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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  L0ne_W0lf
//= Copyright (C)  Gepard
//= Copyright (C)  erKURITA
//= Copyright (C)  Silent
//= Copyright (C)  MasterOfMuppets
//= Copyright (C)  Reddozen
//= Copyright (C)  Vicious_Pucca
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Grade A and Grade S weapon quests
//================= Description ===========================================
//= Grade A and Grade S weapon quests
//================= Current Version =======================================
//= 1.6
//=========================================================================

umbala,117,285,3	script	Bazo#lv4	4_M_03,{
	if (checkweight(Spawn,300) == 0) {
		mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
		close;
	}
	if (lv4_weapon == 0) {
		mes "[Bazo]";
		mes "Hello...";
		mes "Not from around";
		mes "here, are you?";
		next;
		mes "[Bazo]";
		mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
		next;
		mes "[Bazo]";
		mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
		mes "this village.";
		next;
		mes "[Bazo]";
		mes "For one thing, Umbala is close";
		mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
		next;
		mes "[Bazo]";
		mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
		next;
		mes "[Bazo]";
		mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
		next;
		switch(select("Sounds good~", "No, thanks.")) {
		case 1:
			if (BaseLevel < 70) {
				mes "[Bazo]";
				mes "Hmm. For now, you should level";
				mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
				next;
				mes "[Bazo]";
				mes "Like I said before, these";
				mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
				next;
				mes "[Bazo]";
				mes "Once you're ready,";
				mes "I'll gladly make you";
				mes "something great~";
				close;
			}
			mes "[Bazo]";
			mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
			next;
			mes "[Bazo]";
			mes "First, I'll need";
			mes "some basic materials.";
			mes "10 Gold,";
			mes "50 Steel and";
			mes "10 Emperium.";
			next;
			mes "[Bazo]";
			mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
			next;
			mes "[Bazo]";
			mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
			lv4_weapon = 1;
			close;
		case 2:
			mes "[Bazo]";
			mes "Oh, okay.";
			mes "That's fine with me.";
			mes "But I'll be right here if you";
			mes "ever change your mind.";
			close;
		}
	}
	if (lv4_weapon > 7) {
		mes "[Bazo]";
		mes "Hmm...";
		mes "I sense something different about you. I can't quite describe it, but I get the distince feeling that there's nothing I can do for you.";
		next;
		mes "[Bazo]";
		mes "In any case, I wish you safety in your travels, adventurer.";
		close;
	}
	if ((lv4_weapon >= 5) && (lv4_weapon <= 7)) {
		mes "[Bazo]";
		mes "Great...!";
		mes "Now, let's do this!";
		mes "Oh, and you should know";
		mes "now that I can't tell what kind of thing we might get. But let's hope that it'll be good.";
		next;
		mes "^3355FFYou feel a mysterious energy gathering around the materials";
		mes "and the air around them begins to crackle. It seems as if the materials were absorbing";
		mes "all of the ambient energy.^000000";
		next;
		mes "^3355FFWithout any discernable action from Bazo, the materials began to fuse into each other.^000000";
		next;
		mes "[Bazo]";
		mes "Can you feel that? The materials are now gathering power on their own. It's out of my hands now. All we can do now is wait and pray.";
		next;
		mes "^3355FFThe materials finish melding";
		mes "and the air grows calm.^000000";
		next;
		mes "[Bazo]";
		mes "Ooooooh! It's done!";
		mes "We've succeeded! Ah,";
		mes "this is amazing! Our prayers";
		mes "must have been answered!";
		next;
		mes "[Bazo]";
		mes "It looks like all those materials turned into some kind of weapon. That ought to be quite useful to you. Now let's see...";
		next;
		mes "[Bazo]";
		if (lv4_weapon == 5) {
			mes "Immaterial Sword!";
			mes "This sword was born to be yours!";
			mes "Congratulations and hopefully it will be useful to you.";
			lv4_weapon = 0;
			getitem Immaterial_Sword,1;
		}
		else if (lv4_weapon == 6) {
			mes "Slash!";
			mes "This mace was born to be yours!";
			mes "Congratulations and hopefully it will be useful to you.";
			lv4_weapon = 0;
			getitem Slash,1;
		}
		else if (lv4_weapon == 7) {
			mes "Quadrille!";
			mes "This mace was born to be yours!";
			mes "Congratulations and hopefully it will be useful to you.";
			lv4_weapon = 0;
			getitem Quadrille,1;
		}
		next;
		mes "[Bazo]";
		mes "Ah, I'm very satisfied with these results. If you wish to have another one, please feel free to visit me anytime. Alright then, enjoy your travels~";
		close;
	}
	if (((lv4_weapon == 2) && (countitem(Citrine) > 29)) || ((lv4_weapon == 3) && (countitem(Turquoise) > 29)) || ((lv4_weapon == 4) && (countitem(Agate) > 29))) {
		if (lv4_weapon == 2) {
			.@itemreq = 7295; // Citrine
		}
		else if (lv4_weapon == 3) {
			.@itemreq = 7294; //Turqoise
		}
		else if (lv4_weapon == 4) {
			.@itemreq = 7291; // Agate
		}
		mes "[Bazo]";
		mes "Okay, it seems like you're";
		mes "ready so let's get started. Now, my favorite monsters are Poring, Hode, Obeaune and Minorous.";
		next;
		for( .@i = 1; .@i <= 5; ++.@i ) {
			setarray .@mons[.@i],rand(1,4);
			mes "[Bazo]";
			if (.@i == 1) {
				mes "Here's the first question.";
				mes "What monster am I thinking";
				mes "of right now?";
			}
			else if (.@i == 2) {
				mes "Alright...";
				mes "Now guess which monster";
				mes "I'm thinking about right... Now!";
			}
			else if (.@i == 3) {
				mes "Now what monster";
				mes "am I thinking about?";
			}
			else if (.@i == 4) {
				mes "Which monster am";
				mes "I thinking about right now?";
			}
			else if (.@i == 5) {
				mes "Okay, one last time.";
				mes "Guess which monster I'm";
				mes "thinking about right now.";
			}
			next;
			.@answer = select("Poring", "Hode", "Obeaune", "Minorous");
			if (.@answer == .@mons[.@i]) {
				++.@dap;
			}
		}
		mes "[Bazo]";
		mes "Okay, let me give you the answers for the questions in the order I was thinking. Now, it might seem like I'm making them up right now, but I'm not. We gotta trust each other on this.";
		next;
		mes "[Bazo]";
		for( .@i = 1; .@i <= 5; ++.@i ) {
			if (.@mons[.@i] == 1) {
				mes "Poring";
			}
			else if (.@mons[.@i] == 1) {
				mes "Hode";
			}
			else if (.@mons[.@i] == 2) {
				mes "Obeaune";
			}
			else if (.@mons[.@i] == 3) {
				mes "Minorous";
			}
		}
		if (.@dap > 0) {
			delitem .@itemreq,30;
			lv4_weapon += 3;
		}
		else if (.@dap < 1) {
			delitem .@itemreq,10;
		}
		next;
		if (.@dap > 0) {
			mes "[Bazo]";
			mes "You got the right answer " + .@dap + " times! Incredible! As promised, I shall create a specialty Umbala item for you. Give me a little time to get ready, and then we'll get started.";
			close;
		}
		else if (.@dap < 1) {
			mes "[Bazo]";
			mes "Huh. You must not be able to";
			mes "read minds, or you've got really bad luck. Either way, we can't try this until we drive away the ill fortune around you.";
			next;
			mes "[Bazo]";
			mes "Hm, we need at least";
			mes "10 "+getitemname(.@itemreq)+" to try this";
			mes "again, so go ahead";
			mes "and give me that.";
			next;
			mes "[Bazo]";
			mes "Well, if you want to try this mind reading game again, just come";
			mes "back with the materials. I'll be waiting to gauge your luck.";
			close;
		}
	}
	if ((lv4_weapon == 2) || (lv4_weapon == 3) || (lv4_weapon == 4)) {
		mes "[Bazo]";
		mes "Hmm. Something doesn't";
		mes "feel right. We must be missing";
		mes "something. Would you check the";
		mes "materials you've brought again?";
		close;
	}
	if ((lv4_weapon == 1) && (countitem(Gold) > 9) && (countitem(Steel) > 49) && (countitem(Emperium) > 9)) {
		mes "[Bazo]";
		mes "Oh, you've brought all the basic materials. Now, let me check to see if you brought any of the rare ores I asked for...";
		next;
		if ((countitem(Citrine) > 29) || (countitem(Turquoise) > 29) || (countitem(Agate) > 29)) {
			if ((countitem(Citrine) > 29) && (countitem(Turquoise) > 29) && (countitem(Agate) > 29)) {
				mes "[Bazo]";
				mes "Hahaha, I asked you to";
				mes "bring one kind of ore, not all of them. So which one would you";
				mes "like to use?";
				next;
				switch(select("Citrin", "Turquoise", "Agate")) {
				case 1:
					.@itemreq = 7295; // Citrine
					break;
				case 2:
					.@itemreq = 7294; //Turqoise
					break;
				case 3:
					.@itemreq = 7291; // Agate
					break;
				}
			}
			else if ((countitem(Citrine) > 29) && (countitem(Turquoise) > 29)) {
				mes "Hahaha, I asked you to";
				mes "bring one kind of ore, not";
				mes "two. So which one would";
				mes "you like to use?";
				switch(select("Citrin", "Turquoise")) {
				case 1:
					.@itemreq = 7295; // Citrine
					break;
				case 2:
					.@itemreq = 7294; //Turqoise
					break;
				}
			}
			else if ((countitem(Citrine) > 29) && (countitem(Agate) > 29)) {
				mes "Hahaha, I asked you to";
				mes "bring one kind of ore, not";
				mes "two. So which one would";
				mes "you like to use?";
				switch(select("Citrin", "Agate")) {
				case 1:
					.@itemreq = 7295; // Citrine
					break;
				case 2:
					.@itemreq = 7291; // Agate
					break;
				}
			}
			else if ((countitem(Turquoise) > 29) && (countitem(Agate) > 29)) {
				mes "Hahaha, I asked you to";
				mes "bring one kind of ore, not";
				mes "two. So which one would";
				mes "you like to use?";
				switch(select("Turquoise", "Agate")) {
				case 1:
					.@itemreq = 7294; //Turqoise
					break;
				case 2:
					.@itemreq = 7291; // Agate
					break;
				}
			}
			else {
				if (countitem(Citrine) > 29) {
					.@itemreq = 7295; // Citrine
				}
				if (countitem(Turquoise) > 29) {
					.@itemreq = 7294; //Turqoise
				}
				if (countitem(Agate) > 29) {
					.@itemreq = 7291; // Agate
				}
			}
			mes "[Bazo]";
			mes getitemname(.@itemreq)+", huh?";
			mes "Alright then. Before we start, we must first test your luck. As you may have guessed, item crafting in Umbala is a very delicate process.";
			next;
			mes "[Bazo]";
			mes "But if we do this during a time when your luck is high, we'll have a good chance of succeeding in creating something great. That makes sense, right?";
			next;
			mes "[Bazo]";
			mes "Now, we'll test your luck by playing a simple mind reading";
			mes "game. I'll think of a specific monster, and you'll have to";
			mes "guess what it is from among";
			mes "my favorites.";
			next;
			mes "[Bazo]";
			mes "I'll give you five different chances, and if you can guess right once, we'll go ahead and craft the item. But if you get all of them wrong, we've got to drive away all the bad luck!";
			next;
			mes "[Bazo]";
			mes "In order to drive away ill fortune, I'll be taking 10 of the special ore you've brought along. I know it sounds bad, but it's a lot better than losing 30 ores if we failed to create the item, right?";
			next;
			mes "[Bazo]";
			mes "Okay, now I need";
			mes "some time to preprare...";
			mes "Talk to you later!";
			delitem Gold,10;
			delitem Steel,50;
			delitem Emperium,10;
			if (.@itemreq == 7295) {
				lv4_weapon = 2;
			}
			else if (.@itemreq == 7294) {
				lv4_weapon = 3;
			}
			else if (.@itemreq == 7291) {
				lv4_weapon = 4;
			}
			close;
		}
		else {
			mes "[Bazo]";
			mes "Please bring me 30 Citrin, Turquoise or Agate. You must";
			mes "have forgotten to bring any of those, so please go back and get them so we can begin.";
			close;
		}
	}
	if (lv4_weapon == 1) {
		mes "[Bazo]";
		mes "If you'd like me to make you one of Umbala's specialty items, I'll need you to bring me some stuff so I can craft it for you.";
		next;
		mes "[Bazo]";
		mes "First, I'll need";
		mes "some basic materials.";
		mes "10 Gold,";
		mes "50 Steel and";
		mes "10 Emperium.";
		next;
		mes "[Bazo]";
		mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
		next;
		mes "[Bazo]";
		mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
		close;
	}
	mes "[Bazo]";
	mes "Hello...";
	mes "Not from around";
	mes "here, are you?";
	next;
	mes "[Bazo]";
	mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
	next;
	mes "[Bazo]";
	mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
	mes "this village.";
	next;
	mes "[Bazo]";
	mes "For one thing, Umbala is close";
	mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
	next;
	mes "[Bazo]";
	mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
	next;
	mes "[Bazo]";
	mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
	next;
	switch(select("Sounds good~", "No, thanks.")) {
	case 1:
		if (BaseLevel < 70) {
			mes "[Bazo]";
			mes "Hmm. For now, you should level";
			mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
			next;
			mes "[Bazo]";
			mes "Like I said before, these";
			mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
			next;
			mes "[Bazo]";
			mes "Once you're ready,";
			mes "I'll gladly make you";
			mes "something great~";
			close;
		}
		mes "[Bazo]";
		mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
		next;
		mes "[Bazo]";
		mes "First, I'll need";
		mes "some basic materials.";
		mes "10 Gold,";
		mes "50 Steel and";
		mes "10 Emperium.";
		next;
		mes "[Bazo]";
		mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
		next;
		mes "[Bazo]";
		mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
		lv4_weapon = 1;
		close;
	case 2:
		mes "[Bazo]";
		mes "Oh, okay.";
		mes "That's fine with me.";
		mes "But I'll be right here if you";
		mes "ever change your mind.";
		close;
	}
}

umbala,163,257,3	script	Hibilaithan#lv4	4_M_UMDANCEKID2,{
	if (checkweight(Spawn,300) == 0) {
		mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
		close;
	}
	if (event_umbala < 3) {
		mes "[Hibilaithan]";
		mes "Umba! Umbaba...umum! Baumba!";
		mes "Umumumbababaumumbabaumba!";
		mes "Umbaumbaumbaumbaumhah!";
		mes "Umumumumumbababababab!";
		close;
	}
	if (lv4_weapon == 0) {
		mes "[Hibilaithan]";
		mes "Eh heh heh...";
		mes "At long last, this";
		mes "day has come. Finally,";
		mes "I've earned recognition as";
		mes "Umbala's greatest artisan!";
		next;
		mes "[Hibilaithan]";
		mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
		mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
		next;
		mes "[Hibilaithan]";
		mes "Hm? What was that?";
		mes "Never heard of me?";
		mes "Please, enough jesting!";
		mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
		next;
		mes "[Hibilaithan]";
		mes "Now be honest...";
		mes "Do you want to be";
		mes "the recipient of my";
		mes "inspired and oft imitated";
		mes "handiwork or not?";
		next;
		switch(select("Yes. Yes, I do.", "Sorry, I don't need it!")) {
		case 1:
			if (BaseLevel < 70) {
				mes "[Hibilaithan]";
				mes "Ooh...";
				mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
				next;
				mes "[Hibilaithan]";
				mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
				close;
			}
			mes "[Hibilaithan]";
			mes "Hahahaha!";
			mes "Of course you do!";
			mes "That was a rhetorical question!";
			mes "But I like your attitude. Now I'm going to tell you what you need";
			mes "to bring me, so don't forget.";
			next;
			mes "[Hibilaithan]";
			mes "Now, I'll need";
			mes "10 Gold,";
			mes "50 Steel and";
			mes "10 Emperium";
			mes "for the basic materials.";
			next;
			mes "[Hibilaithan]";
			mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
			next;
			mes "[Hibilaithan]";
			mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
			lv4_weapon = 8;
			close;
		case 2:
			mes "[Hibilaithan]";
			mes "Hahahahaha~!";
			mes "There's no need";
			mes "to be modest!";
			mes "Oh, you adventurers";
			mes "can be so silly sometimes.";
			next;
			mes "[Hibilaithan]";
			mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
			close;
		}
	}
	if ((lv4_weapon < 8) || (lv4_weapon > 14)) {
		mes "[Hibilaithan]";
		mes "...";
		mes "Ah... I don't feel";
		mes "like doing ^820A2Aanything^000000";
		mes "right now. Come back later, alright?";
		close;
	}
	if ((lv4_weapon == 12) || (lv4_weapon == 13) || (lv4_weapon == 14)) {
		mes "[Hibilaithan]";
		mes "Ah, I sense that all is in readiness. Good, good,";
		mes "I can begin! Now, don't peek.";
		mes "I can't risk sharing my";
		mes "awesome secrets!";
		next;
		mes "^3355FFHibilaithan picked up all the materials and turned his back to you. Although you couldn't get a clear look at what he was doing, his motions were deceptively simple and clumsy looking as you feel a strange energy gather around him.^000000";
		next;
		mes "[Hibilaithan]";
		mes "Umm~ umm~ umm~";
		mes "Aww~ aww~ aww~";
		mes "Phew~ phew~ phew~";
		mes "Woo~ woo~ woo~";
		mes "Ho~ ho~ ho~";
		next;
		mes "[Hibilaithan]";
		mes "Haha, it's done!";
		mes "^333333*Phew*^000000 That was pretty tough, but I'm sure you can't wait to see what we've made. Okay, let's take a look...";
		next;
		mes "[Hibilaithan]";
		if (lv4_weapon == 12) {
			mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Mailbreaker!";
			lv4_weapon = 0;
			getitem Mail_Breaker,1;
		}
		else if (lv4_weapon == 13) {
			mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Swordbreaker!";
			lv4_weapon = 0;
			getitem Sword_Breaker,1;
		}
		else if (lv4_weapon == 14) {
			mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Slaughter!";
			lv4_weapon = 0;
			getitem Slaughter,1;
		}
		next;
		mes "[Hibilaithan]";
		mes "Ah, yet another creation that's a testament to my awesome skills! Come back to me whenever you want me to make something truly great for you. See you around~";
		close;
	}
	if (((lv4_weapon == 9) && (countitem(Muscovite) > 29)) || ((lv4_weapon == 10) && (countitem(Biotite) > 29)) || ((lv4_weapon == 11) && (countitem(Pyroxene) > 29))) {
		if (lv4_weapon == 9) {
			.@itemreq = 7292; //Muscovite
		}
		else if (lv4_weapon == 10) {
			.@itemreq = 7297; // Biotite
		}
		else if (lv4_weapon == 11) {
			.@itemreq = 7296; // Pyroxene
		}
		mes "[Hibilaithan]";
		mes "Okay, let's get started!";
		mes "First, we're going to see how";
		mes "lucky you are today. We'll play this simple game where you guess";
		mes "which monster I'm thinking of.";
		next;
		mes "[Hibilaithan]";
		mes "Don't worry, I'll tell you which monsters are my favorite, so this game isn't impossible. If you can guess just one of them right, we'll know your luck is good today!";
		next;
		for( .@i = 1; .@i <= 5; ++.@i ) {
			setarray .@mons[.@i],rand(1,4);
			mes "[Hibilaithan]";
			if (.@i == 1) {
				mes "Alright...";
				mes "My favorite monsters are";
				mes "Zealotus, Alice, Munak and";
				mes "Isis. Now... Guess which one";
				mes "I'm thinking about right now!";
			}
			else if (.@i == 2) {
				mes "Okay...";
				mes "Now I'm thinking about a different monster. Or am I? Guess which one!";
			}
			else if (.@i == 3) {
				mes "Now...";
				mes "Which monster am";
				mes "I thinking about?";
			}
			else if (.@i == 4) {
				mes "Can you guess which";
				mes "monster is on my mind now?";
			}
			else if (.@i == 5) {
				mes "One more time!";
				mes "What monster";
				mes "am I thinking of?";
			}
			next;
			.@answer = select("Zealotus", "Alice", "Munak", "Isis");
			if (.@answer == .@mons[.@i]) {
				++.@dap;
			}
		}
		mes "[Hibilaithan]";
		mes "Alright, that's it!";
		mes "Now, this is the order";
		mes "of the monsters that";
		mes "I was thinking about...";
		next;
		mes "[Hibilaithan]";
		for( .@i = 1; .@i <= 5; ++.@i ) {
			if (.@mons[.@i] == 1) {
				mes "Zealotus";
			}
			else if (.@mons[.@i] == 1) {
				mes "Alice";
			}
			else if (.@mons[.@i] == 2) {
				mes "Munak";
			}
			else if (.@mons[.@i] == 3) {
				mes "Isis";
			}
		}
		if (.@dap > 0) {
			delitem .@itemreq,30;
			lv4_weapon += 3;
		}
		else if (.@dap < 1) {
			delitem .@itemreq,10;
		}
		next;
		mes "[Hibilaithan]";
		if (.@dap > 0) {
			mes "Amazing...";
			mes "You must have mental powers or something. You answered correctly";
			mes "" + .@dap + " times! Wow, you must have really good luck today!";
			next;
			mes "[Hibilaithan]";
			mes "In that case, there's no reason";
			mes "to delay. Give me a little time to prepare, and then we'll get started on making you something, okay?";
			close;
		}
		else if (.@dap < 1) {
			mes "Oooh...";
			mes "This isn't good.";
			mes "You got all of them ^660000wrong^000000.";
			mes "We better drive away all of your bad luck with 10 "+getitemname(.@itemreq)+".";
			next;
			mes "[Hibilaithan]";
			mes "We can't get started until your luck is strong enough, so we'll need to play this game again. If you don't have enough ores, just get some more before coming back.";
			next;
			mes "[Hibilaithan]";
			mes "I'm not going anywhere,";
			mes "so there's no rush. Take";
			mes "your time, I'll be waiting!";
			close;
		}
	}
	if ((lv4_weapon == 9) || (lv4_weapon == 10) || (lv4_weapon == 11)) {
		mes "[Hibilaithan]";
		mes "Hmm. Something doesn't";
		mes "feel right. We must be missing";
		mes "something. Would you check the";
		mes "materials you've brought again?";
		close;
	}
	if ((lv4_weapon == 8) && (countitem(Gold) > 9) && (countitem(Steel) > 49) && (countitem(Emperium) > 9)) {
		mes "[Hibilaithan]";
		mes "Ooh, you're back earlier than I expected. I see that you have all the basic materials, but did you bring the most important thing...?";
		next;
		if ((countitem(Muscovite) > 29) || (countitem(Biotite) > 29) || (countitem(Pyroxene) > 29)) {
			if ((countitem(Muscovite) > 29) && (countitem(Biotite) > 29) && (countitem(Pyroxene) > 29)) {
				mes "[Hibilaithan]";
				mes "Whoa, you brought all three kinds of those ores I asked for? Haha, we can only use one of them, so go ahead and choose.";
				next;
				switch(select("Muscovite", "Biotite", "Pyroxene")) {
				case 1:
					.@itemreq = 7292; //Muscovite
					break;
				case 2:
					.@itemreq = 7297; // Biotite
					break;
				case 3:
					.@itemreq = 7296; // Pyroxene
					break;
				}
			}
			else if ((countitem(Muscovite) > 29) && (countitem(Biotite) > 29)) {
				mes "[Hibilaithan]";
				mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
				next;
				switch(select("Muscovite", "Biotite")) {
				case 1:
					.@itemreq = 7292; //Muscovite
					break;
				case 2:
					.@itemreq = 7297; // Biotite
					break;
				}
			}
			else if ((countitem(Muscovite) > 29) && (countitem(Pyroxene) > 29)) {
				mes "[Hibilaithan]";
				mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
				next;
				switch(select("Muscovite", "Pyroxene")) {
				case 1:
					.@itemreq = 7292; //Muscovite
					break;
				case 2:
					.@itemreq = 7296; // Pyroxene
					break;
				}
			}
			else if ((countitem(Biotite) > 29) && (countitem(Pyroxene) > 29)) {
				mes "[Hibilaithan]";
				mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
				next;
				switch(select("Biotite", "Pyroxene")) {
				case 1:
					.@itemreq = 7297; // Biotite
					break;
				case 2:
					.@itemreq = 7296; // Pyroxene
					break;
				}
			}
			else {
				if (countitem(Muscovite) > 29) {
					.@itemreq = 7292; //Muscovite
				}
				else if (countitem(Biotite) > 29) {
					.@itemreq = 7297; // Biotite
				}
				else if (countitem(Pyroxene) > 29) {
					.@itemreq = 7296; // Pyroxene
				}
			}
			mes "[Hibilaithan]";
			mes getitemname(.@itemreq)+", eh?";
			mes "Alright, before we start, we need to minimize as much of your negative fortune as we can.";
			next;
			mes "[Hibilaithan]";
			mes "We're investing a lot of material and energy into this, so it'd be a pity if we fail, right?";
			next;
			mes "[Hibilaithan]";
			mes "Now, if I can craft you something on a day on which your fortune is strong, it should be okay. In order to measure your luck, we'll play a mind reading game.";
			next;
			mes "[Hibilaithan]";
			mes "It's simple. You simply guess the name of the monster I'm thinking about among four choices. If you guess correctly once, then we can get started!";
			next;
			mes "[Hibilaithan]";
			mes "I'll be giving you five chances. However, if you get all five wrong, I need to take 10 of the special ore that you brought in order to drive away your misfortune.";
			next;
			mes "[Hibilaithan]";
			mes "Sure, that might sound bad,";
			mes "but it's a small price to pay for insuring success in crafting your special item, right?";
			next;
			mes "[Hibilaithan]";
			mes "Okay, I'll need some time to get ready. Come back to me a little later so that I can judge your";
			mes "luck today~";
			delitem Gold,10;
			delitem Steel,50;
			delitem Emperium,10;
			if (countitem(Muscovite) > 29) {
				lv4_weapon = 9;
			}
			else if (countitem(Biotite) > 29) {
				lv4_weapon = 10;
			}
			else if (countitem(Pyroxene) > 29) {
				lv4_weapon = 11;
			}
			close;
		}
		else {
			mes "[Hibilaithan]";
			mes "Hm...?";
			mes "It looks like you didn't";
			mes "bring any of that special";
			mes "ore I asked for.";
			next;
			mes "[Hibilaithan]";
			mes "Please bring 30 of";
			mes "either, Biotite, Muscovite";
			mes "or Pyroxene since we need";
			mes "one of those kinds of ores";
			mes "for me to start crafting.";
			close;
		}
	}
	if (lv4_weapon == 8) {
		mes "[Hibilaithan]";
		mes "Now, I'll need";
		mes "10 Gold,";
		mes "50 Steel and";
		mes "10 Emperium";
		mes "for the basic materials.";
		next;
		mes "[Hibilaithan]";
		mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
		next;
		mes "[Hibilaithan]";
		mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
		close;
	}
	mes "[Hibilaithan]";
	mes "Eh heh heh...";
	mes "At long last, this";
	mes "day has come. Finally,";
	mes "I've earned recognition as";
	mes "Umbala's greatest artisan!";
	next;
	mes "[Hibilaithan]";
	mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
	mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
	next;
	mes "[Hibilaithan]";
	mes "Hm? What was that?";
	mes "Never heard of me?";
	mes "Please, enough jesting!";
	mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
	next;
	mes "[Hibilaithan]";
	mes "Now be honest...";
	mes "Do you want to be";
	mes "the recipient of my";
	mes "inspired and oft imitated";
	mes "handiwork or not?";
	next;
	switch(select("Yes. Yes, I do.", "Sorry, I don't need it!")) {
	case 1:
		if (BaseLevel < 70) {
			mes "[Hibilaithan]";
			mes "Ooh...";
			mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
			next;
			mes "[Hibilaithan]";
			mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
			close;
		}
		mes "[Hibilaithan]";
		mes "Hahahaha!";
		mes "Of course you do!";
		mes "That was a rhetorical question!";
		mes "But I like your attitude. Now I'm going to tell you what you need";
		mes "to bring me, so don't forget.";
		next;
		mes "[Hibilaithan]";
		mes "Now, I'll need";
		mes "10 Gold,";
		mes "50 Steel and";
		mes "10 Emperium";
		mes "for the basic materials.";
		next;
		mes "[Hibilaithan]";
		mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
		next;
		mes "[Hibilaithan]";
		mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
		lv4_weapon = 8;
		close;
	case 2:
		mes "[Hibilaithan]";
		mes "Hahahahaha~!";
		mes "There's no need";
		mes "to be modest!";
		mes "Oh, you adventurers";
		mes "can be so silly sometimes.";
		next;
		mes "[Hibilaithan]";
		mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
		close;
	}
}

um_in,156,77,5	script	Tabezthan#lv4	4_M_UMOLDMAN,{
	if (checkweight(Spawn,300) == 0) {
		mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
		close;
	}
	if (event_umbala < 3) {
		mes "[Tabezthan]";
		mes "Umba! Umbaba...umum! Baumba!";
		mes "Umumumbababaumumbabaumba!";
		mes "Umbaumbaumbaumbaumhah!";
		mes "Umumumumumbababababab!";
		close;
	}
	if (lv4_weapon == 0) {
		mes "[Tabezthan]";
		mes "Hmm...";
		mes "I feel something different from you. You are a stranger around here, are you not?";
		next;
		mes "[Tabezthan]";
		mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
		next;
		mes "[Tabezthan]";
		mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
		next;
		mes "[Tabezthan]";
		mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
		next;
		mes "[Tabezthan]";
		mes "I have taught them how to manipulate the ambient energy";
		mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
		next;
		mes "[Tabezthan]";
		mes "In any case, do have any use";
		mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
		next;
		switch(select("Yes, please.", "No, thank you.")) {
		case 1:
			if (BaseLevel < 70) {
				mes "[Tabezthan]";
				mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
				close;
			}
			mes "[Tabezthan]";
			mes "Good. I ask that you";
			mes "remember what you need";
			mes "to bring me so that I may craft something for you. I shall need...";
			next;
			mes "[Tabezthan]";
			mes "10 Gold,";
			mes "50 Steel";
			mes "and 10 Emperium";
			mes "for the basic materials.";
			mes "I'll also need a rare ore to enchant my creation.";
			next;
			mes "[Tabezthan]";
			mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
			next;
			mes "[Tabezthan]";
			mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
			next;
			mes "[Tabezthan]";
			mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
			lv4_weapon = 15;
			close;
		case 2:
			mes "[Tabezthan]";
			mes "Oh... I see.";
			mes "It is a little disappointing to hear that, but please return";
			mes "if you believe that I can be";
			mes "of service to you.";
			close;
		}
	}
	if ((lv4_weapon < 15) || (lv4_weapon > 21)) {
		mes "[Tabezthan]";
		mes "Hm...?";
		mes "You don't have any";
		mes "business with me, do you?";
		next;
		mes "[Tabezthan]";
		mes "Please do not disregard me as merely an old fool. When a man gets older, he can see more clearly into the hearts of others. Please continue what you have been doing, and I wish you good fortune on your journeys.";
		close;
	}
	if ((lv4_weapon == 19) || (lv4_weapon == 20) || (lv4_weapon == 21)) {
		mes "[Tabezthan]";
		mes "Great, I'm ready to begin. Give me a minute to arrange these materials into a mystic circle.";
		next;
		mes "^3355FFHe arranged the materials in a strange circle and began chanting. The air around Tabezthan grew ominously heavy and the materials seemed to surge with newfound energy.^000000";
		next;
		mes "[Tabezthan]";
		mes "Please understand that this power is not coming from me. I am merely using my skills to gather power from the realm of the dead and infusing them into these materials.";
		next;
		mes "[Tabezthan]";
		mes "Let us pray for good results.";
		mes "All we can do now is leave the";
		mes "final result to fate.";
		next;
		mes "^3355FFThe materials slowly melded";
		mes "into each other, combining into a completely new object. It is only";
		mes "a matter of time before we learn whether you and Tabezthan have succeeded or failed.^000000";
		next;
		mes "[Tabezthan]";
		if (lv4_weapon == 19) {
			mes "I don't believe it!";
			mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Caesar's Sword!";
			lv4_weapon = 0;
			getitem Scissores_Sword,1;
		}
		else if (lv4_weapon == 20) {
			mes "I don't believe it!";
			mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Tirfing!";
			lv4_weapon = 0;
			getitem Tale_Fing_,1;
		}
		else if (lv4_weapon == 21) {
			mes "I don't believe it!";
			mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Sabbath!";
			lv4_weapon = 0;
			getitem Sabbath,1;
		}
		next;
		mes "[Tabezthan]";
		mes "This mighty weapon is yours to keep. Feel free to come back to me";
		mes "if you think that I can be of service to you once again.";
		mes "Farewell for now, brave adventurer.";
		close;
	}
	if (((lv4_weapon == 16) && (countitem(Phlogopite))) || ((lv4_weapon == 17) && (countitem(Olivine))) || ((lv4_weapon == 18) && (countitem(Rose_Quartz)))) {
		if (lv4_weapon == 16) {
			.@itemreq = 7290; //Phlogopite
		}
		else if (lv4_weapon == 17) {
			.@itemreq = 7289; //Olivine
		}
		else if (lv4_weapon == 18) {
			.@itemreq = 7293; //Rose_Quartz
		}
		mes "[Tabezthan]";
		mes "Shall we begin?";
		mes "I will tell you the names of 4 different monsters. You will be given five chances to predict which monster I am thinking about.";
		next;
		mes "[Tabezthan]";
		mes "This mind reading game is an effective method of determining whether your fortune is good or bad. Get ready now...";
		next;
		for( .@i = 1; .@i <= 5; ++.@i ) {
			setarray .@mons[.@i],rand(1,4);
			mes "[Tabezthan]";
			if (.@i == 1) {
				mes "My favorite monsters are";
				mes "Baphomet, Dark Lord, Bloody";
				mes "Knight and Stormy Knight. Now,";
				mes "try to guess which one I am";
				mes "thinking about.";
			}
			else if (.@i == 2) {
				mes "Please try to determine";
				mes "which monster I'm thinking";
				mes "of right this moment.";
			}
			else if (.@i == 3) {
				mes "Now, try to sense";
				mes "which monster I am";
				mes "visualizing in my mind.";
			}
			else if (.@i == 4) {
				mes "Once again, try";
				mes "and guess what monster";
				mes "I'm thinking about right now.";
			}
			else if (.@i == 5) {
				mes "Alright, this is";
				mes "your last chance to";
				mes "correctly guess which";
				mes "monster I'm thinking of.";
			}
			next;
			.@answer = select("Baphomet", "Dark Lord", "Bloody Knight", "Stormy Knight");
			if (.@answer == .@mons[.@i]) {
				++.@dap;
			}
		}
		mes "[Tabezthan]";
		mes "That's the end of the game. Now, this is the order of the monsters that I had in mind...";
		next;
		mes "[Tabezthan]";
		for( .@i = 1; .@i <= 5; ++.@i ) {
			if (.@mons[.@i] == 1) {
				mes "Baphomet";
			}
			else if (.@mons[.@i] == 2) {
				mes "Dark Lord";
			}
			else if (.@mons[.@i] == 3) {
				mes "Bloody Knight";
			}
			else if (.@mons[.@i] == 4) {
				mes "Stormy Knight";
			}
		}
		if (.@dap > 0) {
			delitem .@itemreq,30;
			lv4_weapon += 3;
		}
		else if (.@dap < 1) {
			delitem .@itemreq,10;
		}
		next;
		mes "[Tabezthan]";
		if (.@dap > 0) {
			mes "You have answered " + .@dap + " times correctly. It appears that your luck is at a high point, and it is an ideal time for me to craft something for you. Give me a little time to prepare, and return to me.";
			close;
		}
		else if (.@dap < 1) {
			mes "Unfortunately, you weren't able to guess any of them correctly. It seems that your luck is charged with negative energy. We'll need to expel this bad luck with 10 of your Phologopite.";
			next;
			mes "[Tabezthan]";
			mes "Do not be disheartened. Losing 10 "+getitemname(.@itemreq)+" is much better than losing 30 on a failed crafting attempt.";
			next;
			mes "[Tabezthan]";
			mes "Please come back with 30 Phologopite, and we shall try this mind reading game once again. I shall be waiting for you right here.";
			close;
		}
	}
	if ((lv4_weapon == 16) || (lv4_weapon == 17) || (lv4_weapon == 18)) {
		mes "[Tabezthan]";
		mes "Umm...";
		mes "You do not seem to";
		mes "have enough Rose Quartz.";
		mes "Please try to gather at";
		mes "least 30 of them and then";
		mes "return to me.";
		close;
	}
	if ((lv4_weapon == 15) && (countitem(Gold) > 9) && (countitem(Steel) > 49) && (countitem(Emperium) > 9)) {
		mes "[Tabezthan]";
		mes "You've returned to me earlier than I've expected. I sense that you've brought all the basic materials, but did you bring enough special ore as well?";
		next;
		if ((countitem(Phlogopite) > 29) || (countitem(Olivine) > 29) || (countitem(Rose_Quartz) > 29)) {
			if ((countitem(Phlogopite) > 29) && (countitem(Olivine) > 29) && (countitem(Rose_Quartz) > 29)) {
				mes "[Tabezthan]";
				mes "Ah, you've brought all three. However, we can only use one kind of ore at a time, so please choose just one.";
				next;
				switch(select("Phlogopite", "Peridot", "Rose Quartz")) {
				case 1:
					.@itemreq = 7290; //Phlogopite
					break;
				case 2:
					.@itemreq = 7289; //Olivine
					break;
				case 3:
					.@itemreq = 7293; //Rose_Quartz
					break;
				}
			}
			else if ((countitem(Phlogopite) > 29) && (countitem(Olivine) > 29)) {
				mes "[Tabezthan]";
				mes "Hahaha, you didn't need";
				mes "to bring more than one kind";
				mes "of ore. Now, which one would";
				mes "you like to use?";
				next;
				switch(select("Phlogopite", "Peridot")) {
				case 1:
					.@itemreq = 7290; //Phlogopite
					break;
				case 2:
					.@itemreq = 7289; //Olivine
					break;
				}
			}
			else if ((countitem(Phlogopite) > 29) && (countitem(Rose_Quartz) > 29)) {
				mes "[Tabezthan]";
				mes "Hahaha, you didn't need";
				mes "to bring more than one kind";
				mes "of ore. Now, which one would";
				mes "you like to use?";
				next;
				switch(select("Phlogopite", "Rose Quartz")) {
				case 1:
					.@itemreq = 7290; //Phlogopite
					break;
				case 2:
					.@itemreq = 7293; //Rose_Quartz
					break;
				}
			}
			else if ((countitem(Olivine) > 29) && (countitem(Rose_Quartz) > 29)) {
				mes "[Tabezthan]";
				mes "Hahaha, you didn't need";
				mes "to bring more than one kind";
				mes "of ore. Now, which one would";
				mes "you like to use?";
				next;
				switch(select("Peridot", "Rose Quartz")) {
				case 1:
					.@itemreq = 7289; //Olivine
					break;
				case 2:
					.@itemreq = 7293; //Rose_Quartz
					break;
				}
			}
			else {
				if (countitem(Phlogopite) > 29) {
					.@itemreq = 7290; //Phlogopite
				}
				else if (countitem(Olivine) > 29) {
					.@itemreq = 7289; //Olivine
				}
				else if (countitem(Rose_Quartz) > 29) {
					.@itemreq = 7293; //Rose_Quartz
				}
			}
			mes "[Tabezthan]";
			mes "Good, "+getitemname(.@itemreq)+".";
			mes "Now, before I can begin crafting,";
			mes "I must first determine whether or not you have enough luck for me";
			mes "to proceed.";
			next;
			mes "[Tabezthan]";
			mes "We will play a mind reading game";
			mes "so that I can measure your luck and see if it is high enough to avoid the possibility of crafting failure.";
			next;
			mes "[Tabezthan]";
			mes "You will have 5 chances to guess which one of my four favorite monsters that I am thinking of. If you can answer correctly even just once, I can begin crafting.";
			next;
			mes "[Tabezthan]";
			mes "However, if you answer incorrectly all five times, I must take 10 of your special ore in order to expel your misfortune.";
			next;
			mes "[Tabezthan]";
			mes "Now, please give me a little time to finish my preparations. I shall speak to you later.";
			delitem Steel,50;
			delitem Gold,10;
			delitem Emperium,10;
			if (countitem(Phlogopite) > 29) {
				lv4_weapon = 16;
			}
			else if (countitem(Olivine) > 29) {
				lv4_weapon = 17;
			}
			else if (countitem(Rose_Quartz) > 29) {
				lv4_weapon = 18;
			}
			close;
		}
		else {
			mes "[Tabezthan]";
			mes "Hmmm...";
			mes "It doesn't look like it. Remember, I need 30 of either Phlogopite, Peridot or Rose Quartz before I can begin crafting.";
			close;
		}
	}
	if (lv4_weapon == 15) {
		mes "[Tabezthan]";
		mes "[Tabezthan]";
		mes "Bring me...";
		mes "10 Gold,";
		mes "50 Steel";
		mes "and 10 Emperium.";
		mes "I'll also need a rare ore to enchant my creation.";
		next;
		mes "[Tabezthan]";
		mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
		close;
	}
	mes "[Tabezthan]";
	mes "Hmm...";
	mes "I feel something different from you. You are a stranger around here, are you not?";
	next;
	mes "[Tabezthan]";
	mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
	next;
	mes "[Tabezthan]";
	mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
	next;
	mes "[Tabezthan]";
	mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
	next;
	mes "[Tabezthan]";
	mes "I have taught them how to manipulate the ambient energy";
	mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
	next;
	mes "[Tabezthan]";
	mes "In any case, do have any use";
	mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
	next;
	switch(select("Yes, please.", "No, thank you.")) {
	case 1:
		if (BaseLevel < 70) {
			mes "[Tabezthan]";
			mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
			close;
		}
		mes "[Tabezthan]";
		mes "Good. I ask that you";
		mes "remember what you need";
		mes "to bring me so that I may craft something for you. I shall need...";
		next;
		mes "[Tabezthan]";
		mes "10 Gold,";
		mes "50 Steel";
		mes "and 10 Emperium";
		mes "for the basic materials.";
		mes "I'll also need a rare ore to enchant my creation.";
		next;
		mes "[Tabezthan]";
		mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
		next;
		mes "[Tabezthan]";
		mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
		next;
		mes "[Tabezthan]";
		mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
		lv4_weapon = 15;
		close;
	case 2:
		mes "[Tabezthan]";
		mes "Oh... I see.";
		mes "It is a little disappointing to hear that, but please return";
		mes "if you believe that I can be";
		mes "of service to you.";
		close;
	}
}

aldebaran,178,239,3	script	Bill Thayer#lv4	4_M_05,{
	if (lv4_weapon == 55) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		close;
	}
	if (lv4_weapon == 54) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Citrin, Agate";
		mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		close;
	}
	if (lv4_weapon == 53) {
		mes "[Bill Thayer]";
		mes "What...?";
		mes "Waltboughst's research?";
		next;
		mes "[Bill Thayer]";
		mes "How do you know him?";
		mes "Were you a friend of his while";
		mes "he was still alive? This must be";
		mes "an act of providence...";
		next;
		if (rand(1,2) == 1) {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Citrin, Agate";
			mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 54;
			close;
		}
		else {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 55;
			close;
		}
	}
	if ((lv4_weapon == 49) || (lv4_weapon == 50)) {
		mes "[Bill Thayer]";
		mes "Don't you have anything better to do? Quit bothering me and do your best to reach your own goals.";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sigh...*^000000";
		mes "Still, trying your";
		mes "best won't always result";
		mes "in success though.";
		next;
		mes "[Bill Thayer]";
		mes "^660000But that's no excuse!^000000";
		mes "Every successful man in";
		mes "history has tried his best!";
		next;
		mes "[Bill Thayer]";
		mes "I hope you remember that. It's something I used to tell my sons when they were alive. Ha ha ha~";
		lv4_weapon = 50;
		close;
	}
	if (lv4_weapon == 45) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Turquoise,";
		mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		lv4_weapon = 45;
		close;
	}
	if (lv4_weapon == 46) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Phlogopite,";
		mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		lv4_weapon = 46;
		close;
	}
	if (lv4_weapon == 44) {
		mes "[Bill Thayer]";
		mes "What...?";
		mes "Hein's research?";
		next;
		mes "[Bill Thayer]";
		mes "How do you know him?";
		mes "Were you a friend of his while";
		mes "he was still alive? This must be";
		mes "an act of providence...";
		next;
		if (rand(1,2) == 1) {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Turquoise,";
			mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 45;
			close;
		}
		else {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Phlogopite,";
			mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 46;
			close;
		}
	}
	if ((lv4_weapon == 40) || (lv4_weapon == 41)) {
		mes "[Bill Thayer]";
		mes "No matter how much you're willing to pay me, I'm not going to forge you any weapons.";
		next;
		mes "[Bill Thayer]";
		mes "Even during my weapon making days,";
		mes "I never accepted money from any of";
		mes "my clients. Do you know why?";
		next;
		mes "[Bill Thayer]";
		mes "I always told my sons: 'Never accept payment to forge a good weapon. ^333333It brings bad luck.^000000' Don't ask me how that works. It just is.";
		lv4_weapon = 41;
		next;
		mes "[Bill Thayer]";
		mes "Even if you offer me something more precious than money, I won't do any weapon smithing for you. Although I might have back when my sons were still alive...";
		close;
	}
	if (lv4_weapon == 37) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Biotite,";
		mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		close;
	}
	if (lv4_weapon == 36) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Muscovite,";
		mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		close;
	}
	if (lv4_weapon == 35) {
		mes "[Bill Thayer]";
		mes "What...?";
		mes "Reyghema's research?";
		next;
		mes "[Bill Thayer]";
		mes "How do you know him?";
		mes "Were you a friend of his while";
		mes "he was still alive? This must be";
		mes "an act of providence...";
		next;
		if (rand(1,2) == 1) {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Muscovite,";
			mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 36;
			close;
		}
		else {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Biotite,";
			mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 37;
			close;
		}
	}
	if ((lv4_weapon == 31) || (lv4_weapon == 32)) {
		mes "[Bill Thayer]";
		mes "All of my sons broke my heart by dying too young. I remember that I always used to tell them: 'Enjoy your youth. ^333333Live without regret.^000000'";
		lv4_weapon = 32;
		next;
		mes "[Bill Thayer]";
		mes "But I never suspected that their lives would be cut so short. Please remember to live life in such a way that regret won't haunt you later. That's the best advice I can give to you.";
		close;
	}
	if (lv4_weapon == 27) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Turquoise,";
		mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		close;
	}
	if (lv4_weapon == 28) {
		mes "[Bill Thayer]";
		mes "Hmm...";
		mes "You'll need 30 Phlogopite,";
		mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
		next;
		mes "[Bill Thayer]";
		mes "^333333*Sniff*^000000";
		mes "All of my sons passed away";
		mes "before they could finish their research. I should have been the one to have died. They were still so young...";
		close;
	}
	if (lv4_weapon == 26) {
		mes "[Bill Thayer]";
		mes "What...?";
		mes "Kayron's research?";
		next;
		mes "[Bill Thayer]";
		mes "How do you know him?";
		mes "Were you a friend of his while";
		mes "he was still alive? This must be";
		mes "an act of providence...";
		next;
		if (rand(1,2) == 1) {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Turquoise,";
			mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 27;
			close;
		}
		else {
			mes "[Bill Thayer]";
			mes "Hmm...";
			mes "You'll need 30 Phlogopite,";
			mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
			next;
			mes "[Bill Thayer]";
			mes "^333333*Sniff*^000000";
			mes "All of my sons passed away";
			mes "before they could finish their research. I should have been the one to have died. They were still so young...";
			lv4_weapon = 28;
			close;
		}
	}
	if ((lv4_weapon == 22) || (lv4_weapon == 23)) {
		mes "[Bill Thayer]";
		mes "Listen, I told you...";
		mes "There's nothing I can do.";
		mes "^333333I'm utterly helpless here.^000000";
		lv4_weapon = 23;
		next;
		mes "[Bill Thayer]";
		mes "There's no point in asking me to do anything. Ever since my sons passed away, I haven't been able to function. Please leave me alone.";
		close;
	}
	mes "[Bill Thayer]";
	mes "Leave me alone...";
	mes "I'm just a broken old man.";
	next;
	mes "[Bill Thayer]";
	mes "I don't make weapons anymore for anyone. Maybe I was a well known weaponsmith once, but I just can't bring myself to do any work ever since my sons passed away...";
	close;
}

geffen,203,146,5	script	Citizen#lv4-1	4W_M_01,{
	mes "[Citizen]";
	mes "There was a skillful";
	mes "weaponsmith in Al De Baran";
	mes "who had 4 sons. All of them were known throughout the land for their skill in weapon crafting.";
	next;
	mes "[Citizen]";
	mes "Tragically, all of the sons died in their attempt to create a powerful weapon. Only the father survived the accident.";
	next;
	mes "[Citizen]";
	mes "Because of that incident, the weaponsmith retired and went into hiding. No one ever saw the weapon he and his sons were developing.";
	next;
	mes "[Citizen]";
	mes "I don't think his sons";
	mes "were able to peacefully enter the afterlife after sacrificing so much and having to leave their goal unfulfilled...";
	close;
}

morocc,289,230,3	script	Citizen#lv4-2	4_F_03,{
	mes "[Citizen]";
	mes "Meeting a person in the realm of the dead is impossible. But I've heard that if you were able to meet a dead person, you'd find that he wouldn't have all of his memories.";
	next;
	mes "[Citizen]";
	mes "But if you brought him something that reminded him of his life, he'd get his memories back for a little while. Of course, you'd have to actually meet someone in the netherworld to find out for sure.";
	next;
	mes "[Citizen]";
	mes "Huh...";
	mes "I know what I'm talking about might be a little morbid, but even the most trivial information might come in handy someday, right?";
	close;
}

niflheim,240,193,3	script	Kayron#lv4	4_M_NFDEADMAN2,{
	if (checkweight(Spawn,300) == 0) {
		mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
		close;
	}
	if (BaseLevel < 80) {
		mes "[Kayron]";
		mes "Hey...";
		mes "How did somebody like";
		mes "you get all the way over here?";
		next;
		mes "[Kayron]";
		mes "Just by looking at that tender face of yours, I can tell you're a little weak. You better get out of here and get real strong in a hurry before you even think of coming back.";
		close;
	}
	if (lv4_weapon == 0) {
		mes "[Kayron]";
		mes "In life, I was known as Kayron.";
		mes "But now I'm just another ghost wandering around this realm of";
		mes "the dead. Without a body, I feel";
		mes "so useless.";
		next;
		switch(select("Show interest.", "Ignore him.")) {
		case 1:
			mes "[Kayron]";
			mes "Huh...?";
			mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
			lv4_weapon = 22;
			close;
		case 2:
			mes "[Kayron]";
			mes "Useless...";
			mes "Absolutely useless...";
			close;
		}
	}
	if ((lv4_weapon < 22) || (lv4_weapon > 30)) {
		mes "[Kayron]";
		mes "I sense something from";
		mes "you. Almost as if you were";
		mes "here with some sort of goal.";
		next;
		mes "[Kayron]";
		mes "I'm surprised...";
		mes "And a little envious.";
		mes "It can be said that most";
		mes "in Niflheim come here with";
		mes "little or no purpose.";
		close;
	}
	if ((lv4_weapon == 29) || (lv4_weapon == 30)) {
		mes "[Kayron]";
		mes "Heh heh heh...";
		mes "You're just in time.";
		mes "The time has come for";
		mes "me to reveal the results";
		mes "of my work...";
		next;
		if (rand(1,2) == 1) {
			mes "[Kayron]";
			mes "It's a success!";
			mes "I completed the experiment";
			mes "that got me killed! I almost";
			mes "can't believe it! I created";
			if (lv4_weapon == 29) {
				mes "this... Great Axe!";
				getitem Great_Axe,1;
			}
			else {
				mes "this... Longinus's Spear!";
				getitem Longinuss_Spear,1;
			}
			lv4_weapon = 0;
			next;
			mes "[Kayron]";
			mes "I'm so glad that my years of research haven't been wasted.";
			mes "If only Father were able to see this, he'd be really happy for me.";
			next;
			mes "[Kayron]";
			mes "Oh no...";
			mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
			mes "remember my past again.";
			mes "Thank you...";
			close;
		}
		else {
			mes "[Kayron]";
			mes "It's a success!";
			mes "I completed the experiment";
			mes "that got me killed! I almost";
			mes "can't believe it! I created";
			if (lv4_weapon == 29) {
				mes "this... Guillotine!";
				getitem Guillotine,1;
			}
			else {
				mes "this... Brionac!";
				getitem Brionac,1;
			}
			lv4_weapon = 0;
			next;
			mes "[Kayron]";
			mes "I'm so glad that my years of research haven't been wasted.";
			mes "If only Father were able to see this, he'd be really happy for me.";
			next;
			mes "[Kayron]";
			mes "Oh no...";
			mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
			mes "remember my past again.";
			mes "Thank you...";
			close;
		}
	}
	if (((lv4_weapon == 27) && (countitem(Olivine) > 29) && (countitem(Turquoise) > 29) && (countitem(Agate) > 29)) || ((lv4_weapon == 28) && (countitem(Phlogopite) > 29) && (countitem(Pyroxene) > 29) && (countitem(Rose_Quartz) > 29))) {
		mes "[Kayron]";
		mes "What's this?";
		mes "The stuff you're carrying";
		mes "around looks awfully familiar.";
		mes "Hm, let me take a look, please...";
		next;
		mes "[Kayron]";
		mes "Yes, I was right!";
		mes "I can use these to smith a weapon! How did you know these were the materials I need? In any case, this is great!";
		next;
		mes "[Kayron]";
		mes "Oh, but first, we need to test your luck. No matter how good my skills may be, we need to make sure your luck is good today, or else we can't proceed.";
		next;
		mes "[Kayron]";
		mes "We're gonna play '^660000Rock, Paper, Scissors^000000.' We can go ahead and";
		mes "make the item if you win 2 out of 3 matches.";
		next;
		mes "[Kayron]";
		mes "But if you lose 2 out of 3, your luck isn't strong enough for me to even attempt smithing. We'll need to dump a huge amount of one of the materials you brought to repel your bad luck.";
		next;
		mes "[Kayron]";
		mes "Here's a piece of paper.";
		mes "You'll write 'Rock,' 'Paper,' or 'Scissors,' and I'll do the same. Then we'll compare our results and see what happens. Alright, let's do the first match!";
		next;
		.@npchand1 = rand(1,3);
		.@myhand1 = select("Scissors", "Rock", "Paper");
		if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
			++.@shobu;
		}
		mes "[Kayron]";
		mes "Now...";
		mes "Let's play";
		mes "the second match~";
		next;
		.@npchand2 = rand(1,3);
		.@myhand2 = select("Scissors", "Rock", "Paper");
		if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
			++.@shobu;
		}
		mes "[Kayron]";
		mes "Alright...";
		mes "One last time.";
		mes "Write down 'Rock,'";
		mes "'Paper' or 'Scissors.'";
		next;
		.@npchand3 = rand(1,3);
		.@myhand3 = select("Scissors", "Rock", "Paper");
		if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
			++.@shobu;
		}
		.@aekddam = rand(1,3);
		if (.@shobu > 1) {
			if (lv4_weapon == 27) {
				delitem Olivine,30;
				delitem Turquoise,30;
				delitem Agate,30;
			}
			else {
				delitem Phlogopite,30;
				delitem Pyroxene,30;
				delitem Rose_Quartz,30;
			}
			lv4_weapon += 2;
		}
		else if (.@shobu < 2) {
			if (.@aekddam == 1) {
				if (lv4_weapon == 27) {
					delitem Olivine,30;
				}
				else {
					delitem Phlogopite,30;
				}
			}
			else if (.@aekddam == 2) {
				if (lv4_weapon == 27) {
					delitem Turquoise,30;
				}
				else {
					delitem Pyroxene,30;
				}
			}
			else if (.@aekddam == 3) {
				if (lv4_weapon == 27) {
					delitem Agate,30;
				}
				else {
					delitem Rose_Quartz,30;
				}
			}
		}
		mes "[Kayron]";
		mes "We're done!";
		mes "Now, I wrote down...";
		if (.@npchand1 == 1) {
			mes "Scissors";
		}
		else if (.@npchand1 == 2) {
			mes "Rock";
		}
		else if (.@npchand1 == 3) {
			mes "Paper";
		}
		if (.@npchand2 == 1) {
			mes "Scissors";
		}
		else if (.@npchand2 == 2) {
			mes "Rock";
		}
		else if (.@npchand2 == 3) {
			mes "Paper";
		}
		if (.@npchand3 == 1) {
			mes "Scissors";
		}
		else if (.@npchand3 == 2) {
			mes "Rock";
		}
		else if (.@npchand3 == 3) {
			mes "Paper";
		}
		next;
		mes "[Kayron]";
		mes "You wrote down...";
		if (.@myhand1 == 1) {
			mes "Scissors";
		}
		else if (.@myhand1 == 2) {
			mes "Rock";
		}
		else if (.@myhand1 == 3) {
			mes "Paper";
		}
		if (.@myhand2 == 1) {
			mes "Scissors";
		}
		else if (.@myhand2 == 2) {
			mes "Rock";
		}
		else if (.@myhand2 == 3) {
			mes "Paper";
		}
		if (.@myhand3 == 1) {
			mes "Scissors";
		}
		else if (.@myhand3 == 2) {
			mes "Rock";
		}
		else if (.@myhand3 == 3) {
			mes "Paper";
		}
		next;
		if (.@shobu > 1) {
			mes "[Kayron]";
			mes "Let's see...";
			mes "You won " + .@shobu + " times.";
			mes "You must be really";
			mes "Without a doubt, you've";
			mes "got some pretty good luck~";
			next;
			mes "[Kayron]";
			mes "Alright, I'll keep my end of the bargain. Give me the materials";
			mes "and some time to finish preparing. I'll talk to you later, okay?";
			close;
		}
		else if (.@shobu < 2) {
			mes "[Kayron]";
			mes "Well, I'm sorry to say that you lost. We have no choice but to drive away your bad luck with";
			mes "some of the ore you brought!";
			next;
			mes "[Kayron]";
			mes "Alright, let's try this again. Go and get the materials we need";
			mes "and come back to me.";
			close;
		}
	}
	if ((lv4_weapon == 26) || (lv4_weapon == 27) || (lv4_weapon == 28)) {
		mes "[Kayron]";
		mes "I can't seem to recall the rest";
		mes "of the materials I need. This is beginning to get really frustrating.";
		next;
		mes "[Kayron]";
		mes "I mean, me and my father used to know this stuff like it was second nature. What's wrong with me...?";
		close;
	}
	if ((lv4_weapon == 25) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
		mes "[Kayron]";
		mes "Oh...!";
		mes "I had no idea you were such a reliable person! You brought the things I've asked for pretty quickly!";
		next;
		mes "[Kayron]";
		mes "But I still can't remember the rest of the things that I'll be needing. I'm really sorry...";
		next;
		mes "[Kayron]";
		mes "Is there any way to get more of my memory back? In the meantime, let me keep these materials. I promise they'll be used to make a good weapon for you.";
		delitem Hammer_Of_Blacksmith,2;
		delitem Emperium_Anvil,1;
		delitem Illusion_Flower,1;
		delitem Gold,20;
		lv4_weapon = 26;
		close;
	}
	if (lv4_weapon == 25) {
		mes "[Kayron]";
		mes "I'll need a lot of materials, but let me remind you of some of";
		mes "the necessary things that I can actually remember.";
		next;
		mes "[Kayron]";
		mes "So far, I know I'll need";
		mes "2 Hammer of Blacksmith";
		mes "1 Emperium Anvil";
		mes "1 Illusion Flower and";
		mes "20 Gold.";
		next;
		mes "[Kayron]";
		mes "I know there were a few more";
		mes "things that are crucial to this weapon's construction, but...";
		mes "I can't seem to concentrate hard enough to remember.";
		close;
	}
	if (lv4_weapon == 24) {
		mes "[Kayron]";
		mes "Alright...";
		mes "I just remembered";
		mes "most of the things";
		mes "I need to make you";
		mes "a great weapon.";
		next;
		mes "[Kayron]";
		mes "I believe it's fair to let you know that I can't guarantee what weapon will be produced from this work since, quite frankly, I can't remember.";
		next;
		mes "[Kayron]";
		mes "So far, I know I'll need";
		mes "2 Hammer of Blacksmith";
		mes "1 Emperium Anvil";
		mes "1 Illusion Flower and";
		mes "20 Gold.";
		next;
		mes "[Kayron]";
		mes "Bring those items to me first. I'm pretty sure there was something else I'll be needing, but I can't seem to remember. This memory";
		mes "of mine is beginning to worry me a little bit...";
		next;
		mes "[Kayron]";
		mes "Anyway, I'll be waiting for you here while you go out and collect those things. Be careful, alright?";
		lv4_weapon = 25;
		close;
	}
	if (lv4_weapon == 23) {
		mes "[Kayron]";
		mes "In life, I was known as Kayron.";
		mes "But now I'm just another ghost wandering around this realm of";
		mes "the dead. Without a body, I feel";
		mes "so useless.";
		next;
		mes "[Kayron]";
		mes "There's nothing I can do.";
		mes "I'm... Um... I'm...?";
		input .@input$;
		next;
		if (.@input$ == "I'm utterly helpless here.") {
			mes "[Kayron]";
			mes "I'm utterly helpless here.";
			mes "Right, right! My father always used to say that! I guess my brothers and I take after our father in a lot of ways.";
			next;
			mes "[Kayron]";
			mes "My mind's been so hazy.";
			mes "I forgot that I even used";
			mes "to be a living human.";
			mes "^333333*Sigh...*^000000";
			next;
			mes "[Kayron]";
			mes "Still, that little memory has brought me a little peace of";
			mes "mind. I really appreciate that.";
			next;
			mes "[Kayron]";
			mes "I used to be a weaponsmith";
			mes "when I was alive, so if you like, I can forge something nice for you. You'll have to bring me the materials, though.";
			next;
			mes "[Kayron]";
			mes "You understand that being";
			mes "dead sort of restricts my mobility. Still, it's actually useful to be stuck in Niflheim. This place is filled with some strange energy that will help in my smithing.";
			next;
			mes "[Kayron]";
			mes "Even though experimental";
			mes "smithing got me killed, I won't have to worry about it this time. After all, I'm already dead! Hahahah~";
			next;
			mes "[Kayron]";
			mes "Alright, just give me a little time so that I can try to remember the things that I'll need, alright?";
			lv4_weapon = 24;
			close;
		}
		else {
			mes "[Kayron]";
			mes "Huh...?";
			mes "What did you just say?";
			mes "I'm sorry, I'm trying to remember something my father always used";
			mes "to say...";
			close;
		}
	}
	if (lv4_weapon == 22) {
		mes "[Kayron]";
		mes "In life, I was known as Kayron.";
		mes "But now I'm just another ghost wandering around this realm of";
		mes "the dead. Without a body, I feel";
		mes "so useless.";
		next;
		mes "[Kayron]";
		mes "Huh...?";
		mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
		close;
	}
	mes "[Kayron]";
	mes "In life, I was known as Kayron.";
	mes "But now I'm just another ghost wandering around this realm of";
	mes "the dead. Without a body, I feel";
	mes "so useless.";
	next;
	switch(select("Show interest.", "Ignore him.")) {
	case 1:
		mes "[Kayron]";
		mes "Huh...?";
		mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
		lv4_weapon = 22;
		close;
	case 2:
		mes "[Kayron]";
		mes "Useless...";
		mes "Absolutely useless...";
		close;
	}
}

niflheim,99,268,5	script	Reyghema#lv4	4_M_NFDEADMAN2,{
	if (MaxWeight - Weight < 3000) {
		mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
		close;
	}
	if (BaseLevel < 80) {
		mes "[Reyghema]";
		mes "How...";
		mes "the hell...?";
		next;
		mes "[Reyghema]";
		mes "What's a living person doing here? Stick around and I guarantee that you won't be alive much longer. Come on, you don't want to end up like me. Hurry and get out of here!";
		close;
	}
	if (lv4_weapon == 0) {
		mes "[Reyghema]";
		mes "Damn it...";
		mes "I didn't want to die!";
		next;
		mes "[Reyghema]";
		mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
		next;
		mes "[Reyghema]";
		mes "Youth...";
		mes "Enjoy your youth...";
		mes "I remember hearing";
		mes "something like that,";
		mes "but there was more to it...";
		next;
		switch(select("Show interest.", "Ignore him.")) {
		case 1:
			mes "[Reyghema]";
			mes "Enjoy your youth...";
			mes "Enjoy your youth...";
			mes "...What came after that?";
			next;
			mes "[Reyghema]";
			mes "Argh!";
			mes "I can't remember!";
			mes "Everything in my";
			mes "head is so cloudy!";
			lv4_weapon = 31;
			close;
		case 2:
			mes "[Reyghema]";
			mes "Enjoy your youth...";
			mes "Enjoy your youth...";
			mes "...What came after that?";
			close;
		}
	}
	if ((lv4_weapon < 31) || (lv4_weapon > 39)) {
		mes "[Reyghema]";
		mes "Hey...";
		mes "It feels like you came";
		mes "here to finish something.";
		mes "Yeah, there's a complete difference between someone who's aimless and someone with a purpose.";
		next;
		mes "[Reyghema]";
		mes "I almost feel sorry for you though, if you have business to finish in a place like Niflheim.";
		close;
	}
	if ((lv4_weapon == 38) || (lv4_weapon == 39)) {
		mes "[Reyghema]";
		mes "...";
		mes "...Finally.";
		next;
		if (rand(1,2) == 1) {
			mes "[Reyghema]";
			mes "I did it!";
			mes "I died trying to make this,";
			mes "but I finally finished it!";
			if (lv4_weapon == 38) {
				mes "This is... Berserk!";
				getitem Berserk,1;
			}
			else {
				mes "This is... Tjungkuletti!";
				getitem Tjungkuletti,1;
			}
			lv4_weapon = 0;
			next;
			mes "[Reyghema]";
			mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
			next;
			mes "[Reyghema]";
			mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
			next;
			mes "[Reyghema]";
			mes "If you ever get the chance, come back and help me remember my";
			mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
			close;
		}
		else {
			mes "[Reyghema]";
			mes "I did it!";
			mes "I died trying to make this,";
			mes "but I finally finished it!";
			if (lv4_weapon == 38) {
				mes "This is... the Rudra Bow!";
				getitem Bow_Of_Rudra,1;
			}
			else {
				mes "This is... Brocca! Weee~ I made it!";
				getitem Skewer,1;
			}
			lv4_weapon = 0;
			next;
			mes "[Reyghema]";
			mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
			next;
			mes "[Reyghema]";
			mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
			next;
			mes "[Reyghema]";
			mes "If you ever get the chance, come back and help me remember my";
			mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
			close;
		}
	}
	if (((lv4_weapon == 36) && (countitem(Muscovite) > 29) && (countitem(Rose_Quartz) > 29) && (countitem(Olivine) > 29)) || ((lv4_weapon == 37) && (countitem(Biotite) > 29) && (countitem(Agate) > 29) && (countitem(Citrine) > 29))) {
		mes "[Reyghema]";
		mes "Wait...";
		mes "The stuff that you have. Those are things I'll need for my creation! Let me take a look...";
		next;
		mes "[Reyghema]";
		mes "Yes, this is perfect!";
		mes "But how did you know exactly what materials I needed? Oh, it doesn't matter, I guess.";
		next;
		mes "[Reyghema]";
		mes "Now it's time for the hardest,";
		mes "or easiest, part. It's time to test your luck. We can't go through with this if your luck is too weak.";
		next;
		mes "[Reyghema]";
		mes "Alright, we're going to play '^660000Rock, Paper, Scissors^000000.' You've gotta win 2 out of 3 for us to go ahead with the forging.";
		next;
		mes "[Reyghema]";
		mes "If your luck is bad and you lose, we'll need to dump a bunch of one of the ores your brought to get rid of your bad luck. That's how it works.";
		next;
		mes "[Reyghema]";
		mes "Alright, here's a piece of paper. When I say so, you write down 'Rock,' 'Paper' or 'Scissors.' Alright? Let's start.";
		next;
		.@npchand1 = rand(1,3);
		.@myhand1 = select("Scissors", "Rock", "Paper");
		if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
			++.@shobu;
		}
		mes "[Reyghema]";
		mes "Okay, now let's";
		mes "try this again.";
		next;
		.@npchand2 = rand(1,3);
		.@myhand2 = select("Scissors", "Rock", "Paper");
		if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
			++.@shobu;
		}
		mes "[Reyghema]";
		mes "Last time.";
		mes "Write down 'Rock,'";
		mes "'Paper' or 'Scissors.'";
		next;
		.@npchand3 = rand(1,3);
		.@myhand3 = select("Scissors", "Rock", "Paper");
		if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
			++.@shobu;
		}
		.@aekddam = rand(1,3);
		if (.@shobu > 1) {
			if (lv4_weapon == 36) {
				delitem Muscovite,30;
				delitem Rose_Quartz,30;
				delitem Olivine,30;
			}
			else {
				delitem Biotite,30;
				delitem Agate,30;
				delitem Citrine,30;
			}
			lv4_weapon += 2;
		}
		else if (.@shobu < 2) {
			if (.@aekddam == 1) {
				if (lv4_weapon == 36) {
					delitem Muscovite,30;
				}
				else {
					delitem Biotite,30;
				}
			}
			else if (.@aekddam == 2) {
				if (lv4_weapon == 36) {
					delitem Rose_Quartz,30;
				}
				else {
					delitem Agate,30;
				}
			}
			else if (.@aekddam == 3) {
				if (lv4_weapon == 36) {
					delitem Olivine,30;
				}
				else {
					delitem Citrine,30;
				}
			}
		}
		mes "[Reyghema]";
		mes "Alright, now";
		mes "I wrote down...";
		if (.@npchand1 == 1) {
			mes "Scissors";
		}
		else if (.@npchand1 == 2) {
			mes "Rock";
		}
		else if (.@npchand1 == 3) {
			mes "Paper";
		}
		if (.@npchand2 == 1) {
			mes "Scissors";
		}
		else if (.@npchand2 == 2) {
			mes "Rock";
		}
		else if (.@npchand2 == 3) {
			mes "Paper";
		}
		if (.@npchand3 == 1) {
			mes "Scissors";
		}
		else if (.@npchand3 == 2) {
			mes "Rock";
		}
		else if (.@npchand3 == 3) {
			mes "Paper";
		}
		next;
		mes "[Reyghema]";
		mes "You wrote down...";
		if (.@myhand1 == 1) {
			mes "Scissors";
		}
		else if (.@myhand1 == 2) {
			mes "Rock";
		}
		else if (.@myhand1 == 3) {
			mes "Paper";
		}
		if (.@myhand2 == 1) {
			mes "Scissors";
		}
		else if (.@myhand2 == 2) {
			mes "Rock";
		}
		else if (.@myhand2 == 3) {
			mes "Paper";
		}
		if (.@myhand3 == 1) {
			mes "Scissors";
		}
		else if (.@myhand3 == 2) {
			mes "Rock";
		}
		else if (.@myhand3 == 3) {
			mes "Paper";
		}
		next;
		if (.@shobu > 1) {
			mes "[Reyghema]";
			mes "Nice. You won " + .@shobu + " times. Your luck is really good, so now we're finally finished with this nonsense.";
			next;
			mes "[Reyghema]";
			mes "Give me some time to get some things ready. Hand me the ores";
			mes "now, and talk to me a little later, alright?";
			close;
		}
		else if (.@shobu < 2) {
			mes "[Reyghema]";
			mes "Damn...";
			mes "I should be happy I won, but that just means your luck is bad and";
			mes "we need to do this again.";
			next;
			mes "[Reyghema]";
			mes "I'm sorry, but I'll need to take a bunch of one of your ores to get rid of your bad luck. Come back with all of the ore we'll need so we can test your luck again, alright?";
			close;
		}
	}
	if ((lv4_weapon == 35) || (lv4_weapon == 36) || (lv4_weapon == 37)) {
		mes "[Reyghema]";
		mes "Arrrgh!";
		mes "I still can't";
		mes "remember what";
		mes "I need yet! I swear,";
		mes "this is killing me!";
		next;
		mes "[Reyghema]";
		mes "...";
		next;
		mes "[Reyghema]";
		mes "...";
		mes "......";
		next;
		mes "[Reyghema]";
		mes "Damn.";
		mes "Damn, damn, damn!";
		mes "'Killing me?!' I'm already dead!";
		close;
	}
	if ((lv4_weapon == 34) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
		mes "[Reyghema]";
		mes "Good work, you've brought everything I asked for. However, there's been a bit of a snafu in the plans...";
		next;
		mes "[Reyghema]";
		mes "The original plan was that I'd remember everything else I need once you came back with this stuff. But I didn't.";
		next;
		mes "[Reyghema]";
		mes "Just give me some time to think about it some more. For now, let";
		mes "me hold on to the things you've brought. You've got my word that I'll be using these to make a weapon for you.";
		delitem Hammer_Of_Blacksmith,2;
		delitem Emperium_Anvil,1;
		delitem Illusion_Flower,1;
		delitem Gold,20;
		lv4_weapon = 35;
		close;
	}
	if (lv4_weapon == 34) {
		mes "[Reyghema]";
		mes "I better remind";
		mes "you what things I'll";
		mes "be needing. If you need";
		mes "to, write it all down.";
		next;
		mes "[Reyghema]";
		mes "1 Emperium Anvil,";
		mes "2 Hammer of Blacksmith,";
		mes "1 Illusion Flower";
		mes "and 20 Gold...";
		next;
		mes "[Reyghema]";
		mes "There were a few more critically important things, but I can't seem to recall them right now...";
		close;
	}
	if (lv4_weapon == 33) {
		mes "[Reyghema]";
		mes "Alright, you're back. I remember most of the things I'll be needing. Go ahead and note this down.";
		next;
		mes "[Reyghema]";
		mes "1 Emperium Anvil,";
		mes "2 Hammer of Blacksmith,";
		mes "1 Illusion Flower";
		mes "and 20 Gold...";
		next;
		mes "[Reyghema]";
		mes "There were a few other";
		mes "important things, but I can't seem to remember what they were. Hopefully, by the time you come back with the items I'll know by then.";
		next;
		mes "[Reyghema]";
		mes "For now, just go and bring back the things I asked for. The sooner, the better. Hurry, I don't know how long my memories will last...";
		lv4_weapon = 34;
		close;
	}
	if (lv4_weapon == 32) {
		mes "[Reyghema]";
		mes "Damn it...";
		mes "I didn't want to die!";
		next;
		mes "[Reyghema]";
		mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
		next;
		mes "[Reyghema]";
		mes "Youth...";
		mes "Enjoy your youth...";
		mes "I remember hearing";
		mes "something like that,";
		mes "but there was more to it...";
		next;
		input .@input$;
		if (.@input$ == "Live without regret.") {
			mes "[Reyghema]";
			mes "...";
			next;
			mes "[Reyghema]";
			mes "...";
			mes ".......";
			mes "Enjoy your youth.";
			mes "Live without regret.";
			next;
			mes "[Reyghema]";
			mes "Of course...";
			mes "My father, Bill Thayer used to say that all the time! That's right!";
			next;
			mes "[Reyghema]";
			mes "Hey you, thanks for refreshing my memory. It's all coming back to me. I used to be a weaponsmith, but I regret never finishing my final project...";
			next;
			mes "[Reyghema]";
			mes "You just gotta help me realize";
			mes "my final goal. Even if I am dead,";
			mes "I really wanna complete the experiment that got me killed.";
			next;
			mes "[Reyghema]";
			mes "All you need to do for now is bring me the things I need. I don't think I'll be able to gather much, being here in Niflheim and all.";
			next;
			mes "[Reyghema]";
			mes "Come back a little later.";
			mes "By then, I should remember what kinds of things I'll need.";
			lv4_weapon = 33;
			close;
		}
		else {
			mes "[Reyghema]";
			mes "What...?";
			mes "You playin' games";
			mes "with me or what?";
			mes "Get outta my face~";
			close;
		}
	}
	if (lv4_weapon == 31) {
		mes "[Reyghema]";
		mes "Damn it...";
		mes "I didn't want to die!";
		next;
		mes "[Reyghema]";
		mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
		next;
		mes "[Reyghema]";
		mes "Youth...";
		mes "Enjoy your youth...";
		mes "I remember hearing";
		mes "something like that,";
		mes "but there was more to it...";
		next;
		mes "[Reyghema]";
		mes "Enjoy your youth...";
		mes "Enjoy your youth...";
		mes "...What came after that?";
		next;
		mes "[Reyghema]";
		mes "Argh!";
		mes "I can't remember!";
		mes "Everything in my";
		mes "head is so cloudy!";
		close;
	}
	mes "[Reyghema]";
	mes "Damn it...";
	mes "I didn't want to die!";
	next;
	mes "[Reyghema]";
	mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
	next;
	mes "[Reyghema]";
	mes "Youth...";
	mes "Enjoy your youth...";
	mes "I remember hearing";
	mes "something like that,";
	mes "but there was more to it...";
	next;
	switch(select("Show interest.", "Ignore him.")) {
	case 1:
		mes "[Reyghema]";
		mes "Enjoy your youth...";
		mes "Enjoy your youth...";
		mes "...What came after that?";
		next;
		mes "[Reyghema]";
		mes "Argh!";
		mes "I can't remember!";
		mes "Everything in my";
		mes "head is so cloudy!";
		lv4_weapon = 31;
		close;
	case 2:
		mes "[Reyghema]";
		mes "Enjoy your youth...";
		mes "Enjoy your youth...";
		mes "...What came after that?";
		close;
	}
}

niflheim,187,280,3	script	Hein#lv4	4_M_NFDEADMAN,{
	if (checkweight(Spawn,300) == 0) {
		mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
		close;
	}
	if (lv4_weapon == 0) {
		mes "[Hein]";
		mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
		next;
		mes "[Hein]";
		mes "Back during those days,";
		mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
		next;
		switch(select("Show interest.", "Ignore him.")) {
		case 1:
			mes "[Hein]";
			mes "What was the rest of it?";
			mes "Why can't I remember the";
			mes "rest of that saying?!";
			next;
			mes "[Hein]";
			mes "It's so weird.";
			mes "How could I forget";
			mes "something I used to";
			mes "say all the time? I...";
			mes "I hate being dead!";
			lv4_weapon = 40;
			close;
		case 2:
			mes "[Hein]";
			mes "Nuts! Why can't I remember";
			mes "the rest of that saying?!";
			close;
		}
	}
	if ((lv4_weapon < 40) || (lv4_weapon > 48)) {
		mes "[Hein]";
		mes "Mm? I can tell you've here because you've got something to do. It's weird enough to see a living being here, and weirder still to see one who's here for a good reason.";
		next;
		mes "[Hein]";
		mes "Do me a favor";
		mes "and stay alive.";
		mes "Take it from me,";
		mes "there's no pleasure";
		mes "at all in being dead.";
		close;
	}
	if ((lv4_weapon == 47) || (lv4_weapon == 48)) {
		mes "[Hein]";
		mes "You're here!";
		mes "I just finished my work!";
		mes "You want to see it, don't you?";
		mes "Now, take a deep breath...";
		next;
		if (rand(1,2) == 1) {
			mes "[Hein]";
			mes "Haha~!";
			mes "This is great!";
			mes "Finally, my life's";
			mes "work is complete!";
			mes "This weapon's name";
			if (lv4_weapon == 47) {
				mes "is Edge!";
				getitem Edge,1;
			}
			else {
				mes "is Dragon Slayer!";
				getitem Dragon_Slayer,1;
			}
			lv4_weapon = 0;
			next;
		}
		else {
			mes "[Hein]";
			mes "Haha~!";
			mes "This is great!";
			mes "Finally, my life's";
			mes "work is complete!";
			mes "This weapon's name";
			if (lv4_weapon == 47) {
				mes "is Excalibur!";
				getitem Excalibur,1;
			}
			else {
				mes "is Schweizersabel!";
				getitem Schweizersabel,1;
			}
			lv4_weapon = 0;
			next;
		}
		mes "[Hein]";
		mes "Well...";
		mes "It looks like this is goodbye for now. I can already feel my memory getting hazier. Haha, being dead is definitely not good.";
		next;
		mes "[Hein]";
		mes "Thank you for your help. If you come back and help me retrieve";
		mes "my memories again, I'll try to help you as well. So long, adventurer...";
		close;
	}
	if (((lv4_weapon == 45) && (countitem(Turquoise) > 29) && (countitem(Biotite) > 29) && (countitem(Rose_Quartz) > 29)) || ((lv4_weapon == 46) && (countitem(Citrine) > 29) && (countitem(Pyroxene) > 29) && (countitem(Phlogopite) > 29))) {
		mes "[Hein]";
		mes "Mm...?";
		mes "The stuff you brought seems to be just what I need to finish my work. Let me have a look at them...";
		next;
		mes "[Hein]";
		mes "Wow...";
		mes "How did you know the materials";
		mes "I needed? It's almost too good to be true! Alright, we're that much closer to finishing my life's work!";
		next;
		mes "[Hein]";
		mes "Oh, that's right. Skill alone isn't enough to create this. We'll also need your luck. First of all, we need to test if your luck is good today.";
		next;
		mes "[Hein]";
		mes "We're going to play '^660000Rock, Paper, Scissors^000000.' If you win at least 2 out of 3, we'll go ahead and start crafting this thing!";
		next;
		mes "[Hein]";
		mes "But if you fail in this game, I'll have to expel your negative luck by throwing out a lot of one of the ores you've brought along.";
		next;
		mes "[Hein]";
		mes "Here's a piece of paper.";
		mes "When I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' I'll do the same thing, and we'll compare our results at the end, okay? Let's begin!";
		next;
		.@npchand1 = rand(1,3);
		.@myhand1 = select("Scissors", "Rock", "Paper");
		if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
			++.@shobu;
		}
		mes "[Hein]";
		mes "Okay, let's play";
		mes "the second round!";
		next;
		.@npchand2 = rand(1,3);
		.@myhand2 = select("Scissors", "Rock", "Paper");
		if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
			++.@shobu;
		}
		mes "[Hein]";
		mes "Okay...";
		mes "Last round.";
		mes "After this, we";
		mes "compare our results.";
		next;
		.@npchand3 = rand(1,3);
		.@myhand3 = select("Scissors", "Rock", "Paper");
		.@aekddam = rand(1,3);
		if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
			++.@shobu;
		}
		if (.@shobu > 1) {
			if (lv4_weapon == 45) {
				delitem Turquoise,30;
				delitem Biotite,30;
				delitem Rose_Quartz,30;
			}
			else {
				delitem Citrine,30;
				delitem Pyroxene,30;
				delitem Phlogopite,30;
			}
			lv4_weapon += 2;
		}
		else if (.@shobu < 2) {
			if (.@aekddam == 1) {
				if (lv4_weapon == 45) {
					delitem Turquoise,30;
				}
				else {
					delitem Citrine,30;
				}
			}
			else if (.@aekddam == 2) {
				if (lv4_weapon == 45) {
					delitem Biotite,30;
				}
				else {
					delitem Pyroxene,30;
				}
			}
			else if (.@aekddam == 3) {
				if (lv4_weapon == 45) {
					delitem Rose_Quartz,30;
				}
				else {
					delitem Phlogopite,30;
				}
			}
		}
		mes "[Hein]";
		mes "Ready? This is";
		mes "what I wrote down...";
		if (.@npchand1 == 1) {
			mes "Scissors";
		}
		else if (.@npchand1 == 2) {
			mes "Rock";
		}
		else if (.@npchand1 == 3) {
			mes "Paper";
		}
		if (.@npchand2 == 1) {
			mes "Scissors";
		}
		else if (.@npchand2 == 2) {
			mes "Rock";
		}
		else if (.@npchand2 == 3) {
			mes "Paper";
		}
		if (.@npchand3 == 1) {
			mes "Scissors";
		}
		else if (.@npchand3 == 2) {
			mes "Rock";
		}
		else if (.@npchand3 == 3) {
			mes "Paper";
		}
		next;
		mes "[Hein]";
		mes "You wrote down";
		mes "these answers in";
		mes "this order...";
		if (.@myhand1 == 1) {
			mes "Scissors";
		}
		else if (.@myhand1 == 2) {
			mes "Rock";
		}
		else if (.@myhand1 == 3) {
			mes "Paper";
		}
		if (.@myhand2 == 1) {
			mes "Scissors";
		}
		else if (.@myhand2 == 2) {
			mes "Rock";
		}
		else if (.@myhand2 == 3) {
			mes "Paper";
		}
		if (.@myhand3 == 1) {
			mes "Scissors";
		}
		else if (.@myhand3 == 2) {
			mes "Rock";
		}
		else if (.@myhand3 == 3) {
			mes "Paper";
		}
		next;
		if (.@shobu > 1) {
			mes "[Hein]";
			mes "Let's see...";
			mes "You won " + .@shobu + " times.";
			mes "You're really good at game!";
			mes "Yes, your luck is at its highest!";
			next;
			mes "[Hein]";
			mes "As promised, I will craft a weapon for you. Give me the materials now, and come back when I'm finished preparing.";
			close;
		}
		else if (.@shobu < 2) {
			mes "[Hein]";
			mes "Well, you lost.";
			mes "I'm sorry, but we";
			mes "need to expel the";
			mes "misfortune around you";
			mes "with the ore you've brought...";
			next;
			mes "[Hein]";
			mes "Okay, I'll wait here.";
			mes "Come back with the materials";
			mes "I need and we'll try this again.";
			close;
		}
	}
	if ((lv4_weapon == 44) || (lv4_weapon == 45) || (lv4_weapon == 46)) {
		mes "[Hein]";
		mes "Would you give me more time to remember the materials? I can't seem to focus very well. It might have to do with the fact that I'm dead...";
		next;
		mes "[Hein]";
		mes "I had a much better memory when I was alive I'm sure. My father would quiz me on this stuff all the time...";
		close;
	}
	if ((lv4_weapon == 43) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
		mes "[Hein]";
		mes "Hey, you brought everything I asked for already. You must be ready to get started!";
		next;
		mes "[Hein]";
		mes "Sadly, we can't begin until";
		mes "I remember the rest of the things we need. I can't for the life of me remember the most important materials...";
		next;
		mes "[Hein]";
		mes "Well, for now, let me keep the things you've brought to me. I promise that I'll use this stuff to make you a good weapon once everything is ready.";
		delitem Hammer_Of_Blacksmith,2;
		delitem Emperium_Anvil,1;
		delitem Illusion_Flower,1;
		delitem Gold,20;
		lv4_weapon = 44;
		close;
	}
	if (lv4_weapon == 43) {
		mes "[Hein]";
		mes "For sure I'll need";
		mes "2 Hammer of Blacksmith,";
		mes "1 Emperium Anvil,";
		mes "1 Illusion Flower and";
		mes "20 Gold...";
		next;
		mes "[Hein]";
		mes "So for now,";
		mes "go ahead and";
		mes "bring that stuff";
		mes "to me, please.";
		close;
	}
	if (lv4_weapon == 42) {
		mes "[Hein]";
		mes "I take it that you";
		mes "really want me to make";
		mes "you a weapon. For a former";
		mes "weaponsmith like me, that in";
		mes "itself is a great compliment.";
		next;
		mes "[Hein]";
		mes "Alright, I'll need...";
		mes "1 Emperium Anvil,";
		mes "2 Hammer of Blacksmith,";
		mes "1 Illusion Flower and";
		mes "20 Gold...";
		next;
		mes "[Hein]";
		mes "There were 3 other things,";
		mes "but I'm not too sure what they were. I guess a bunch of memories from my life are still missing.";
		next;
		mes "[Hein]";
		mes "^333333*Sigh*^000000 I'm sorry to ask this of you, but would you please go out and figure out what those things are? I'm sure you can find some clue in the land of the living.";
		next;
		mes "[Hein]";
		mes "While you do that, I'll try my best to remember what else I need to make this weapon.";
		lv4_weapon = 43;
		close;
	}
	if (lv4_weapon == 41) {
		mes "[Hein]";
		mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
		next;
		mes "[Hein]";
		mes "Back during those days,";
		mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
		next;
		input .@input$;
		if (.@input$ == "It brings bad luck.") {
			mes "[Hein]";
			mes "That's right!";
			mes "And you need luck when you're creating high quality weapons!";
			next;
			mes "[Hein]";
			mes "Oh... crap.";
			mes "I'm a dead man.";
			mes "I just realized.";
			mes "Or remembered.";
			mes "Perhaps I'm brain";
			mes "dead too, huh?";
			lv4_weapon = 42;
			next;
			mes "[Hein]";
			mes "Well, I must be a lucky dead man for remembering some of my past, right? Hahahaha!";
			next;
			mes "[Hein]";
			mes "Right, I died while trying to finish my weapon research. Maybe this is fate's way of allowing me to finish my uncompleted work?";
			next;
			mes "[Hein]";
			mes "Hey, let me ask you a favor. Would you bring the materials I need to finish my research? If I succeed, the finished product is yours to keep. All yours!";
			next;
			mes "[Hein]";
			mes "Take your time";
			mes "and think about it.";
			mes "It can't be that bad";
			mes "of a deal... Right?";
			close;
		}
		else {
			mes "[Hein]";
			mes "Wha...?";
			mes "What are you talking about?";
			mes "What was I going to say?";
			mes "Oww... My head hurts!";
			close;
		}
	}
	if (lv4_weapon == 40) {
		mes "[Hein]";
		mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
		next;
		mes "[Hein]";
		mes "Back during those days,";
		mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
		next;
		mes "[Hein]";
		mes "What was the rest of it?";
		mes "Why can't I remember the";
		mes "rest of that saying?!";
		next;
		mes "[Hein]";
		mes "It's so weird.";
		mes "How could I forget";
		mes "something I used to";
		mes "say all the time? I...";
		mes "I hate being dead!";
		close;
	}
	mes "[Hein]";
	mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
	next;
	mes "[Hein]";
	mes "Back during those days,";
	mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
	next;
	switch(select("Show interest.", "Ignore him.")) {
	case 1:
		mes "[Hein]";
		mes "What was the rest of it?";
		mes "Why can't I remember the";
		mes "rest of that saying?!";
		next;
		mes "[Hein]";
		mes "It's so weird.";
		mes "How could I forget";
		mes "something I used to";
		mes "say all the time? I...";
		mes "I hate being dead!";
		lv4_weapon = 40;
		close;
	case 2:
		mes "[Hein]";
		mes "Nuts! Why can't I remember";
		mes "the rest of that saying?!";
		close;
	}
}

niflheim,331,72,3	script	Waltboughst#lv4	4_M_NFDEADMAN,{
	if (checkweight(Spawn,300) == 0) {
		mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
		close;
	}
	if (BaseLevel < 80) {
		mes "[Waltboughst]";
		mes "Hah...!";
		mes "A living person!";
		mes "But not for long!";
		next;
		mes "[Waltboughst]";
		mes "I hope you came here with some strong allies. Judging from your strength, there's no way you'll survive in this kind of place on";
		mes "your own, you know.";
		close;
	}
	if (lv4_weapon == 0) {
		mes "[Waltboughst]";
		mes "It's so frustrating being dead.";
		mes "I can't do anything without a body, no matter how hard I try.";
		next;
		mes "[Waltboughst]";
		mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
		next;
		switch(select("Show interest.", "Ignore him.")) {
		case 1:
			mes "[Waltboughst]";
			mes "Let me try it again.";
			mes "'Trying your best won't";
			mes "always result in success...'";
			mes "I'm sure that's not all of it...";
			next;
			mes "[Waltboughst]";
			mes "I...";
			mes "I can't think!";
			mes "What was supposed";
			mes "to come after that part?";
			lv4_weapon = 49;
			close;
		case 2:
			mes "[Waltboughst]";
			mes "Let me try it again.";
			mes "'Trying your best won't";
			mes "always result in success...'";
			mes "I'm sure that's not all of it...";
			close;
		}
	}
	if ((lv4_weapon < 49) || (lv4_weapon > 57)) {
		mes "[Waltboughst]";
		mes "It doesn't look like you're just wandering around. You're here for something specific, aren't you? But what does the realm of the dead have to offer the living?";
		close;
	}
	if ((lv4_weapon == 56) || (lv4_weapon == 57)) {
		mes "[Waltboughst]";
		mes "Take a look at this!";
		mes "In just a short time, I made something with the materials you've given me. You're curious what the result is, aren't you?";
		next;
		if (rand(1,2) == 1) {
			mes "[Waltboughst]";
			mes "Waltboughst never fails!";
			if (lv4_weapon == 56) {
				mes "With my skill and your luck, there was zero probability for failure. Behold... Byeollungum!";
				getitem Byeorrun_Gum,1;
			}
			else {
				mes "With my skill and your luck, there was zero probability for failure. Behold... Exorcise!";
				getitem Exercise,1;
			}
			lv4_weapon = 0;
			next;
			mes "[Waltboughst]";
			mes "I'm a genius!";
			mes "Hahahahahahahaha!";
			mes "I succeeded where my brothers";
			mes "could not! Mwahahahaha ha ha ...ha?";
			next;
			mes "[Waltboughst]";
			mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
			next;
			mes "[Waltboughst]";
			mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
			next;
			mes "[Waltboughst]";
			mes "Yes...";
			mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
			close;
		}
		else {
			mes "[Waltboughst]";
			mes "Waltboughst never fails!";
			if (lv4_weapon == 56) {
				mes "With my skill and your luck, there was zero probability for failure. Behold... Combat Knife!";
				getitem Combat_Knife,1;
			}
			else {
				mes "With my skill and your luck, there was zero probability for failure. Behold...Grand Cross!!";
				getitem Grand_Cross,1;
			}
			lv4_weapon = 0;
			next;
			mes "[Waltboughst]";
			mes "I'm a genius!";
			mes "Hahahahahahahaha!";
			mes "I succeeded where my brothers";
			mes "could not! Mwahahahaha ha ha ...ha?";
			next;
			mes "[Waltboughst]";
			mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
			next;
			mes "[Waltboughst]";
			mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
			next;
			mes "[Waltboughst]";
			mes "Yes...";
			mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
			close;
		}
	}
	if (((lv4_weapon == 54) && (countitem(Muscovite) > 29) && (countitem(Agate) > 29) && (countitem(Citrine) > 29)) || ((lv4_weapon == 55) && (countitem(Pyroxene) > 29) && (countitem(Turquoise) > 29) && (countitem(Phlogopite) > 29))) {
		mes "[Waltboughst]";
		mes "Wait, what's that you're holding?";
		mes "I think those are the exact things we need for me to make you a weapon...";
		next;
		mes "[Waltboughst]";
		mes "Yes...!";
		mes "This is perfect.";
		mes "It looks like I'll";
		mes "be able to start work";
		mes "on this really soon.";
		next;
		mes "[Waltboughst]";
		mes "Now we need to test your luck. And to do that, we need to play '^660000Rock, Paper, Scissors^000000.' I'm serious about this...";
		next;
		mes "[Waltboughst]";
		mes "If your luck is strong today, there'll be less risk of failing the weapon creation process. You need to win 2 out of 3 times for us to begin.";
		next;
		mes "[Waltboughst]";
		mes "But if you lose...";
		mes "We'll need to expel your bad luck by getting rid of a good amount of one of the ores you brought.";
		next;
		mes "[Waltboughst]";
		mes "Take this piece of paper.";
		mes "Now, when I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' Let's begin...!";
		next;
		.@npchand1 = rand(1,3);
		.@myhand1 = select("Scissors", "Rock", "Paper");
		if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
			++.@shobu;
		}
		mes "[Waltboughst]";
		mes "Alright...";
		mes "Now, let's play";
		mes "a second time.";
		next;
		.@npchand2 = rand(1,3);
		.@myhand2 = select("Scissors", "Rock", "Paper");
		if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
			++.@shobu;
		}
		mes "[Waltboughst]";
		mes "One last time.";
		mes "After this, we";
		mes "compare results";
		mes "and check your luck.";
		next;
		.@npchand3 = rand(1,3);
		.@myhand3 = select("Scissors", "Rock", "Paper");
		if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
			++.@shobu;
		}
		.@aekddam = rand(1,3);
		if (.@shobu > 1) {
			if (lv4_weapon == 54) {
				delitem Muscovite,30;
				delitem Citrine,30;
				delitem Agate,30;
			}
			else {
				delitem Pyroxene,30;
				delitem Turquoise,30;
				delitem Phlogopite,30;
			}
			lv4_weapon += 2;
		}
		else if (.@shobu < 2) {
			if (.@aekddam == 1) {
				if (lv4_weapon == 54) {
					delitem Muscovite,30;
				}
				else {
					delitem Pyroxene,30;
				}
			}
			else if (.@aekddam == 2) {
				if (lv4_weapon == 54) {
					delitem Citrine,30;
				}
				else {
					delitem Turquoise,30;
				}
			}
			else if (.@aekddam == 3) {
				if (lv4_weapon == 54) {
					delitem Agate,30;
				}
				else {
					delitem Phlogopite,30;
				}
			}
		}
		mes "[Waltboughst]";
		mes "Okay...";
		mes "I wrote down...";
		if (.@npchand1 == 1) {
			mes "Scissors";
		}
		else if (.@npchand1 == 2) {
			mes "Rock";
		}
		else if (.@npchand1 == 3) {
			mes "Paper";
		}
		if (.@npchand2 == 1) {
			mes "Scissors";
		}
		else if (.@npchand2 == 2) {
			mes "Rock";
		}
		else if (.@npchand2 == 3) {
			mes "Paper";
		}
		if (.@npchand3 == 1) {
			mes "Scissors";
		}
		else if (.@npchand3 == 2) {
			mes "Rock";
		}
		else if (.@npchand3 == 3) {
			mes "Paper";
		}
		next;
		mes "[Waltboughst]";
		mes "Now, you wrote...";
		if (.@myhand1 == 1) {
			mes "Scissors";
		}
		else if (.@myhand1 == 2) {
			mes "Rock";
		}
		else if (.@myhand1 == 3) {
			mes "Paper";
		}
		if (.@myhand2 == 1) {
			mes "Scissors";
		}
		else if (.@myhand2 == 2) {
			mes "Rock";
		}
		else if (.@myhand2 == 3) {
			mes "Paper";
		}
		if (.@myhand3 == 1) {
			mes "Scissors";
		}
		else if (.@myhand3 == 2) {
			mes "Rock";
		}
		else if (.@myhand3 == 3) {
			mes "Paper";
		}
		next;
		if (.@shobu > 1) {
			mes "[Waltboughst]";
			mes "Excellent. You won " + .@shobu + " times,";
			mes "so your luck must be really high.";
			mes "That means we can begin~!";
			next;
			mes "[Waltboughst]";
			mes "Leave the ores here and give";
			mes "me some time to complete my preparations. Come back later, and I should be finished.";
			close;
		}
		else if (.@shobu < 2) {
			mes "[Waltboughst]";
			mes "You lost...";
			mes "I'm sorry, but we";
			mes "need to repel the bad";
			mes "luck by throwing away";
			mes "some of your ores...";
			next;
			mes "[Waltboughst]";
			mes "Gather the required ores again,";
			mes "and come back to me so we can test your luck. I'll be waiting right here.";
			close;
		}
	}
	if ((lv4_weapon == 53) || (lv4_weapon == 54) || (lv4_weapon == 55)) {
		mes "[Waltboughst]";
		mes "Why can't I remember...?!";
		mes "A good weaponsmith is supposed";
		mes "to know these things by heart!";
		mes "When I was alive, I had no such recall problems...";
		next;
		mes "[Waltboughst]";
		mes "If Father were";
		mes "to see me now, I'm";
		mes "sure he'd be ashamed...";
		close;
	}
	if ((lv4_weapon == 52) && (countitem(Hammer_Of_Blacksmith) > 1) && (countitem(Emperium_Anvil) > 0) && (countitem(Illusion_Flower) > 0) && (countitem(Gold) > 19)) {
		mes "[Waltboughst]";
		mes "You brought everything I needed already? That's great, but somehow, I can't still remember the other materials I need...";
		next;
		mes "[Waltboughst]";
		mes "Tell you what. Let me hold on to these things, and I promise you that I'll use them to create a weapon for you. In the meantime, we need to figure out the rest of the necessary materials...";
		delitem Hammer_Of_Blacksmith,2;
		delitem Emperium_Anvil,1;
		delitem Illusion_Flower,1;
		delitem Gold,20;
		lv4_weapon = 53;
		close;
	}
	if (lv4_weapon == 52) {
		mes "[Waltboughst]";
		mes "For now, bring";
		mes "the basic things...";
		mes "1 Emperium Anvil,";
		mes "2 Hammer of Blacksmith,";
		mes "1 Illusion Flower and";
		mes "20 Gold...";
		close;
	}
	if (lv4_weapon == 51) {
		mes "[Waltboughst]";
		mes "I just remembered some of the most basic materials we need for me to make a weapon for you.";
		next;
		mes "[Waltboughst]";
		mes "For now, bring";
		mes "the basic things...";
		mes "1 Emperium Anvil,";
		mes "2 Hammer of Blacksmith,";
		mes "1 Illusion Flower and";
		mes "20 Gold...";
		next;
		mes "[Waltboughst]";
		mes "There were a few other necessary materials, but I need some time to focus and remember what they were.";
		lv4_weapon = 52;
		close;
	}
	if (lv4_weapon == 50) {
		mes "[Waltboughst]";
		mes "It's so frustrating being dead.";
		mes "I can't do anything without a body, no matter how hard I try.";
		next;
		mes "[Waltboughst]";
		mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
		next;
		input .@input$;
		if (.@input$ == "But that's no excuse!") {
			mes "[Waltboughst]";
			mes "Yes! That was it!";
			mes "But that's no excuse!";
			mes "Every successful man in";
			mes "history has tried his best!";
			lv4_weapon = 51;
			next;
			mes "[Waltboughst]";
			mes "I remember now...";
			mes "I got myself killed trying to make some kind of special weapon.";
			mes "Heh heh, but not this time!";
			next;
			mes "[Waltboughst]";
			mes "We must have been fated to meet. Yes, adventurers of great strength and men of genius naturally attract each other.";
			next;
			mes "[Waltboughst]";
			mes "Lend me your power.";
			mes "Help me complete the experiment";
			mes "I left unfinished in life, and I will let you keep the finished product. All I wish to do is complete my life's work.";
			next;
			mes "[Waltboughst]";
			mes "It seems that being deceased has impaired my rententive faculties. Give me some time to remember the things I'll need to conduct my experiment. We shall talk later.";
			close;
		}
		else {
			mes "[Waltboughst]";
			mes "What...?";
			mes "No, no. That";
			mes "wasn't it at all...";
			mes "Hmmm.";
			close;
		}
	}
	if (lv4_weapon == 49) {
		mes "[Waltboughst]";
		mes "It's so frustrating being dead.";
		mes "I can't do anything without a body, no matter how hard I try.";
		next;
		mes "[Waltboughst]";
		mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
		next;
		mes "[Waltboughst]";
		mes "Let me try it again.";
		mes "'Trying your best won't";
		mes "always result in success...'";
		mes "I'm sure that's not all of it...";
		next;
		mes "[Waltboughst]";
		mes "I...";
		mes "I can't think!";
		mes "What was supposed";
		mes "to come after that part?";
		close;
	}
	mes "[Waltboughst]";
	mes "It's so frustrating being dead.";
	mes "I can't do anything without a body, no matter how hard I try.";
	next;
	mes "[Waltboughst]";
	mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
	next;
	switch(select("Show interest.", "Ignore him.")) {
	case 1:
		mes "[Waltboughst]";
		mes "Let me try it again.";
		mes "'Trying your best won't";
		mes "always result in success...'";
		mes "I'm sure that's not all of it...";
		next;
		mes "[Waltboughst]";
		mes "I...";
		mes "I can't think!";
		mes "What was supposed";
		mes "to come after that part?";
		lv4_weapon = 49;
		close;
	case 2:
		mes "[Waltboughst]";
		mes "Let me try it again.";
		mes "'Trying your best won't";
		mes "always result in success...'";
		mes "I'm sure that's not all of it...";
		close;
	}
}