EF_POISONHIT;
					set .@nankai,.@nankai+1;
					mes "-I put the Liquid Of Spawn in the pot.";
					mes "It's smell drastically changes.-";
					next;
					break;
				case 3:
					specialeffect EF_POISONHIT;
					set .@nankai,.@nankai+1;
					mes "-I put the Grasshopper's Leg in the pot.";
					mes "It's smell drastically changes.-";
					next;
					break;
				case 4:
					if (.@nankai == 5 || .@nankai == 6) {
						if (.@star > 0) {
							specialeffect EF_POISONHIT;
							mes "-I put the Starsand Of Witch in the pot.";
							mes "Its color slightly changes.-";
							next;
						}else{
							mes "-I put the Starsand Of Witch in the pot.";
							mes "Its smell slightly changes.-";
							specialeffect EF_SMOKE;
							set .@maho,.@maho+1;
							set .@star,.@star+1;
							next;
						}
					}else{
						specialeffect EF_POISONHIT;
						mes "-I put the Starsand Of Witch in the pot.";
						mes "Its color slightly changes.-";
						set .@star,.@star+1;
						next;
					}
					set .@nankai,.@nankai+1;
					break;
				case 5:
					if (.@nankai == 5 || .@nankai == 6) {
						if (.@sand > 0) {
							specialeffect EF_POISONHIT;
							mes "-I put the Fine Grit in the pot.";
							mes "Its color slightly changes.-";
							next;
						}else{
							mes "-I put the Fine Grit in the pot.";
							mes "Its smell slightly changes.-";
							specialeffect EF_SMOKE;
							set .@sand,.@sand+1;
							set .@maho,.@maho+1;
							next;
						}
					}else{
						specialeffect EF_POISONHIT;
						mes "-I put the Fine Grit in the pot.";
						mes "Its color slightly changes.-";
						set .@sand,@sand+1;
						next;
					}
					set .@nankai,.@nankai+1;
				}
				break;
			case 2:
				if (.@nankai == 3) {
					mes "-I pour water in the pot a little.";
					mes "The boiling sounds stronger as if";
					mes "something in the cloudy liquid";
					mes "has changed.-";
					specialeffect EF_DRAGONSMOKE;
					set .@maho,.@maho+1;
					set .@nankai,.@nankai+1;
					next;
				}else{
					specialeffect EF_POISONHIT;
					mes "-I pour water in the pot and, the liquid gets thin.-";
					set .@nankai,.@nankai+1;
					next;
				}
				break;
			case 3:
				if (.@nankai == 4) {
					mes "["+strcharinfo(0)+"]";
					mes "Ok, I will stir it up this time.";
					mes "How many times should I..?";
					next;
					input .@input;
					if (.@input == 20) {
						mes "-It must be 20 times.-";
						next;
						specialeffect EF_WIND;
						mes "-Stirring up makes it";
						mes "brighter and";
						mes "its smell gets";
						mes "more bearable.";
						set .@maho,.@maho+1;
						set .@nankai,.@nankai+1;
						next;
					}
					else if (.@input == 0) {
						mes "-I won't stir it up.-";
						next;
					}
					else if (.@input > 100) {
						mes "-It won't be able";
						mes "to stir so many times.";
						mes "Let me think again.-";
						next;
					}
					else {
						mes "-Yes, it must be " + .@input + " times.-";
						next;
						mes "-I stir it up really hard.";
						mes "It is boiled.-";
						set .@nankai,.@nankai+1;
						next;
					}
				}else{
					mes "-Bubble, bubble-";
					next;
					mes "["+strcharinfo(0)+"]";
					mes "Something changed?";
					set .@nankai,.@nankai+1;
					next;
				}
				break;
			case 4:
				mes "["+strcharinfo(0)+"]";
				mes "I will tell Baba Yaga that";
				mes "it has been done.";
				set mos_nowinter,17;
				specialeffect EF_POISONATTACK;
				close;
			}
		if (.@nankai == 7) {
			}
		}
		mes "-I am sure that the book told me";
		mes "to wait for some time.-";
		next;
		mes "............";
		next;
		mes "............";
		next;
		mes "-The smell of the liquid boiling in";
		mes "the pot has changed enough.";
		mes "Let's go on to the next stage.-";
		next;
		while(1) {
			mes "-Well, What am I going to do?-";
			next;
			switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
			case 1:
				if (.@nankai != 11) {
					switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart")) {
					case 1:
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
						mes "-I put the Starsand Of Witch in the pot.";
						mes "Its smell slightly changes.-";
						next;
						break;
					case 2:
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
						mes "I put the Fine Grit in the pot.";
						mes "Its smell slightly changes.-";
						next;
						break;
					case 3:
						if (.@nankai == 9) {
							mes "-I put the Detonator in the pot.";
							mes "The smell has been changed a little.-";
							specialeffect EF_SMOKE;
							set .@maho,.@maho+1;
							set .@nankai,.@nankai+1;
							next;
						}else{
							specialeffect EF_POISONHIT;
							mes "-I put the Detonator in the pot.";
							mes "The smell gets worse.-";
							set .@nankai,.@nankai+1;
							next;
						}
						break;
					case 4:
						if (.@nankai == 8) {
							mes "-I put the Red Blood in the pot.-";
							mes "The smell has been changed a little.-";
							specialeffect EF_SMOKE;
							set .@maho,.@maho+1;
							set .@nankai,.@nankai+1;
							next;
						}else{
							specialeffect EF_POISONHIT;
							mes "-I put the Red Blood in the pot.";
							mes "The smell gets worse.-";
							set .@nankai,.@nankai+1;
							next;
						}
						break;
					case 5:
						if (.@nankai == 10) {
							mes "-I put the Burning Heart in the pot.";
							mes "The smell has been changed a little.-";
							specialeffect EF_SMOKE;
							set .@maho,.@maho+1;
							set .@nankai,.@nankai+1;
							next;
						}else{
							specialeffect EF_POISONHIT;
							mes "-I put the Burning Heart in the pot.";
							mes "The smell gets worse.-";
							set .@nankai,.@nankai+1;
							next;
						}
					}
				}else{
					switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart:Piece Of Diamond")) {
					case 1:
						set .@nankai,.@nankai+1;
						specialeffect EF_POISONHIT;
						mes "-I put the Starsand Of Witch in the pot.";
						mes "The smell gets worse.-";
						next;
						break;
					case 2:
						set .@nankai,.@nankai+1;
						specialeffect EF_POISONHIT;
						mes "I put the Fine Grit in the pot.";
						mes "The smell gets worse.-";
						next;
						break;
					case 3:
						mes "-I put the Detonator in the pot.";
						mes "The smell gets worse.-";
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
						next;
						break;
					case 4:
						mes "-I put the Red Blood in the pot.";
						mes "The smell gets worse.-";
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
						next;
						break;
					case 5:
						mes "-I put the Burning Heart in the pot.";
						mes "The smell gets better.-";
						specialeffect EF_POISONHIT;
						set .@nankai,.@nankai+1;
						next;
						break;
					case 6:
						mes "-I put a Piece Of Diamond in the pot.";
						mes "The solution alters in color.-";
						specialeffect EF_SMOKE;
						set .@maho,.@maho+1;
						set .@nankai,.@nankai+1;
						next;
						break;
					}
				}
				break;
			case 2:
				set .@nankai,.@nankai+1;
				mes "-I pour water in the pot a little.";
				mes "The smell gets better.-";
				next;
				break;
			case 3:
				if (.@nankai == 7) {
					mes "["+strcharinfo(0)+"]";
					mes "Ok, I will stir it up this time.";
					mes "How many times should I...?";
					next;
					input .@input;
					if (.@input == 15) {
						mes "-It must be 15 times.-";
						next;
						specialeffect EF_WIND;
						mes "-Stirring up makes it";
						mes "brighter.-";
						set .@maho,.@maho+1;
						set .@nankai,.@nankai+1;
						next;
					}
					else if (.@input == 0) {
						mes "-I won't stir it up.-";
						next;
					}
					else if (.@input > 100) {
						mes "-It won't be to";
						mes "stir so many times.";
						mes "Let me think again.-";
						next;
					}
					else {
						mes "-Yes, it must be " + .@input + " times.-";
						next;
						mes "-I stir it up really hard.";
						mes "It is boiled.-";
						set .@nankai,.@nankai+1;
						next;
					}
				}else{
					mes "-Bubble, bubble-";
					next;
					mes "["+strcharinfo(0)+"]";
					mes "Something changed?";
					set .@nankai,.@nankai+1;
					next;
				}
				break;
			case 4:
				if (.@maho == 12) {
					mes "-It seems that the work is over.";
					mes "I need to show this to Baba Yaga.-";
					set mos_nowinter,18;
					specialeffect EF_GASPUSH;
					close;
				}else{
					mes "-It seems that the work is over.";
					mes "I need to show this to Baba Yaga.-";
					specialeffect EF_POISONATTACK;
					set mos_nowinter,17;
					close;
				}
			}
		}
	}
}

//----------------------------------------------------------------------------
// Center of Town
//----------------------------------------------------------------------------
moscovia,224,190,0	script	#nowinterplz	844,{
	if (mos_nowinter == 19) {
		if (countitem(7765) > 0) {
			mes "["+strcharinfo(0)+"]";
			mes "This place must be";
			mes "the center of town...";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "Ok, let's do it!";
			next;
			mes "-I drop the magic bottle";
			mes "containing Baba Yaga's";
			mes "Secret Medicine.-";
			delitem 7765,1;
			specialeffect EF_BARRIER;
			set mos_nowinter,20;
			next;
			mes "-You feel like your";
			mes "body is heating up.";
			mes "It's much hotter";
			mes "than before.-";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "I'm sure that the season has changed";
			mes "But how can I confirm this?";
			next;
			mes "["+strcharinfo(0)+"]";
			mes "First I'm going to see the Csar.";
			mes "He would like to hear about this.";
			close;
		}else{
			mes "["+strcharinfo(0)+"]";
			mes "Ah, where did I place";
			mes "the magic bottle that Baba Yaga gave to me...";
			close;
		}
	}else{
		end;
	}
}

//----------------------------------------------------------------------------
// Villagers
//----------------------------------------------------------------------------
moscovia,252,203,5	script	A Little Girl#mos1	958,{
	if (mos_nowinter == 10) {
		if (mos_kid == 1) {
			mes "[Yosefina]";
			mes "Baba Yaga, the Horrible Cannibal";
			mes "is living outside the town.";
			next;
			mes "[Yosefina]";
			mes "My mom told me.";
			mes "that she is real.";
			close;
		}else{
			set .@kid,rand(1,100);
			select("Do you like the warm weather, little girl?");
			if (.@kid > 70) {
				mes "[Yosefina]";
				mes "Yes, I like it very much~";
				mes "I never want it to leave. I don't want winter to come.";
				specialeffect2 EF_SUMMONSLAVE;
				set mos_kid,1;
				if (mos_middle == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Yosefina]";
				mes "Yes, I like it very much~";
				mes "But, as soon as the sun sets I must go back home.";
				next;
				mes "[Yosefina]";
				mes "Baba Yaga kidnaps";
				mes "bad kids wandering";
				mes "in the night, I heard.";
				close;
			}
		}
	}else{
		mes "[Yosefina]";
		mes "Baba Yaga, the Horrible Cannibal";
		mes "is living outside the town.";
		next;
		mes "[Yosefina]";
		mes "My mom told me.";
		mes "that she is real.";
		close;
	}
}

moscovia,233,204,3	script	A Young Man#mos2	968,{
	if (mos_nowinter == 10) {
		if (mos_middle == 1) {
			mes "[Fedor]";
			mes "Finally, winter is over.";
			mes "Spring is coming";
			mes "to my mind...";
			close;
		}else{
			select("You don't like winter, do you?");
			set .@kid,rand(1,100);
			if (.@kid > 70) {
				mes "[Fedor]";
				mes "No, I don't like the cold winter.";
				mes "And I get angry when";
				mes "seeing couples.";
				specialeffect2 EF_SUMMONSLAVE;
				set mos_middle,1;
				if (mos_kid == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Fedor]";
				mes "Huuuu, I wish I could have a girlfriend";
				mes "I would be able to enjoy the warm sunlight better...";
				next;
				mes "[Fedor]";
				mes "Who are you?";
				mes "Don't make matters worse!";
				close;
			}
		}
	}else{
		mes "[Fedor]";
		mes "Finally, winter is over.";
		mes "Spring is coming";
		mes "to my mind...";
		close;
	}
}

moscovia,219,229,5	script	A Middle-Aged Man#mos3	964,{
	if (mos_nowinter == 10) {
		if (mos_elder == 1) {
			mes "[Viktor]";
			mes "Our people are very, very";
			mes "proud of their strength and";
			mes "invincible spirits.";
			next;
			mes "[Viktor]";
			mes "It doesn't matter to us";
			mes "how cold the winter is!";
			close;
		}else{
			set .@kid,rand(1,100);
			select("Whoever likes the winter?");
			if (.@kid > 70) {
				mes "[Viktor]";
				mes "Tell me about it!";
				mes "Everyone will be sad";
				mes "when it comes again.";
				mes "I don't want winter to come.";
				specialeffect2 EF_SUMMONSLAVE;
				set mos_elder,1;
				if (mos_kid == 1 && mos_middle == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Viktor]";
				mes "Hmm, do you think so...";
				mes "I am too familiar with both";
				mes "summer and winter to care much for";
				mes "one over the other.";
				close;
			}
		}
	}else{
		mes "[Viktor]";
		mes "Our people are very, very";
		mes "proud of their strength and";
		mes "invincible spirits.";
		next;
		mes "[Viktor]";
		mes "It doesn't matter to us";
		mes "how cold the winter is!";
		close;
	}
}

moscovia,255,203,3	script	A Little Boy#mos4	962,{
	if (mos_nowinter == 10) {
		if (mos_kid == 1) {
			mes "[Vasili]";
			mes "Wow, he is";
			mes "an adventurer, an adventurer!!";
			next;
			mes "[Vasili]";
			mes "Tell me your exciting story.";
			mes "Have you fought a dragon?";
			mes "Where is your gold-shining sword and shield?";
			mes "Where?";
			close;
		}else{
			mes "[Vasili]";
			mes "Wow, he is";
			mes "an adventurer, an adventurer!!";
			next;
			mes "[Vasili]";
			mes "Why did you come here?";
			mes "Don't you have any colleague?";
			mes "I heard that the heroes in epics were tall,";
			mes "but, why are you so small?";
			mes "Where is your gold-shining sword?";
			mes "I heard that the armor glittered white,";
			mes "but, why don't you have on the armor?";
			mes "Won't you go for another adventure?";
			mes "How can you do it in the cold and snowy winter?";
			next;
			set .@kid,rand(1,100);
			select("I will go if it gets warm.");
			if (.@kid > 70) {
				mes "[Vasili]";
				mes "Will you? I will also";
				mes "go out for adventures";
				mes "with shining armor and";
				mes "a long and heavy sword";
				mes "some day.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Vasili]";
				mes "If winter is gone,";
				mes "it is much easier to go on adventures.";
				set mos_kid,1;
				if (mos_middle == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Vasili]";
				mes "Ah, when are you leaving?";
				mes "Where are you going this time?";
				next;
				mes "[Vasili]";
				mes "Will you go to slay the dragon,";
				mes "that breathes fire and can";
				mes "exterminates 10 men by flapping";
				mes "its wings once?";
				close;
			}
		}
	}else{
		mes "[Vasili]";
		mes "Wow, he is";
		mes "an adventurer, an adventurer!!";
		next;
		mes "[Vasili]";
		mes "Tell me your exciting story.";
		mes "Have you fought a dragon?";
		mes "Where is your gold-shining sword and shield?";
		mes "Where?";
		close;
	}
}

moscovia,204,188,5	script	A Lady#mos5	959,{
	if (mos_nowinter == 10) {
		if (mos_middle == 1) {
			mes "[Katya]";
			mes "The spring has come~";
			next;
			mes "[Katya]";
			mes "A million sunflowers are blooming~";
			close;
		}else{
			set .@kid,rand(1,100);
			select("You look good today.");
			if (.@kid > 70) {
				mes "[Katya]";
				mes "Yes, I feel good.";
				mes "When it gets warm, sunflowers bloom.";
				mes "The sunflower is the symbol";
				mes "of this province.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Katya]";
				mes "I wish that winter never comes back and";
				mes "I could see sunflowers everyday.";
				set mos_middle,1;
				if (mos_kid == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Katya]";
				mes "Yes, I feel good.";
				mes "When it gets warm, sunflowers bloom.";
				mes "The sunflower is the symbol";
				mes "of this province.";
				close;
			}
		}
	}else{
		mes "[Katya]";
		mes "The spring has come~";
		next;
		mes "[Katya]";
		mes "A million sunflowers are blooming~";
		close;
	}
}

moscovia,167,97,3	script	A Lady#mos6	961,{
	if (mos_nowinter == 10) {
		if (mos_elder == 1) {
			mes "[Roza]";
			mes "Naughty children get too";
			mes "excited in the warm days.";
			next;
			mes "[Roza]";
			mes "Where is the sun?";
			mes "Where is it hiding?";
			close;
		}else{
			set .@kid,rand(1,100);
			select("The weather is getting warmer.");
			if (.@kid > 70) {
				mes "[Roza]";
				mes "Yes, kids like it and";
				mes "flowers are blooming.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Roza]";
				mes "Whoever likes the cold and dark winter?";
				mes "I hope this weather last forever.";
				set mos_elder,1;
				if (mos_kid == 1 && mos_middle == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Roza]";
				mes "In the warm days,";
				mes "I'm in trouble.";
				mes "It's too hard to control";
				mes "the children.";
				next;
				mes "[Roza]";
				mes "I think";
				mes "I need winter again.";
				close;
			}
		}
	}else{
		mes "[Roza]";
		mes "Naughty children get too";
		mes "excited in the warm days.";
		next;
		mes "[Roza]";
		mes "Where is the sun?";
		mes "Where is it hiding?";
		close;
	}
}

moscovia,202,102,3	script	A Little Boy#mos7	962,{
	if (mos_nowinter == 10) {
		if (mos_kid == 1) {
			mes "[Feliks]";
			mes "This is the story";
			mes "about a terrible dragon.";
			next;
			mes "[Feliks]";
			mes "It is sleeping";
			mes "in its lair,";
			mes "but, it destroys everything";
			mes "around it when it awakes.";
			next;
			mes "[Feliks]";
			mes "This came from my grandma's";
			mes "grandma's grandma's";
			mes "grandma's grandma's";
			mes "grandma's grandma.";
			close;
		}else{
			set .@kid,rand(1,100);
			select("Do you like mysterious stories?");
			if (.@kid > 70) {
				mes "[Feliks]";
				mes "Yes, I love them.";
				mes "But, in winter,";
				mes "nobody comes out of their homes.";
				mes "So it's not very fun.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Feliks]";
				mes "If winter never comes";
				mes "I can have";
				mes "fun all the time...";
				set mos_kid,1;
				if (mos_middle == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Feliks]";
				mes "Yes, my Grandma told me";
				mes "fairy-tales.";
				mes "The winter is cold, but";
				mes "it is fun to hear them.";
				close;
			}
		}
	}else{
		mes "[Feliks]";
		mes "This is the story";
		mes "about a terrible dragon.";
		next;
		mes "[Feliks]";
		mes "It is sleeping";
		mes "in its lair,";
		mes "but, it destroys everything";
		mes "around it when it awakes.";
		next;
		mes "[Feliks]";
		mes "This came from my grandma's";
		mes "grandma's grandma's";
		mes "grandma's grandma's";
		mes "grandma's grandma.";
		close;
	}
}

moscovia,220,172,3	script	A Young Man#mos8	968,{
	if (mos_nowinter == 10) {
		if (mos_middle == 1) {
			mes "[Ilyav]";
			mes "I am going to adventure";
			mes "to experience new worlds";
			mes "as you do.";
			close;
		}else{
			set .@kid,rand(1,100);
			mes "[Ilyav]";
			mes "I am going to adventure";
			mes "to experience new worlds";
			mes "as you do.";
			next;
			select("When do you feel good?");
			if (.@kid > 70) {
				mes "[Ilyav]";
				mes "When the weather is as good as recently";
				mes "I feel an impulse to adventure";
				mes "many times a day.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Ilyav]";
				mes "But, I don't want to in the cold winter.";
				mes "Hu, if the weather everday was as good as lately,";
				mes "I would like to go out a lot more.";
				mes "I hate winter...";
				set mos_middle,1;
				if (mos_kid == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Ilyav]";
				mes "Well...";
				mes "I don't know.";
				mes "I just am sometimes.";
				close;
			}
		}
	}else{
		mes "[Ilyav]";
		mes "I am going to adventure";
		mes "to experience new worlds";
		mes "as you do.";
		close;
	}
}

moscovia,253,175,3	script	A Man#mos9	964,{
	if (mos_nowinter == 10) {
		if (mos_elder == 1) {
			mes "[Orek]";
			mes "The present Csar is a bit strict and";
			mes "terrible, but";
			mes "he actually loves";
			mes "his people.";
			close;
		}else{
			set .@kid,rand(1,100);
			select("What do you usually do in winter?");
			if (.@kid > 70) {
				mes "[Orek]";
				mes "It is too cold in winter so I don't go outside.";
				mes "There's so much snow that it makes it hard to go";
				mes "around here and there.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Orek]";
				mes "In winter, fishing is more difficult,";
				mes "anyway, it is bad for us.";
				mes "I think it would be ok if we never had winter again.";
				set mos_elder,1;
				if (mos_kid == 1 && mos_middle == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Orek]";
				mes "It snows a lot in winter and";
				mes "gets too cold.";
				mes "So, we don't go outside";
				mes "without a particular reason.";
				next;
				mes "[Orek]";
				mes "My family just sits beside the pechka and talks,";
				mes "hoping that winter passes by soon.";
				close;
			}
		}
	}else{
		mes "[Orek]";
		mes "The present Csar is a bit strict and";
		mes "terrible, but";
		mes "he actually loves";
		mes "his people.";
		close;
	}
}

moscovia,168,135,3	script	A Lady#mos10	961,{
	if (mos_nowinter == 10) {
		if (mos_elder == 1) {
			mes "[Kyra]";
			mes "I've seen many people";
			mes "from other provinces recently.";
			next;
			mes "[Kyra]";
			mes "This used to not";
			mes "be a tourist town.";
			mes "What happened...?";
			close;
		}else{
			mes "[Kyra]";
			mes "I've seen many people";
			mes "from other provinces recently.";
			next;
			mes "[Kyra]";
			mes "This used to not";
			mes "be a tourist town.";
			mes "What happened...?";
			next;
			select("Here it is warm and good.");
			set .@kid,rand(1,100);
			if (.@kid > 70) {
				mes "[Kyra]";
				mes "Hohoho, that may be true now.";
				mes "But, you don't even know how cold it gets here in winter.";
				mes "You wouldn't even want to go outside.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Kyra]";
				mes "It is good to stay with my family, but";
				mes "nobody likes the cold winter.";
				set mos_elder,1;
				if (mos_kid == 1 && mos_middle == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Kyra]";
				mes "Hohoho, that may be true now.";
				mes "But, you don't even know how cold it gets here in winter.";
				mes "You wouldn't even want to go outside.";
				close;
			}
		}
	}else{
		mes "[Kyra]";
		mes "I've seen many people";
		mes "from other provinces recently.";
		next;
		mes "[Kyra]";
		mes "This used to not";
		mes "be a tourist town.";
		mes "What happened...?";
		close;
	}
}

moscovia,192,80,3	script	A Lady#mos11	959,{
	if (mos_nowinter == 10) {
		if (mos_middle == 1) {
			mes "[Sabina]";
			mes "Sunflowers are squeezed for oil and";
			mes "their bodies are used for medicinal purposes.";
			mes "They are very useful.";
			close;
		}else{
			mes "[Sabina]";
			mes "Sunflowers are squeezed for oil and";
			mes "their bodies are used for medicinal purposes.";
			mes "They are very useful.";
			next;
			select("When do sunflowers bloom?");
			set .@kid,rand(1,100);
			if (.@kid > 70) {
				mes "[Sabina]";
				mes "They start to bloom";
				mes "from the late summer.";
				mes "You cannot help being";
				mes "attracted to sunflowers,";
				mes "if you see the spectacular scene";
				mes "of a field filled up with them.";
				next;
				mes "[Sabina]";
				mes "If the summer continues to last,";
				mes "I can see them all the time...";
				specialeffect2 EF_SUMMONSLAVE;
				set mos_middle,1;
				if (mos_kid == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Sabina]";
				mes "They start to bloom";
				mes "from the late summer.";
				mes "You cannot help being";
				mes "attracted to sunflowers,";
				mes "if you see the spectacular scene";
				mes "of a field filled up with them.";
				close;
			}
		}
	}else{
		mes "[Sabina]";
		mes "Sunflowers are squeezed for oil and";
		mes "their bodies are used for medicinal purposes.";
		mes "They are very useful.";
		close;
	}
}

moscovia,211,215,5	script	A Young Man#mos12	967,{
	if (mos_nowinter == 10) {
		if (mos_middle == 1) {
			mes "[Izlof]";
			mes "There is a old saying,";
			mes "'an opportunity is a chance.'";
			next;
			mes "[Izlof]";
			mes "It is best to confess";
			mes "to ladies in the warm weather,";
			mes "when their minds wander";
			mes "like right now!";
			close;
		}else{
			set .@kid,rand(1,100);
			mes "[Izlof]";
			mes "There is a old saying,";
			mes "'an opportunity is a chance.'";
			next;
			mes "[Izlof]";
			mes "It is best to confess";
			mes "to ladies in the warm weather,";
			mes "when their minds wander";
			mes "right now!";
			next;
			select("It's good to have warm weather.");
			if (.@kid > 70) {
				mes "[Izlof]";
				mes "Of course.";
				mes "From now on, it is my golden age of opportunity!";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Izlof]";
				mes "If it is the summer all the time,";
				mes "my life will be in an amorous mood.";
				mes "Hahaha!";
				mes "I don't want winter to come.";
				set mos_middle,1;
				if (mos_kid == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Izlof]";
				mes "Of course.";
				mes "The cold winter has gone.";
				mes "From now on, it is my golden age!";
				close;
			}
		}
	}else{
		mes "[Izlof]";
		mes "There is a old saying,";
		mes "'an opportunity is a chance.'";
		next;
		mes "[Izlof]";
		mes "It is best to confess";
		mes "to ladies in the warm weather,";
		mes "when their minds wander";
		mes "right now!";
		close;
	}
}

moscovia,149,112,3	script	A Man#mos13	964,{
	if (mos_nowinter == 10) {
		if (mos_elder == 1) {
			mes "[Lev]";
			mes "I was once like you,";
			mes "with a hot heart and cool reason,";
			mes "adventuring everywhere and";
			mes "coping with all the troubles...";
			close;
		}else{
			mes "[Lev]";
			mes "I was once like you,";
			mes "with a hot heart and cool reason,";
			mes "adventuring everywhere and";
			mes "coping with all the troubles...";
			next;
			set .@kid,rand(1,100);
			select("You need to take a rest.");
			if (.@kid > 70) {
				mes "[Lev]";
				mes "Yes, under the warm sunlight,";
				mes "I like to rest.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Lev]";
				mes "I hope that this warm weather";
				mes "will last forever.";
				mes "I hate the cold winter.";
				set mos_elder,1;
				if (mos_kid == 1 && mos_middle == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Lev]";
				mes "Yes, under the warm sunlight,";
				mes "I like to rest.";
				next;
				mes "[Lev]";
				mes "But, I am still alive!";
				mes "I don't want to hear talk";
				mes "like that from you.";
				close;
			}
		}
	}else{
		mes "[Lev]";
		mes "I was once like you,";
		mes "with a hot heart and cool reason,";
		mes "adventuring everywhere and";
		mes "coping with all the troubles...";
		close;
	}
}

moscovia,196,71,3	script	A Young Man#mos14	968,{
	if (mos_nowinter == 10) {
		if (mos_middle == 1) {
			mes "[Fredek]";
			mes "The men here grow up";
			mes "after going through tough waves in";
			mes "the vast sea";
			next;
			mes "[Fredek]";
			mes "Do you like";
			mes "sailing?";
			close;
		}else{
			mes "[Fredek]";
			mes "The men here grow up";
			mes "after going through tough waves in";
			mes "the vast sea";
			next;
			select("However, if winter comes...");
			set .@kid,rand(1,100);
			if (.@kid > 70) {
				mes "[Fredek]";
				mes "Yes, in winter the";
				mes "sea is frozen, so it";
				mes "is impossible to sail.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Fredek]";
				mes "I hope that winter never comes.";
				mes "It is my dream.";
				set mos_middle,1;
				if (mos_kid == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Fredek]";
				mes "Although I won't be able";
				mes "to sail, my passion is not";
				mes "cooled down from winter.";
				close;
			}
		}
	}else{
		mes "[Fredek]";
		mes "The men here grow up";
		mes "after going through tough waves in";
		mes "the vast sea";
		next;
		mes "[Fredek]";
		mes "Do you like";
		mes "sailing?";
		close;
	}
}

moscovia,234,168,5	script	A Man#mos15	964,{
	if (mos_nowinter == 10) {
		if (mos_elder == 1) {
			mes "[Gavrel]";
			mes "Don't you think that the castle is magnificent?";
			mes "It was built by my great great grandfather.";
			close;
		}else{
			mes "[Gavrel]";
			mes "Don't you think that the castle is magnificent?";
			mes "It was built by my great great grandfather.";
			next;
			mes "[Gavrel]";
			mes "It is very strong and";
			mes "it is warm inside of it.";
			mes "I am very proud of it.";
			next;
			select("Is it cold much in winter?");
			set .@kid,rand(1,100);
			if (.@kid > 70) {
				mes "[Gavrel]";
				mes "Yes, it is very cold.";
				mes "If you didn't prepare,";
				mes "it would be hard for you.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Gavrel]";
				mes "It would be a lot better";
				mes "if winter never came again.";
				mes "But, design of coldness is";
				mes "winter itself, isn't it?";
				set mos_elder,1;
				if (mos_kid == 1 && mos_middle == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Gavrel]";
				mes "Yes, it is very cold.";
				mes "If you didn't prepare,";
				mes "it would be hard for you.";
				close;
			}
		}
	}else{
		mes "[Gavrel]";
		mes "Don't you think that the castle is magnificent?";
		mes "It was built by my great great grandfather.";
		close;
	}
}

moscovia,228,80,3	script	A Little Boy#mos16	962,{
	if (mos_nowinter == 10) {
		if (mos_kid == 1) {
			mes "[Rurik]";
			mes "It's hard to look up at you.";
			mes "Come lower so I can see your eyes.";
			next;
			mes "[Rurik]";
			mes "Hmm, that's better.";
			mes "Children are the future.";
			mes "I won't have a future if I fall";
			mes "back and hurt my neck";
			mes "while looking up at you.";
			close;
		}else{
			set .@kid,rand(1,100);
			select("Do you like summer?");
			if (.@kid > 70) {
				mes "[Rurik]";
				mes "Ah, move a bit to the side.";
				mes "a bit more... Yes.";
				mes "Ah, stop there.";
				next;
				mes "[Rurik]";
				mes "I certainly like the summer.";
				mes "Unless the sunlight is too strong,";
				mes "it is much better than the cold winter.";
				next;
				specialeffect2 EF_SUMMONSLAVE;
				mes "[Rurik]";
				mes "By the way, what is this for?";
				mes "It is natural to like the summer.";
				mes "Do you think";
				mes "the winter should come again?";
				set mos_kid,1;
				if (mos_middle == 1 && mos_elder == 1) {
					set mos_nowinter,11;
				}
				close;
			}else{
				mes "[Rurik]";
				mes "Sure, I like the summer.";
				mes "Why are you asking";
				mes "such a question so suddenly?";
				close;
			}
		}
	}else{
		mes "[Rurik]";
		mes "It's hard to look up at you.";
		mes "Come lower so I can see your eyes.";
		next;
		mes "[Rurik]";
		mes "Hmm, that's better.";
		mes "Children are the future.";
		mes "I won't have a future if I fall";
		mes "back and hurt my neck";
		mes "while looking up at you.";
		close;
	}
}

//----------------------------------------------------------------------------
// Magic Bottle
//----------------------------------------------------------------------------
mosk_dun03,225,233,0	script	Pile of skeletons#mosk	111,{
	if (mos_nowinter == 8) {
		mes "-There are ugly skulls";
		mes "all over here but, ";
		mes "this is the only place that I can stay.-";
		next;
		mes "-Get closer to see";
		mes "more carefully.-";
		close;
	}else{
		mes "-The ugly skulls are gathered.-";
		close;
	}
}

mosk_dun03,225,233,0	script	#Magic_Bottle	-1,5,5,{
	end;
	
OnTouch:
	if (mos_nowinter == 8) {
		mes "-She said that the Magic Gourd Bottle that";
		mes "can hold people's speech";
		mes "is around here.-";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "This is probably the only place";
		mes "where the bottle is hidden,";
		mes "but there are bones all over.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Anyway, why am I here?";
		mes "It would be trouble if";
		mes "the dragon came back...";
		next;
		while(1) {
			if(select("Look for it.:I will try next time.") == 1) {
				set .@findout,rand(1,20);
				if (Class == THIEF || Class == THIEF_H || Class == ROGUE || Class == ROGUE_H || Class == ASSASSIN || Class == ASSASSIN_H) {
					mes "["+strcharinfo(0)+"]";
					mes "Here it is.";
					mes "That was easy to find.";
					set mos_nowinter,9;
					getitem 7761,1;
					close;
				}else{
					if (.@findout > 14) {
						mes "["+strcharinfo(0)+"]";
						mes "Ah, I got it!";
						mes "I better get out of here quickly.";
						set mos_nowinter,9;
						getitem 7761,1;
						close;
					}else{
						mes "............";
						next;
						mes "["+strcharinfo(0)+"]";
						mes "Where the hell is it?!";
						mes "It has to be in here somewhere!";
						next;
					}
				}
			}
			mes "["+strcharinfo(0)+"]";
			mes "I will try later.";
			close;
		}
	}
}

//----------------------------------------------------------------------------
// Csar Alexsay III
//----------------------------------------------------------------------------
mosk_in,131,92,3	script	#Csar	-1,7,7,{
	if (mos_nowinter == 12) {
		mes "[Csar Alexsay III]";
		mes "You!!!";
		mes "So many people saw you";
		mes "meet with Baba Yaga!";
		next;
		mes "[Csar Alexsay III]";
		mes "The guilt which must be felt, when";
		mes "meeting secretly with a witch...";
		next;
		mes "[Csar Alexsay III]";
		mes "For that, we indict capital";
		mes "punishment without any just trial!";
		next;
		mes "[Csar Alexsay III]";
		mes "But you are a stranger to these";
		mes "lands... So I will hold you in special trial.";
		next;
		mes "[Csar Alexsay III]";
		mes "If you have anything to say...";
		mes "spare me no detail.";
		next;
		select("Explain the circumstances.");
		mes "-Talk about what happened with Baba";
		mes "Yaga, and move forward with the plan.-";
		next;
		mes "[Csar Alexsay III]";
		mes "Hm-hm, that's an embarrassing story...";
		mes "But if you are telling the";
		mes "truth, my people will be pleased.";
		next;
		mes "[Csar Alexsay III]";
		mes "Okay, Bring to me";
		mes "any evidence, to believe";
		mes "what you are saying.";
		next;
		mes "[Csar Alexsay III]";
		mes "You killed the Baba Yaga!!";
		mes "If this is true, bring";
		mes "me Yaga's Pestles.";
		mes "If you do, I will make";
		mes "sure no one ever doubts you.";
		next;
		if (countitem(7762) > 39) {
			if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
				mes "[" + PcName + "]";
				mes "Yes, Here you are.";
				next;
				mes "-Offered the Yaga's Pestles.-";
				delitem 7762,40;
				next;
				mes "[Csar Alexsay III]";
				mes "Hm.. You do have them.";
				mes "For the time being, I will admit";
				mes "that you are coming and going to";
				mes "hunt Baba Yaga.";
				next;
				mes "[Csar Alexsay III]";
				mes "But do not engage in doubtable";
				mes "behavior that would instigate my";
				mes "people to act in a strange way!";
				next;
				mes "[Csar Alexsay III]";
				mes "If you do that, I will arrest you immediately!";
				mes "So take care of yourself.";
				next;
				mes "[Csar Alexsay III]";
				mes "And, when you succeed in";
				mes "banishing winter with magic,";
				mes "announce that to me immediately.";
				set mos_nowinter,14;
				close;
			}
			mes "[Csar Alexsay III]";
			mes "I said to bring me";
			mes "40 Yaga's Pestles";
			mes "from the Baba Yaga.";
			set mos_nowinter,13;
			close;
		}else{
			mes "[Csar Alexsay III]";
			mes "I said to bring me";
			mes "40 Yaga's Pestles";
			mes "from the Baba Yaga.";
			set mos_nowinter,13;
			close;
		}
	}
}

//============================================================================
// Shafka Hat
//============================================================================
moscovia,211,93,3	script	Irina#edq	958,{
	if (checkweight(1201,1) == 0 ) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	mes "[Irina]";
	mes "Hello, foreign traveler!";
	mes "Have you had good day";
	mes "in Moscovia?";
	next;
	mes "[Irina]";
	mes "A special souvenir for visiting Moscovia...?";
	next;
	mes "[Irina]";
	mes "For you, let's make a Shafka hat.";
	mes "The Shafka has practicality and";
	mes "it's spruce! Do you want one?";
	next;
	if(select("Learn about the Shafka.:Make a Shafka hat.") == 1) {
		mes "[Irina]";
		mes "When I look at you, you seem to";
		mes "want to put on something of a thick";
		mes "fur hat on your head, out in this";
		mes "temperature. A Shafka!";
		next;
		mes "[Irina]";
		mes "If you've come here for the first";
		mes "time, you might not know... that";
		mes "winter here is famous for being so";
		mes "long and cold in Moscovia.";
		next;
		mes "[Irina]";
		mes "A Shafka hat is especially";
		mes "necessary to live here during the";
		mes "cold seasons. Without this hat, you";
		mes "may not endure a winter!";
		next;
		mes "[Irina]";
		mes "Now, the long, long winter has";
		mes "ended and the sun is shining... But";
		mes "someday the winter will come again.";
		mes "So, for preparation, you should";
		mes "keep a Shafka hat handy.";
		next;
		mes "[Irina]";
		mes "Don't worry about keeping warm if";
		mes "you're wearing a Shafka hat. Even";
		mes "during the coldest weather... You";
		mes "can roll around in the snow and the";
		mes "Shafka still keeps you warm!";
		close;
	}
	mes "[Irina]";
	mes "Do you want to make a Shafka hat?";
	mes "Heheh. Good idea!";
	mes "That's a good task.";
	mes "You will be grateful forever.";
	next;
	mes "[Irina]";
	mes "If you bring the materials,";
	mes "we can make one immediately!";
	mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
	next;
	if (countitem(1022) > 19 && countitem(7038) > 9 && countitem(7166) > 9 && countitem(7065) > 19 && countitem(7217) > 0) {
		mes "[Irina]";
		mes "You did well.";
		mes "Give me the materials. I will make the Shafka.";
		next;
		delitem 1022,20; //Fox_Tail
		delitem 7038,10; //Yarn
		delitem 7166,10; //Soft_Silk_Cloth
		delitem 7065,20; //Sea_Otter_Leather
		delitem 7217,1; //Spool
		getitem 5243,1; //Chullos
		mes "[Irina]";
		mes "Good, I made it. So, how about it?";
		mes "Do you like it?";
		next;
		mes "[Irina]";
		mes "If you need a Shafka hat,";
		mes "come to me whenever,";
		mes "with the materials.";
		mes "I will make it.";
		next;
		mes "[Irina]";
		mes "Okay?";
		mes "Okay, so... Bye-bye!~";
		close;
	}else{
		mes "[Irina]";
		mes "Ah... You lack some materials. We";
		mes "can't make the Shafka hat with just";
		mes "these materials.";
		next;
		mes "[Irina]";
		mes "If you bring the right materials, I";
		mes "will make a Shafka immediately.";
		next;
		mes "[Irina]";
		mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
		close;
	}
}