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path: root/npc/quests/quests_juperos.txt
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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2020 Hercules Dev Team
//= Copyright (C) Euphy
//= Copyright (C) Zephyrus
//= Copyright (C) L0ne_W0lf
//= Copyright (C) SinSloth
//= Copyright (C) MasterOfMuppets
//= Copyright (C) Capuche
//=
//= 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/>.
//=========================================================================
//= Juperos Dungeon Quests
//================= Description ===========================================
//= Juperos Ruins related Quests/Events
//================= Current Version =======================================
//= 2.0
//=========================================================================

yuno_in04,190,125,4	script	Scholar	8_F_GIRL,{
	switch (yuno_book) {
	case 0:
		mes "[Scholar]";
		mes "...Mm? ";
		mes "...Yes?";
		next;
		mes "[Scholar]";
		mes "...";
		mes "......";
		mes "May I help you?";
		next;
		switch(select("Oh! N-Nothing!", "Excuse me...")) {
		case 1:
			mes "[Scholar]";
			mes "...";
			mes "......";
			mes "Hmm?";
			mes "...........";
			mes "Hmpf.";
			close;
		case 2:
			mes "[Scholar]";
			mes "...";
			mes "......";
			mes "Hmm?";
			mes "...........";
			mes "Hmmm...";
			next;
			mes "[Scholar]";
			mes "You must be lost.";
			mes "This is the scholarly";
			mes "research section, you know,";
			mes "content you couldn't possibly";
			mes "fathom. The popular novels and picture books are someplace else.";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "...";
			mes "......";
			next;
			mes "[Scholar]";
			mes "Why don't you rummage";
			mes "through the bookshelves?";
			mes "I'm sure you can find some";
			mes "book there that can hold your";
			mes "interest. Well, depending on";
			mes "your actual attention span...";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "(What's her damage?!";
			mes "Does she have an attitude problem or is she just stuck-up?)";
			close;
		}
	case 1:
		mes "[Scholar]";
		mes "...Mm? ";
		mes "...Yes?";
		next;
		mes "[Scholar]";
		mes "...";
		mes "......";
		mes "May I help you?";
		next;
		switch(select("Oh! N-Nothing!", "By any chance...")) {
		case 1:
			mes "[Scholar]";
			mes "...";
			mes "......";
			mes "Hmm?";
			mes "...........";
			mes "Hmpf.";
			close;
		case 2:
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "By any chance...";
			mes "Are you conducting";
			mes "research about Juperos?";
			next;
			mes "[Scholar]";
			mes "Why yes, that is";
			mes "correct. But how did";
			mes "you come to learn about";
			mes "my current research project?";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Oh, I managed to read";
			mes "a thesis paper entitled,";
			mes "''The Fall of Juperos,'' and";
			mes "I just thought that the writing";
			mes "style and your personality";
			mes "seem to match for some reason.";
			next;
			mes "[Scholar]";
			mes "Oh...! You read my";
			mes "thesis? So what did";
			mes "you think about it?";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "So far, it's alright, but";
			mes "quite frankly it's incomplete.";
			mes "I mean, you don't have much in";
			mes "in the way of conjecture, much";
			mes "less any evidence to back up";
			mes "any of your statements.";
			next;
			mes "[Scholar]";
			mes "....";
			mes "Let me apologize for";
			mes "being rude to you earlier.";
			mes "As you know, my name is";
			mes "Fayruz Khrhiyha. May I ask";
			mes "what your name might be?";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "I'm "+strcharinfo(PC_NAME)+",";
			mes "a brave adventurer in the";
			mes "service of his royal majesty,";
			mes "the wise and benevolent";
			mes "King Tristram III.";
			yuno_book = 2;
			setquest(11017);
			next;
			mes "[Fayruz]";
			mes "Well, "+strcharinfo(PC_NAME)+",";
			mes "I understand that my thesis";
			mes "still requires more evidence.";
			mes "But I'd need some ancient";
			mes "documents from Juperos";
			mes "to complete my research...";
			next;
			mes "[Fayruz]";
			mes "If you happen to travel";
			mes "through Juperos and find";
			mes "any ancient documents, would";
			mes "you bring them to me? Having";
			mes "those would help my research";
			mes "efforts immensely. Thank you...";
			close;
		}
	case 2:
		if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) {
			mes "[Fayruz]";
			mes "Ah, it's you! Listen,";
			mes "I just found a record of";
			mes "an adventurer who explored";
			mes "Juperos. There's mention";
			mes "of a stone statue here that";
			mes "just might be noteworthy...";
			next;
			mes "[Fayruz]";
			mes "If you happen to find";
			mes "yourself in Juperos,";
			mes "would you find the stone";
			mes "statue at the entrance of";
			mes "its dungeon and read the";
			mes "engraved message for me?";
			next;
			mes "[Fayruz]";
			mes "According to my notes,";
			mes "there's a spell that will";
			mes "make its reader memorize";
			mes "its message, even if they don't";
			mes "know the language. So come";
			mes "to me if you manage to read it.";
			close;
		}
		mes "[Fayruz]";
		mes "If you ever chance to";
		mes "travel through Juperos,";
		mes "would you let me know if you";
		mes "find anything that might help";
		mes "my research there? I'd be";
		mes "very grateful for your help.";
		close;
	case 3:
		mes "[Fayruz]";
		mes "Well, you look";
		mes "quite pleased.";
		mes "May I asked what";
		mes "happened to put that";
		mes "expression on your face?";
		next;
		switch(select("I found something in Juperos.", "Nothing much.")) {
		case 1:
			mes "[" +strcharinfo(PC_NAME)+"]";
			mes "I went to Juperos like";
			mes "you asked and found that";
			mes "stone statue you were talking";
			mes "about. Just like you said, there was an engraved message on it.";
			next;
			mes "[Fayruz]";
			mes "Fascinating!";
			mes "So is it really enchanted";
			mes "so anyone can memorize it?";
			mes "Wh-what does the message say?";
			next;
			mes "^3355FFYou recite the message";
			mes "engraved on the stone";
			mes "statue, unable to interpret";
			mes "the sounds you're uttering,";
			mes "but weirdly enough, you can";
			mes "easily recall them from memory.^000000";
			next;
			mes "[Fayruz]";
			mes "Ah, I see! Wait,";
			mes "give me a moment to";
			mes "properly translate this...";
			next;
			mes "...";
			mes "......";
			mes ".........";
			next;
			mes "[Fayruz]";
			mes "It means, ''Do you wish to";
			mes "see the end of the madness?";
			mes "He is waiting where the three";
			mes "columns were destroyed, where";
			mes "two hundred illusions wander.''";
			next;
			mes "[Fayruz]";
			mes "''You will see him, the one";
			mes "who was vain and extravagant,";
			mes "with your own eyes at the place where the light passes through.";
			yuno_book = 4;
			changequest(11018, 11019);
			next;
			mes "[Fayruz]";
			mes "Ah, usually, descriptions";
			mes "of the ''vain and extravagant";
			mes "one'' refer to the mad scientist rumored to have lived in that";
			mes "ancient era. But if this is true, I may have to rework my thesis...";
			next;
			mes "[Fayruz]";
			mes "I have another favor to";
			mes "ask of you. If you find any";
			mes "object of historical significance in Juperos, would you bring it to";
			mes "me? I'll reward you, of course.";
			next;
			mes "[Fayruz]";
			mes "It would be most helpful";
			mes "if you could manage to find";
			mes "documents that existed from that era. Fortunately, back then,";
			mes "they made all their records on material more durable than paper.";
			close;
		case 2:
			mes "[Fayruz]";
			mes "Nothing, huh?";
			mes "My life is also fairly";
			mes "uneventful, but somehow,";
			mes "I'm don't think I'm content.";
			close;
		}
	case 4:
		mes "[Fayruz]";
		mes "Oh hello, "+strcharinfo(PC_NAME)+".";
		mes "So what brings you to";
		mes "the Juno Library today?";
		next;
		switch(select("Nice weather today, isn't it?", "I found something in Juperos.", "Nothing much.")) {
		case 1:
			mes "[Fayruz]";
			mes "Well, I wouldn't know.";
			mes "It's late whenever I go";
			mes "out, so I always happen to";
			mes "miss the sunlight. I guess";
			mes "I really miss nice weather";
			mes "sometimes, you know?";
			close;
		case 2:
			if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) {
				mes "[Fayruz]";
				mes "Oh, really?!";
				mes "That's great news!";
				mes "W-what did you find?";
				next;
				mes "^3355FFIn her excitement,";
				mes "Fayruz begins to";
				mes "rummage through your";
				mes "things before you get";
				mes "the chance to answer her.^000000";
				next;
				mes "[Fayruz]";
				mes "Oh, this must be it!";
				mes "Would you mind if I keep";
				mes "this Transparent Plate for";
				mes "my research? In return, I'll";
				mes "tell you some tales about";
				mes "Juperos that I've learned.";
				next;
				switch(select("Please, be my guest.", "No way, you can't have it.")) {
				case 1:
					if (countitem(Transparent_Plate01)) callfunc "Func_JupHist",7352,1;
					else if (countitem(Transparent_Plate02)) callfunc "Func_JupHist",7353,2;
					else if (countitem(Transparent_Plate03)) callfunc "Func_JupHist",7354,4;
					else if (countitem(Transparent_Plate04)) callfunc "Func_JupHist",7352,8;
				case 2:
					mes "[Fayruz]";
					mes "Mm? Are you serious?";
					mes "This object is very valuable";
					mes "to a researcher like me, but";
					mes "I have no idea what use it";
					mes "would be for an adventurer.";
					mes "Well, you have your reasons...";
					close;
				}
			}
			mes "[Fayruz]";
			mes "Oh, really?!";
			mes "That's great news!";
			mes "W-what did you find?";
			next;
			mes "^3355FFIn her excitement,";
			mes "Fayruz begins to";
			mes "rummage through your";
			mes "things before you get";
			mes "the chance to answer her.^000000";
			next;
			mes "[Fayruz]";
			mes "Oh. There isn't anything";
			mes "here that would help in my";
			mes "research, but thank you anyway.";
			mes "If you find anything else while";
			mes "you're in Juperos, please come back and show it to me, alright?";
			close;
		case 3:
			mes "[Fayruz]";
			mes "Ah, I see. Well, while";
			mes "you're here, why don't you";
			mes "read something? There are";
			mes "many books that cover some";
			mes "interesting topics, like the";
			mes "Schwaltzvalt economy...";
			next;
			mes "[Fayruz]";
			mes "Oh, in any case, please";
			mes "don't forget the favor I asked";
			mes "of you. If you find anything";
			mes "in Juperos that's historically";
			mes "significant, I'd appreciate it";
			mes "if you bring it right away.";
			close;
		}
	case 5:
		mes "[Fayruz]";
		mes "Oh, "+strcharinfo(PC_NAME)+"!";
		mes "Have you come back with";
		mes "something from Juperos?";
		mes "I've been hoping you'd come";
		mes "back with something that'd";
		mes "help me in my research!";
		next;
		switch(select("Take a look at this.", "Oh, I'm sorry...")) {
		case 1:
			switch (jupe_book) {
				case 1: callfunc "Func_JupHist",7353,7354,7355,7352;
				case 2: callfunc "Func_JupHist",7352,7354,7355,7353;
				case 4: callfunc "Func_JupHist",7352,7353,7355,7354;
				case 8: callfunc "Func_JupHist",7352,7353,7354,7355;
			}
		case 2:
			mes "[Fayruz]";
			mes "Ah, I see. Well, while";
			mes "you're here, why don't you";
			mes "read something? There are";
			mes "many books that cover some";
			mes "interesting topics, like...";
			mes "like... Self-Honesty (?).";
			next;
			mes "[Fayruz]";
			mes "Oh, in any case, please";
			mes "don't forget the favor I asked";
			mes "of you. If you find anything";
			mes "in Juperos that's historically";
			mes "significant, I'd appreciate it";
			mes "if you bring it right away.";
			close;
		}
	case 6:
		mes "[Fayruz]";
		mes "Oh, "+strcharinfo(PC_NAME)+"!";
		mes "The Transparent Plate";
		mes "that you brought for me";
		mes "last time is really helping me";
		mes "in my research. If you get the";
		mes "chance, please bring me more!";
		yuno_book = 7;
		next;
		mes "[Fayruz]";
		mes "This new data is adding";
		mes "a lot more credibility to my";
		mes "thesis. Oh, I'll be with you";
		mes "in a moment, let me finish";
		mes "translating this one last";
		mes "passage really quickly...";
		close;
	case 7:
		mes "[Fayruz]";
		mes "Hello, "+strcharinfo(PC_NAME)+"~";
		mes "Oh, were you able to look";
		mes "in Juperos for anything that";
		mes "might help me in my research?";
		next;
		switch(select("Yeah, take a look at this.", "No, I'm sorry...")) {
		case 1:
			switch (jupe_book) {
				case 3: callfunc "Func_JupHist",7354,7355,7352,7353;
				case 5: callfunc "Func_JupHist",7353,7355,7352,7354;
				case 6: callfunc "Func_JupHist",7352,7355,7353,7354;
				case 9: callfunc "Func_JupHist",7353,7354,7352,7355;
				case 10: callfunc "Func_JupHist",7352,7354,7353,7355;
				case 12: callfunc "Func_JupHist",7352,7353,7354,7355;
			}
		case 2:
			mes "[Fayruz]";
			mes "Oh, that's fine.";
			mes "Besides, I don't really";
			mes "have a deadline to complete";
			mes "this research project. Still,";
			mes "I just want you to know that";
			mes "I really appreciate your help.";
			close;
		}
	case 8:
		mes "[Fayruz]";
		mes ""+strcharinfo(PC_NAME)+"...";
		mes "I'm having great difficulty in";
		mes "translating that Transparent";
		mes "Plate you brought for me that";
		mes "last time. I'm so frustrated...";
		next;
		mes "[Fayruz]";
		mes "Wait a minute...";
		mes "This here means...";
		mes "Alright. Okay. Yes.";
		mes "Yes! Of course, how";
		mes "could I not see it before!";
		yuno_book = 9;
		next;
		mes "[Fayruz]";
		mes "I'll be with you";
		mes "in just a second!";
		mes "I think I just made";
		mes "a real through...!";
		next;
	case 9:
		mes "[Fayruz]";
		mes "Ah, I've been";
		mes "expecting you, "+strcharinfo(PC_NAME)+".";
		mes "So did you have been to Juperos again? I'm really hoping that you";
		mes "were able to find something new that would help in my research...";
		next;
		switch(select("Actually, I did find this...", "I'm sorry, I haven't...")) {
		case 1:
			switch (jupe_book) {
				case 7: callfunc "Func_JupHist",7355,7352,7353,7354;
				case 11: callfunc "Func_JupHist",7354,7352,7353,7355;
				case 13: callfunc "Func_JupHist",7353,7352,7354,7355;
				case 14: callfunc "Func_JupHist",7352,7353,7354,7355;
			}
		case 2:
			mes "[Fayruz]";
			mes "Ah, I see. Well, while";
			mes "you're here, why don't you";
			mes "read something? There are";
			mes "many books that cover some";
			mes "interesting topics, like";
			mes "modern adventure history.";
			next;
			mes "[Fayruz]";
			mes "Oh, in any case, please";
			mes "don't forget the favor I asked";
			mes "of you. If you find anything";
			mes "in Juperos that's historically";
			mes "significant, I'd appreciate it";
			mes "if you bring it right away.";
			close;
		}
	case 10:
		mes "[Fayruz]";
		mes "Oh hello, "+strcharinfo(PC_NAME)+"...";
		mes "So what exactly brings you";
		mes "to the Juno Library this time?";
		next;
		switch(select("I found another Transparent Plate.", "Just visiting, really.")) {
		case 1:
			if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) {
				mes "[Fayruz]";
				mes "Hmm, well, we've made as";
				mes "much headway as we can";
				mes "with the Transparent Plates";
				mes "you've already given me, but";
				mes "it can't hurt to have too much";
				mes "evidence to back my theories.";
				next;
				mes "[Fayruz]";
				mes "I really appreciate";
				mes "your continuing efforts";
				mes "to help me. Please, would";
				mes "you take this as my way";
				mes "saying ''Thanks?'' You've been";
				mes "great, "+strcharinfo(PC_NAME)+"...";
				if (countitem(Transparent_Plate01)) delitem 7352,1;
				else if (countitem(Transparent_Plate02)) delitem 7353,1;
				else if (countitem(Transparent_Plate03)) delitem 7354,1;
				else delitem 7355,1;
				getitem 644,1;
				close;
			}
			mes "[Fayruz]";
			mes "Mmm...?";
			mes "It doesn't look like";
			mes "you brought another";
			mes "Transparent Plate.";
			mes "Are you sure that you";
			mes "didn't misplace it?";
			close;
		case 2:
			mes "[Fayruz]";
			mes "Ah, I see. Well,";
			mes "thanks to your help,";
			mes "I've made a great deal";
			mes "of progress on my thesis.";
			mes "I really appreciate what you";
			mes "have done for me, adventurer.";
			close;
		}
	}
}

function	script	Func_JupHist	{
	switch (yuno_book) {
	case 4:
		mes "[Fayruz]";
		mes "Thank you so much,";
		mes "you don't know what";
		mes "this means to me! Okay,";
		mes "please relax and take a";
		mes "seat. Close your eyes while";
		mes "I tell you this ancient story.";
		next;
		mes "^3355FFFayruz begins to";
		mes "relate an ancient tale";
		mes "about Juperos that seems";
		mes "typical for a classic story, but her way of storytelling subtly";
		mes "draws you into a vicarious, yet extremely vivid experience.";
		next;
		mes "^3355FFYou feel the protagonist's";
		mes "glories and tragedies as if";
		mes "you were actually there with";
		mes "the hero on his journeys. The";
		mes "tale eventually comes to an end";
		mes "and you awaken from the trance,";
		mes "gently brought back to reality.^000000";
		delitem getarg(0),1;
		yuno_book = 5;
		jupe_book = getarg(1);
		changequest(11019, 11020);
		getexp RENEWAL_EXP?10000:100000,0;
		next;
		mes "[Fayruz]";
		mes "Everyone can relate";
		mes "to these old, classic";
		mes "stories. I hope this tale had";
		mes "as meaning for you as it did";
		mes "for me when I first heard it.";
		next;
		mes "[Fayruz]";
		mes "If you can find me";
		mes "another artifact from";
		mes "Juperos, I'll share another";
		mes "tale like that with you. Now";
		mes "how does that sound? Okay";
		mes "then, I'll see you, adventurer~";
		close;
	case 5:
		if ((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2)))) {
			mes "[Fayruz]";
			mes "Oh, that's unexpected.";
			mes "This Transparent Plate";
			mes "seems to have been made";
			mes "in a different era than the";
			mes "one you gave me earlier.";
			mes "How intriguing...";
			next;
			mes "[Fayruz]";
			mes "*Sigh* I really wish";
			mes "that I could explore";
			mes "Juperos on my own, but";
			mes "I'm just not strong enough.";
			mes "In a way, I'm quite jealous of you. But it can't be helped...";
			next;
			mes "[Fayruz]";
			mes "You know, that reminds";
			mes "me of this great story of";
			mes "a tragic hero that I'd like to";
			mes "share with you. Let your";
			mes "mind wander as I relate this ageless, yet bittersweet tale...";
			next;
			mes "^3355FFFayruz tells you a story";
			mes "with a bright beginning, full";
			mes "of hope that fills you with the";
			mes "bliss of the heavens, but then";
			mes "suddenly plummets you into all the despair and torment of hell.^000000";
			next;
			mes "^3355FFThe story finally";
			mes "reaches its ending";
			mes "and you're surprised";
			mes "to find yourself sitting";
			mes "in the Juno Library.^000000";
			next;
			mes "[Fayruz]";
			mes "I know it's a very";
			mes "depressing story, but";
			mes "I hope you enjoyed it.";
			mes "I think you'd agree that";
			mes "it contains a truth about";
			mes "mankind that can't be ignored.";
			if (countitem(getarg(0))) {
				delitem getarg(0),1;
				if (getarg(0) == 7352) jupe_book += 1;
				else jupe_book += 2;
			}
			else if (countitem(getarg(1))) {
				delitem getarg(1),1;
				if (getarg(1) == 7353) jupe_book += 2;
				else jupe_book += 4;
			}
			else {
				delitem getarg(2),1;
				if (getarg(2) == 7354) jupe_book += 4;
				else jupe_book += 8;
			}
			yuno_book = 6;
			changequest(11020, 11021);
			getexp RENEWAL_EXP?10000:100000,0;
			next;
			mes "[Fayruz]";
			mes "By now I'm sure you've";
			mes "figured that these classic";
			mes "tales are like condensed";
			mes "experiences, refined and";
			mes "immutable truths that we";
			mes "can see in our own reality.";
			next;
			mes "[Fayruz]";
			mes "If you find more of";
			mes "these Transparent";
			mes "Plates in Juperos, I'd be";
			mes "very happy to share another";
			mes "story with you, "+strcharinfo(PC_NAME)+".";
			close;
		}
		else if (countitem(getarg(3))) {
			mes "[Fayruz]";
			mes "Oh, this one seems";
			mes "to have been created";
			mes "in a similar era as the";
			mes "one you gave me earlier.";
			mes "I'm not sure how much new";
			mes "information this may provide...";
			next;
			mes "[Fayruz]";
			mes "Still, I'm sure this will";
			mes "helpful in my research. I just";
			mes "won't be as making progress";
			mes "as quickly as I had projected.";
			mes "Please, I'd like you to take this as a token of my gratitude.";
			delitem getarg(3),1;
			getitem 644,1;
			next;
			mes "[Fayruz]";
			mes "Now if you'll excuse";
			mes "me, I need to go back";
			mes "to compiling my research...";
			mes "Thank you so much for";
			mes "your help, "+strcharinfo(PC_NAME)+".";
			close;
		}
		else {
			mes "[Fayruz]";
			mes "Oh. There isn't anything";
			mes "here that would help in my";
			mes "research, but thank you anyway.";
			mes "If you find anything else while";
			mes "you're in Juperos, please come back and show it to me, alright?";
			close;
		}
	case 7:
		if ((countitem(getarg(0))) || (countitem(getarg(1)))) {
			mes "[Fayruz]";
			mes "Is this another";
			mes "Transparent Plate?";
			mes "Yes, it's quite different";
			mes "than the last one you";
			mes "brought over to me...";
			mes "This is so exciting!";
			next;
			mes "[Fayruz]";
			mes "Oh. You must be thinking";
			mes "that I'm a complete academia";
			mes "addict. Well, my life might be";
			mes "a little uneventful, but there";
			mes "are other things I think about!";
			mes "Like, well... It's weird but...";
			next;
			mes "[Fayruz]";
			mes "You see, there's this";
			mes "guy that I like. I'm not sure";
			mes "where he might be now, but";
			mes "his name is Nadim Amal. He's";
			mes "my friend's brother who I first";
			mes "met 10 years ago. ^333333*Sigh...*^000000";
			next;
			mes "[Fayruz]";
			mes "Just recently, I saw";
			mes "him with his sister, my";
			mes "friend from Morroc. It's";
			mes "weird to think that I'd have";
			mes "these feelings for him after";
			mes "all this time, isn't it? Oh...!";
			next;
			mes "[Fayruz]";
			mes "I really should repay";
			mes "you for this Transparent";
			mes "Plate. Why don't I tell you";
			mes "the scariest story that I know?";
			next;
			mes "^3355FFFayruz tells you a";
			mes "creepy horror story that";
			mes "makes you shiver with fear.";
			mes "You've heard other ghost";
			mes "stories, but you've never been";
			mes "so deeply immersed in one before.^000000";
			next;
			mes "It is only when the";
			mes "story ends and you return";
			mes "to your senses that you notice that you're soaked in cold sweat.^000000";
			next;
			mes "[Fayruz]";
			mes "It may be a natural";
			mes "response, but all people";
			mes "fear the unknown in one way";
			mes "or another. Scary stories are";
			mes "appealing because we actually";
			mes "like the strange and grotesque.";
			if (countitem(getarg(0))) {
				delitem getarg(0),1;
				if (getarg(0) == 7352) jupe_book += 1;
				else if (getarg(0) == 7353) jupe_book += 2;
				else jupe_book += 4;
			}
			else if (countitem(getarg(1))) {
				delitem getarg(1),1;
				if (getarg(1) == 7353) jupe_book += 2;
				else if (getarg(1) == 7354) jupe_book += 4;
				else jupe_book += 8;
			}
			yuno_book = 8;
			changequest(11021, 11022);
			getexp RENEWAL_EXP?10000:100000,0;
			next;
			mes "[Fayruz]";
			mes "Well... That's just my";
			mes "opinion. Anyway, if you";
			mes "find anything else in Juperos";
			mes "that may help in my research,";
			mes "please come back and show it";
			mes "to me, alright? See you later~";
			close;
		}
		else if ((countitem(getarg(2))) || (countitem(getarg(3)))) {
			mes "[Fayruz]";
			mes "Oh, this one seems";
			mes "to have been created";
			mes "in a similar era as the";
			mes "one you gave me earlier.";
			mes "I'm not sure how much new";
			mes "information this may provide...";
			next;
			mes "[Fayruz]";
			mes "Still, I'm sure this will";
			mes "helpful in my research. I just";
			mes "won't be as making progress";
			mes "as quickly as I had projected.";
			mes "Please, I'd like you to take this as a token of my gratitude.";
			next;
			mes "[Fayruz]";
			mes "Now if you'll excuse";
			mes "me, I need to go back";
			mes "to compiling my research...";
			mes "Thank you so much for";
			mes "your help, "+strcharinfo(PC_NAME)+".";
			if (countitem(getarg(2))) delitem getarg(2),1;
			else if (countitem(getarg(3))) delitem getarg(3),1;
			getitem 644,1;
			close;
		}
		else {
			mes "[Fayruz]";
			mes "Oh. There isn't anything";
			mes "here that would help in my";
			mes "research, but thank you anyway.";
			mes "If you find anything else while";
			mes "you're in Juperos, please come back and show it to me, alright?";
			close;
		}
	case 9:
		if (countitem(getarg(0))) {
			mes "[Fayruz]";
			mes "Oooh...! This one is";
			mes "much different than the";
			mes "other ones you gave me";
			mes "before. This should provide";
			mes "a wealth of brand new insights";
			mes "into the Juperos civilization!";
			next;
			mes "[Fayruz]";
			mes "All the Transparent";
			mes "Plates you've given me";
			mes "should contain more than";
			mes "enough data for me to fully";
			mes "complete my research thesis.";
			mes "Once again, thank you so much~";
			next;
			mes "[Fayruz]";
			mes "Still, that doesn't mean that";
			mes "I will stop collecting data for";
			mes "my research. Anyway, I have one last story to tell you, about";
			mes "a man of pure heart chosen by the gods to serve and protect mankind.";
			next;
			mes "[Fayruz]";
			mes "For this purpose he was given";
			mes "gaudy armor which contained";
			mes "amazing powers, as well as a";
			mes "book detailing the instructions";
			mes "for its use. However, he promptly";
			mes "lost these instructions...";
			next;
			mes "^3355FFThe story about the";
			mes "greatest Juperosian hero";
			mes "that Fayruz tells you is very";
			mes "humorous at first, but then it";
			mes "covers the entire spectrum";
			mes "of emotion and humanity...";
			next;
			mes "^3355FFThe story ends and you";
			mes "are left with a swelling";
			mes "feeling of indefatigable";
			mes "hope and inspiration...";
			mes "You can make it if you try!^000000";
			delitem(getarg(0), 1);
			if (getarg(0) == 7352) jupe_book += 1;
			else if (getarg(0) == 7353) jupe_book += 2;
			else if (getarg(0) == 7354) jupe_book += 4;
			else jupe_book += 8;
			yuno_book = 10;
			completequest(11022);
			getexp RENEWAL_EXP?10000:100000,0;
			next;
			mes "[Fayruz]";
			mes "Well, that is the";
			mes "last and the best story";
			mes "that I have to share";
			mes "with you. Perhaps next";
			mes "time, I'll fill you in on my";
			mes "research progress~";
			close;
		}
		else if ((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3)))) {
			mes "[Fayruz]";
			mes "Hmm...";
			mes "This one seems to be created in a similar time";
			mes "as the previous one.";
			next;
			mes "[Fayruz]";
			mes "Don't you worry.";
			mes "This will help my research of course,";
			mes "although I do not think this will";
			mes "help me in advancing my research";
			mes "with a great speed unlike this other one.";
			next;
			mes "[Fayruz]";
			mes "Please take this as a token of my gratitude.";
			next;
			mes "[Fayruz]";
			mes "Now, excuse me. I need to go back to my research.";
			if (countitem(getarg(1))) delitem getarg(1),1;
			else if (countitem(getarg(2))) delitem getarg(2),1;
			else delitem getarg(3),1;
			getitem 644,1;
			close;
		}
		else {
			mes "[Fayruz]";
			mes "Oh. There isn't anything";
			mes "here that would help in my";
			mes "research, but thank you anyway.";
			mes "If you find anything else while";
			mes "you're in Juperos, please come back and show it to me, alright?";
			close;
		}
	}
}

yuno_in04,186,125,4	script	Bundle of Files	HIDDEN_NPC,{
	mes "^8B6914*Thesis: The Fall of Juperos*";
	mes "By Fayruz Khrhiyha";
	mes "Sage Castle Researcher^000000";
	next;
	switch(select("Table of Contents.", "Leave it alone.")) {
	case 1:
		if (yuno_book > 4) {
			mes "^8B6914 1. Preface";
			mes " 2. Juperos Background";
			mes " 3. Theory Behind Its Fall^000000";
			next;
			switch(select("Preface", "Juperos Background", "Theory Behind Its Fall", "Leave it alone.")) {
			case 1:
				mes "^8B6914Scholars are certain";
				mes "that the Juperos civilization";
				mes "used to be located above the";
				mes "ground, but it is now buried";
				mes "beneath the El Mes Plateau.";
				mes "The reasons for the city's";
				if (yuno_book < 9) {
					mes "ruin are still nebulous...^000000";
					next;
					mes "^8B6914There is much speculation";
					mes "about the reasons for Jupero's";
					mes "downfall, but any documentation";
					mes "from that time period has been";
					mes "difficult to find. As for now, any evidence we have regarding";
					mes "Juperos is inconclusive.^000000";
					next;
					mes "^8B6914In spite of this lack";
					mes "of empirical or concrete";
					mes "data on the civilization of";
					mes "Juperos, our modern world";
					mes "may be able to learn much";
					mes "from that ancient city's ruins.";
					mes "..................^000000";
					if (yuno_book < 7) {
						next;
						mes "["+strcharinfo(PC_NAME)+"]";
						mes "Hmmm...";
						mes "A whole chapter";
						mes "dedicated to saying,";
						mes "''We know absolutely";
						mes "nothing about something.''";
						mes "I should write a book~";
					}
					close;
				}
				mes "ruin are still in debate...^000000";
				next;
				mes "^8B6914However, new findings";
				mes "regarding the history";
				mes "of Juperos have allowed";
				mes "us to make a few conclusions.^000000";
				close;
			case 2:
				if (yuno_book < 9) {
					mes "^8B6914...";
					mes "......";
					mes "..........^000000";
					next;
					mes "["+strcharinfo(PC_NAME)+"]";
					mes "This is all just idle";
					mes "conjecture! This paper";
					mes "isn't developed enough";
					mes "yet to be a real thesis...";
					close;
				}
				else if (yuno_book == 9) {
					mes "^8B6914Juperos was built over";
					mes "a thousand years ago in";
					mes "an era of peace just after";
					mes "a major war. Contrary to";
					mes "popular belief, there isn't any";
					mes "evidence proving that Juno may";
					mes "have descended from Juperos.^000000";
					next;
					mes "^8B6914In fact, there is a";
					mes "strong possibility that";
					mes "another war, between Juno";
					mes "and Juperos, resulted in Juno's";
					mes "independence from Juperos and";
					mes "the destruction of any existing";
					mes "documentation from that era.^000000";
					next;
					mes "["+strcharinfo(PC_NAME)+"]";
					mes "Yes... Of course!";
					mes "It all makes sense now!";
					close;
				}
				mes "^8B6914Juperos was built over";
				mes "a thousand years ago in";
				mes "an era of peace just after";
				mes "a major war. There is now";
				mes "direct evidence linking Juno";
				mes "to Juperos proving that Juno";
				mes "was but a part of Juperos.^000000";
				next;
				mes "^8B6914Just like Juno, Juperos";
				mes "was a society that prided";
				mes "itself on its advancement";
				mes "in the sciences which played";
				mes "a permeating role in civilized";
				mes "life. Science was reponsible for Juperos's rise and downfall.";
				close;
			case 3:
				if (yuno_book < 10) {
					mes "^8B6914...";
					mes "......";
					mes "..........^000000";
					next;
					mes "["+strcharinfo(PC_NAME)+"]";
					mes "Huh. This writer keeps";
					mes "talking about theories,";
					mes "but the more I read, the";
					mes "less clear I am on what";
					mes "the theory actually is.";
					mes "I don't think there is one...";
					emotion e_swt,1;
					close;
				}
				mes "^8B6914What is most unsettling";
				mes "is recent evidence, including";
				mes "a first hand written account,";
				mes "regarding the role of one of";
				mes "Jupero's foremost scientists";
				mes "in that city's rise and fall.";
				next;
				mes "^8B6914If these writings are";
				mes "authentic, then what actually";
				mes "happened was that a scientific";
				mes "revolution occurred as a direct";
				mes "result of one scientist's effort to manipulate the energies of the";
				mes "artifact known as Ymir's heart.";
				next;
				mes "^8B6914This one man and Ymir's";
				mes "Heart are credited with";
				mes "the success and prosperity";
				mes "of the Jupero's civilization.";
				mes "However, there are various accounts prior to Jupero's fall";
				mes "detailing his work with chimera...^000000";
				next;
				mes "^8B6914This scientist, supposedly";
				mes "in his passion to benefit his";
				mes "people by finding a scientific";
				mes "method for immortality by using";
				mes "chimera for testing, was driven";
				mes "insane. He experimented on";
				mes "himself with disatrous results.^000000";
				next;
				mes "^8B6914There was an error in the";
				mes "energy calibration of Ymir's";
				mes "Heart and the scientist was";
				mes "transformed into the monster";
				mes "we now know as Chimera. He";
				mes "and his test subjects were set";
				mes "loose into the city of Juperos.^000000";
				next;
				mes "^8B6914These immortal Chimeras";
				mes "razed the entire city, killing";
				mes "countless people. Apparently,";
				mes "a team of scientists were able";
				mes "to salvage a fragment of Ymir's";
				mes "Heart, and use it to lauch part";
				mes "of Juperos into the sky.^000000";
				next;
				mes "^8B6914That section of Juperos";
				mes "eventually developed into";
				mes "the city of Juno. Since the";
				mes "scientists who launched Juno into the sky all immediately died";
				mes "afterwards from an unknown cause, they left no documentation.^000000";
				next;
				mes "^8B6914The Chimera, and the";
				mes "laboratory in which it";
				mes "was created, is rumored to";
				mes "remain beneath the ruins of";
				mes "the once great city of Juperos.^000000";
				close;
			case 4:
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Ugh... My head hurts";
				mes "too much from reading";
				mes "a book for smarty people.";
				mes "I know! I'll play videogames!";
				close;
			}
		}
		switch(select("Preface", "Close the file.")) {
		case 1:
			mes "^8B6914Scholars are certain";
			mes "that the Juperos civilization";
			mes "used to be located above the";
			mes "ground, but it is now buried";
			mes "beneath the El Mes Plateau.";
			mes "The reasons for the city's";
			mes "ruin are still nebulous...^000000";
			next;
			mes "^8B6914There is much speculation";
			mes "about the reasons for Jupero's";
			mes "downfall, but any documentation";
			mes "from that time period has been";
			mes "difficult to find. As for now, any evidence we have regarding";
			mes "Juperos is inconclusive.^000000";
			next;
			mes "^8B6914In spite of this lack";
			mes "of empirical or concrete";
			mes "data on the civilization of";
			mes "Juperos, our modern world";
			mes "may be able to learn much";
			mes "from that ancient city's ruins.";
			mes "..................^000000";
			if (!yuno_book) yuno_book = 1;
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "This...";
			mes "This is supposed to";
			mes "be a research thesis?";
			mes "There's barely any";
			mes "research in it...";
			close;
		case 2:
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Hmm...";
			mes "This isn't heavy";
			mes "enough to be a real";
			mes "academic work. It must";
			mes "not even be finished yet.";
			close;
		}
	case 2:
		if (yuno_book < 5) {
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Nah...";
			mes "I'm tired of reading.";
			mes "Ironically enough.";
			close;
		}
		else if (yuno_book < 7) {
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "I don't feel like";
			mes "reading this. Not";
			mes "enough pictures...";
			close;
		}
		else if (yuno_book < 9) {
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "It looks very sophisticated...";
			close;
		}
		else if (yuno_book < 10) {
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "I know this book...";
			mes "But I don't feel like";
			mes "reading it right now.";
			close;
		}
		else {
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "This thesis is";
			mes "looking pretty good~";
			mes "Of course, I did have";
			mes "a hand in making it...";
			close;
		}
	}
}

yuno_in04,188,118,4	script	Book#juperos	HIDDEN_NPC,{
	if (yuno_book > 7) {
		mes "^8B6914*Self-Honesty*";
		mes "*'Benefits Fo' Life!'*";
		mes "By Stephen Oyoung";
		mes " ";
		mes " ";
		mes "Publisher:";
		mes "Wushu Publishing, Co.^000000";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "W-whoa!";
		mes "This book wasn't";
		mes "here before! It looks";
		mes "pretty interesting...";
		close;
	}
	mes "["+strcharinfo(PC_NAME)+"]";
	mes "You know what?";
	mes "I think I'll just flip";
	mes "through some pages";
	mes "from a random book.";
	mes "Hmmm, let's see...";
	next;
	mes "^8B6914''Admiral, the Kylorians are";
	mes "still advancing!'' Commander";
	mes "McKenrick announced without";
	mes "his usual swagger. ''They're...";
	mes "They're not stopping!'' But";
	mes "Admiral Leh's eyes were a cold,";
	mes "unfeeling shade of sternness.^000000";
	next;
	mes "^8B6914''Let the goddamned space";
	mes "aliens come,'' hissed Leh.";
	mes "''We don't stand a chance";
	mes "without the Zenoi Sword";
	mes "to summon the power of";
	mes "GOD-POING. It's... It's";
	mes "all over. Damn it all...''^000000";
	next;
	mes "^8B6914The doors burst open as";
	mes "Bucky flew into the room.";
	mes "''The Zenoi Sword! The";
	mes "Zenoi Sword! Someone's";
	mes "found it!'' the boy yelled.";
	mes "''Really?! We better hurry:";
	mes "Earth doesn't have much time!''^000000";
	next;
	mes "["+strcharinfo(PC_NAME)+"]";
	mes "...";
	mes "......";
	mes "Whoa. I really";
	mes "should have read";
	mes "this masterpiece";
	mes "from the beginning...";
	close;
}

//- Bronze Statue - juperos_01 99 112
juperos_01,99,112,4	script	Bronze Statue#1	CLEAR_NPC,{
	if (yuno_book > 3) {
		mes "^3355FF''Do you wish to see";
		mes "the end of the madness?";
		mes "He is waiting where the three";
		mes "columns were destroyed, where";
		mes "two hundred illusions wander.''^000000";
		close;
	}
	else if (yuno_book == 3) {
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "I better go and";
		mes "see Fayruz in the";
		mes "Juno Library and tell";
		mes "her about the inscription.";
		close;
	}
	else {
		mes "^3355FFThere's a peculiar";
		mes "engraving on the";
		mes "Bronze Statue's rod.^000000";
		next;
		switch(select("Investigate", "Ignore it")) {
		case 1:
			mes "^3355FFIt's an inscription that's";
			mes "written in an old language";
			mes "that you can't understand,";
			mes "but have no problem reading";
			mes "and making out the sounds";
			mes "for some weird reason.^000000";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "This is creepy!";
			mes "I know that I'm not";
			mes "supposed to be able";
			mes "to read this, but here";
			mes "I am. I know what sounds";
			mes "all of these letters make...";
			next;
			if (yuno_book == 2) {
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Then again, Fayruz did";
				mes "say this was enchanted.";
				mes "Okay, I guess I'll go back";
				mes "to the Juno Library and";
				mes "tell her what I found.";
				yuno_book = 3;
				changequest(11017, 11018);
				close;
			}
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Huh. Only a scholar,";
			mes "maybe someone even in";
			mes "Juno, could make sense";
			mes "of what this stuff says.";
			close;
		case 2:
			close;
		}
	}
}

yuno_in04,169,109,1	script	Ambitious Hollgrehenn	HIDDEN_NPC,{
	mes "*Hollgrehenn: The Ambition*";
	mes "By Aragham Caul*";
	mes " ";
	mes " ";
	mes " ";
	mes " ";
	mes "Publisher:";
	mes "Muha Books, Co.";
	next;
	mes "...";
	mes "He would stop at nothing";
	mes "to have the greatest weapon";
	mes "in the world in his possession.";
	mes "He became a smith so that he";
	mes "could discern which weapons";
	mes "were the most powerful...";
	next;
	mes "[" + strcharinfo(PC_NAME) + "]";
	mes "That's strange...";
	mes "The next page";
	mes "has been torn out.";
	close;
}

yuno_in04,174,111,1	script	Penniless Hollgrehenn	HIDDEN_NPC,{
	mes "^8B6914*Penniless Hollgrehenn*";
	mes " * Pennyless Hollgrehenn * ";
	mes "By Hollgrehenn";
	mes " ";
	mes " ";
	mes "Publisher:";
	mes "Muha Books, Co.^000000";
	next;
	mes "["+strcharinfo(PC_NAME)+"]";
	mes "This book looks";
	mes "like a total piece of";
	mes "crap. I'd have more";
	mes "fun getting my teeth";
	mes "drilled by a blindfolded";
	mes "dentist. Or would I...?";
	close;
}

yuno_in04,102,106,1	script	Popular Feasts	HIDDEN_NPC,{
	mes "^8B6914*Popular Feasts*";
	mes "By Cabbage Pickle Community";
	mes " ";
	mes " ";
	mes " ";
	mes "Publisher:";
	mes "Muha Books, Co.^000000";
	next;
	switch(select(" 1. Fried Yoyo Tails", " 14. Poring Salad", " 252. Beak Soup")) {
	case 1:
		mes "^8B6914...";
		mes "If possible, try";
		mes "to use tails cut";
		mes "from live Yoyos.";
		mes "Now, as for skinning...^000000";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Um...";
		mes "Barf?";
		close;
	case 2:
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Hey, this page is gone!";
		mes "I guess Poring Salad is";
		mes "the most popular feast";
		mes "in this entire book.";
		close;
	case 3:
		mes "^8B6914...";
		mes "Fry the cut beaks";
		mes "using herbal oil until";
		mes "crisp. Then, pour the";
		mes "feathers into a blender...^000000";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Hmm...";
		mes "Sounds a little";
		mes "too gourmet for my";
		mes "taste. And by ''gourmet,''";
		mes "I mean, ''totally gross.''";
		close;
	}
}

yuno_in04,111,108,1	script	Hamerun, Rat Hunter	HIDDEN_NPC,{
	mes "["+strcharinfo(PC_NAME)+"]";
	mes "I can't...";
	mes "reach it...!";
	close;
}

yuno_in04,167,127,1	script	Red Book	HIDDEN_NPC,{
	mes "^3355FFYou find a book";
	mes "with red binding.^000000";
	next;
	switch(select("Read.", "Leave it alone.")) {
	case 1:
		mes "^8B6914...^000000";
		next;
		mes "^8B6914...";
		mes "......^000000";
		next;
		mes "^8B6914...";
		mes "......";
		mes ".........^000000";
		next;
		mes "^8B6914...";
		mes "......";
		mes ".........";
		mes "............^000000";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "This is...";
		mes "A compilation of";
		mes "Shakespeare in ";
		mes "coloring book format?";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Wait...";
		mes "Why would fans of";
		mes "Shakespeare even";
		mes "want a coloring book?";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Hmm... Well...";
		mes "I suppose little kids who";
		mes "read Shakespeare would";
		mes "appreciate something like that.";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Hold on...";
		mes "Do little kids who";
		mes "are able to read the";
		mes "works of Shakespeare";
		mes "even exist? I hope not...";
		close;
	case 2:
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "What a strange";
		mes "and mysterious book.";
		mes "I'll never know what's";
		mes "inside unless I read it!";
		mes "Come on! Doesn't the red";
		mes "binding mean something?";
		close;
	}
}

yuno_in04,121,109,1	script	Scroll	HIDDEN_NPC,{
	mes "^3355FFYou've found an";
	mes "antiquated scroll";
	mes "that's collected a";
	mes "layer of fine dust.^000000";
	next;
	switch(select("Peruse", "Leave it alone")) {
	case 1:
		mes "^8B6914Item Upgrade Introduction";
		mes " ";
		mes " ";
		mes " ";
		mes "1. Item Upgrade Definition";
		mes " ";
		mes "The key to success when";
		mes "upgrading items comes from";
		mes "only one place: Your ''Mind.''";
		mes " ";
		mes " ";
		mes " ";
		mes "2. Power of a Positive Attitude";
		mes "Before trying to upgrade";
		mes "an item, plan out how high";
		mes "you want to upgrade and how";
		mes "much you'll spend beforehand.";
		mes "But like all ladies, Lady Luck";
		mes "smiles when you fully splurge.^000000";
		mes " ";
		mes " ";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Wait, wait...";
		mes "This thing IS old.";
		mes "I mean, it's obviously";
		mes "written from a patriarchal";
		mes "standpoint that promotes";
		mes "bipartisan gender roles.";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "I'm...";
		mes "I'm so offended.";
		close;
	case 2:
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "This scroll is far too";
		mes "primitive. There's been";
		mes "all sorts of technological";
		mes "reading advances that I can't";
		mes "live without... Like pages.";
		close;
	}
}

yuno_in04,118,116,4	script	Paper	HIDDEN_NPC,{
	mes "^3355FFIt's a piece of";
	mes "paper that looks";
	mes "like a personal letter.^000000";
	next;
	switch(select("Read it.", "Leave it alone.")) {
	case 1:
		if (yuno_book > 7) {
			mes "^8B6914P.S.";
			mes "Please...";
			mes "Come back to me.";
			mes " ";
			mes " ";
			mes "Love,";
			mes "Fayruz^000000";
			close;
		}
		mes "^8B6914...";
		mes "I can't forget your smile.";
		mes "No matter what, even if you";
		mes "hate me, I'll always have these";
		mes "feelings just for you. You are";
		mes "the one who is most special,";
		mes "who means the most to my heart.^000000";
		next;
		mes "^8B6914I know we've had our";
		mes "differences, but please";
		mes "don't refuse my love. By";
		mes "your hands, I hope that";
		mes "you can forgive me for us.";
		mes "- Love, Fayruz^000000";
		next;
		if (getpartnerid()) {
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Ahhhhhh~";
			mes "Love sure is nice!";
			close;
		}
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "What th--?!";
		mes "Booooooooo!";
		mes "Love stinks!";
		close;
	case 2:
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "I guess I better";
		mes "not look at this.";
		mes "I mean, I might";
		mes "regret reading it.";
		close;
	}
}

juperos_01,123,92,4	script	Stone Statue	CLEAR_NPC,{
	if (yuno_book) {
		mes "^3355FFIt's a stone statue";
		mes "that looks exactly like";
		mes "the one in the Juno Library.";
		mes "However, it has sculptures";
		mes "of books instead of real ones.^000000";
		next;
		mes "^3355FFIt's possible that the";
		mes "statue in the Juno Library";
		mes "was made after this one.";
		mes "But who can be sure?^000000";
		close;
	}
	mes "^3355FFIt's an old";
	mes "statue sculpted";
	mes "out of stone.^000000";
	close;
}

juperos_01,99,71,4	script	Bronze Statue#2	CLEAR_NPC,{
	mes "^3355FFIt's an elaborate";
	mes "bronze statue that";
	mes "is twice the height of";
	mes "a normal human being.^000000";
	close;
}

juperos_01,79,92,4	script	Sculpture	CLEAR_NPC,{
	mes "^3355FFIt's a sculpture that";
	mes "looks familiar to you.^000000";
	close;
}

juperos_01,215,127,4	script	Machine Statue	CLEAR_NPC,{
	mes "^3355FFThis is the bust of a";
	mes "humanoid machine with";
	mes "a familiar Crest Piece";
	mes "carved into the middle.^000000";
	next;
	mes "^3355FFThe statue's entire";
	mes "form is mind boggling,";
	mes "but you manage to note";
	mes "that its outstretched";
	mes "arm points westward.^000000";
	close;
}

//== Jupers Core access Story Event ========================
//- 1rd Floor -> 2nd Floor -
juperos_01,100,91,0	script	jupe_goto#1	FAKE_NPC,2,2,{
	end;

OnTouch:
	initnpctimer "jupe_goto#1",1;
	mes "^777777["+ strcharinfo(PC_NAME) +"]^000000";
	mes "This light...";
	mes "It feels like...";
	mes "Its warmth is...";
	mes "Wrapping all over me...";
	next;
	switch(select("Ah, it's so nice...", "No! This is wrong!")) {
	case 1:
		mes "^777777["+ strcharinfo(PC_NAME) +"]^000000";
		mes "Ahhhh...";
		mes "It feels like";
		mes "I'm floating...";
		specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
		close2;
		stopnpctimer;
		warp "juperos_02",128,278;
		break;
	case 2:
		mes "^777777["+ strcharinfo(PC_NAME) +"]^000000";
		mes "N-No! This is";
		mes "wrong! Something";
		mes "weird's happening!";
		mes "I gotta get away!";
		close2;
		stopnpctimer;
		warp "juperos_01",96,91;
		break;
	}
	end;

OnTimer10000:
	stopnpctimer;
	warp "juperos_02",128,278;
	donpcevent "jupe_goto#2::OnEnable";
	end;
}

juperos_01,100,91,0	script	jupe_goto#2	FAKE_NPC,2,2,{
OnInit:
	disablenpc "jupe_goto#2";
	end;

OnEnable:
	enablenpc "jupe_goto#2";
	disablenpc "jupe_goto#1";
	initnpctimer;
	end;

OnTouch:
	warp "juperos_02",128,278;
	end;

OnTimer2000:
	enablenpc "jupe_goto#1";
	disablenpc "jupe_goto#2";
	end;
}

//- 2nd Floor -
juperos_02,97,70,0	script	3F Gate Switch#jupe	FAKE_NPC,{
OnInit:
	initnpctimer;
	end;

OnReset:
	killmonster "juperos_02","3F Gate Switch#jupe::OnMyMobDead";
	end;

OnEnable:
	enablenpc "3F Gate Switch#jupe";
	initnpctimer;
	end;

OnTimer5000:
	.MyMobs = 3;
	monster "juperos_02",24,275,"1st Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
	monster "juperos_02",240,29,"2nd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
	monster "juperos_02",282,183,"3rd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
	stopnpctimer;
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs == 2)
		mapannounce "juperos_02","Who are you to come here?",bc_map,"0xFF0000";
	else if (.MyMobs == 1)
		mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000";
	else if (.MyMobs == 0) {
		mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000";
		specialeffect(EF_SCREEN_QUAKE, AREA, playerattached());
		soundeffectall "earth_quake.wav",0;
		disablenpc "3F Gate Switch#jupe";
		donpcevent "Restricted Area#jupe::OnEnable";
	}
	end;
}


juperos_02,130,149,0	script	Restricted Area#jupe	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Restricted Area#jupe";
	end;

OnEnable:
	enablenpc "Restricted Area#jupe";
	initnpctimer;
	end;

OnTimer5000:
	mapannounce "juperos_02","Vroom! Vroom!",bc_map,"0xE559A2";
	end;

OnTimer7000:
	mapannounce "juperos_02","Attention, visitors.",bc_map,"0xE559A2";
	end;

OnTimer9000:
	mapannounce "juperos_02","You are allowed to enter the next zone for a short period of time. Please use the portal in the center of the map.",bc_map,"0xE559A2";
	end;

OnTimer9001:
OnTimer23000:
OnTimer46000:
OnTimer69000:
OnTimer92000:
OnTimer115000:
OnTimer161000:
OnTimer184000:
OnTimer207000:
OnTimer230000:
OnTimer253000:
OnTimer276000:
OnTimer299000:
OnTimer322000:
OnTimer345000:
OnTimer368000:
OnTimer391000:
OnTimer414000:
OnTimer460000:
OnTimer483000:
OnTimer506000:
OnTimer529000:
OnTimer552000:
	specialeffect EF_BIG_PORTAL;
	end;

OnTimer556000:
	mapannounce "juperos_02","Attention, visitors. The gate to the next zone will close shortly.",bc_map,"0xE559A2";
	end;

OnTimer561000:
	mapannounce "juperos_02","1 minute remaining until Gate Closure. ",bc_map,"0xE559A2";
	end;

OnTimer598000:
	specialeffect EF_BIG_PORTAL;
	end;

OnTimer600000:
	mapannounce "juperos_02","The gate is being closed...",bc_map,"0xE559A2";
	end;

OnTimer603000:
	mapannounce "juperos_02"," Switches will reactivate shortly.",bc_map,"0xE559A2";
	end;

OnTimer621000:
	disablenpc "Restricted Area#jupe";
	end;

OnTimer1200000:
	donpcevent "3F Gate Switch#jupe::OnEnable";
	stopnpctimer;
	end;

OnTouch:
	warp "jupe_gate",50,167;
	end;
}

//- Security Checkpoint 1-1 -
jupe_area1,88,224,0	script	#hole#1-1	CLEAR_NPC,{
	cutin "1",2;
	if ($@JupreArea1InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "1",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest1) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "1-1",2;
				next;
				if ($@JupreArea1InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "1-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#1-1::OnEnable";
					enablenpc "Red Alarm#1-1";
					disablenpc "#hole#1-1";
					close2;
					cutin "1-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "1",255;
				end;
			}
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "1",255;
			end;
		}
		close;
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "1",255;
		end;
	}

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer22500:
	stopnpctimer;
	enablenpc "#hole#1-1";
	disablenpc "Red Alarm#1-1";
	end;
}

jupe_area1,83,221,0	script	Warp#1-1	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#1-1";
	end;

OnEnable:
	enablenpc "Warp#1-1";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area1",47,259;
	end;

OnTimer22500:
	stopnpctimer;
	disablenpc "Warp#1-1";
	end;
}

jupe_area1,47,259,0	script	Red Alarm#1-1	FAKE_NPC,2,2,{
OnInit:
	disablenpc "Red Alarm#1-1";
	end;

OnTouch:
	donpcevent "Red Alarm On#1-1::OnEnable";
	disablenpc "Red Alarm#1-1";
	donpcevent "#hole#1-1::OnStop_Timer";
	$@JupreArea1InUse = 1;
	disablenpc "#hole#1-1";
	end;
}

-	script	Red Alarm On#1-1	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#1-1";
	end;

OnEnable:
	enablenpc "Red Alarm On#1-1";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area1","Those of you who have come here...",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area1","I do not intend to stop you.",bc_map,"0xFF0000";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	end;

OnTimer5000:
	mapannounce "jupe_area1","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
	donpcevent "Monster1#1-1::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area1","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
	end;

OnTimer8000:
	disablenpc "Red Alarm On#1-1";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	stopnpctimer;
	end;
}

-	script	Monster1#1-1	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#1-1";
	end;

OnDisable:
	disablenpc "Monster1#1-1";
	killmonster "jupe_area1","Monster1#1-1::OnMyMobDead";
	end;

OnEnable:
	enablenpc "Monster1#1-1";
	initnpctimer;
	.MyMobs = 8;
	monster "jupe_area1",30,263,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
	monster "jupe_area1",30,262,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
	monster "jupe_area1",30,261,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
	monster "jupe_area1",30,260,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
	monster "jupe_area1",30,259,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
	monster "jupe_area1",30,258,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
	monster "jupe_area1",30,257,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
	monster "jupe_area1",30,256,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area1","Do you realize this is a hallucination?",bc_map,"0xFF0000";
	$@JupreArea1InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#1-1";
	stopnpctimer;
	donpcevent "Monster1#1-1::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#1-1::OnEnable";
		disablenpc "Monster1#1-1";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#1-1	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#1-1";
	end;

OnDisable:
	disablenpc "Monster2#1-1";
	killmonster "jupe_area1","Monster2#1-1::OnMyMobDead";
	end;

OnEnable:
	enablenpc "Monster2#1-1";
	initnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_area1","How about now?",bc_map,"0xFF0000";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	end;

OnTimer4000:
	mapannounce "jupe_area1","Let me see...",bc_map,"0xFF0000";
	end;

OnTimer7000:
	mapannounce "jupe_area1","Just how strong you are!",bc_map,"0xFF0000";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	soundeffectall "jupe_warning.wav",0,"jupe_area1";
	.MyMobs = 8;
	monster "jupe_area1",30,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
	monster "jupe_area1",31,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
	monster "jupe_area1",32,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
	monster "jupe_area1",33,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
	monster "jupe_area1",34,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
	monster "jupe_area1",35,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
	monster "jupe_area1",36,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
	monster "jupe_area1",37,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area1","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
	$@JupreArea1InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#1-1";
	stopnpctimer;
	donpcevent "Monster2#1-1::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area1","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
		disablenpc "Monster2#1-1";
		enablenpc "#hole#1-1";
		$@JupreArea1InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Security Checkpoint 1-2 -
jupe_area1,25,238,0	script	#hole#1-2	CLEAR_NPC,{
	cutin "2",2;
	if ($@JupreArea1InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "2",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest2) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "2-1",2;
				next;
				if ($@JupreArea1InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "2-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#1-2::OnEnable";
					enablenpc "Red Alarm#1-2";
					disablenpc "#hole#1-2";
					close2;
					cutin "2-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "2",255;
				end;
			}
			break;
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "2",255;
			end;
		}
		close;
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "2",255;
		end;
	}
	end;

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer22500:
	stopnpctimer;
	enablenpc "#hole#1-2";
	disablenpc "Red Alarm#1-2";
	end;
}

jupe_area1,21,225,0	script	Warp#1-2	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#1-2";
	end;

OnEnable:
	enablenpc "Warp#1-2";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area1",21,191;
	end;

OnTimer22500:
	disablenpc "Warp#1-2";
	end;
}

jupe_area1,21,191,0	script	Red Alarm#1-2	FAKE_NPC,2,2,{
OnInit:
	disablenpc "Red Alarm#1-2";
	end;

OnTouch:
	$@JupreArea1InUse = 1;
	donpcevent "Red Alarm On#1-2::OnEnable";
	disablenpc "Red Alarm#1-2";
	disablenpc "#hole#1-2";
	end;
}

-	script	Red Alarm On#1-2	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#1-2";
	end;

OnEnable:
	enablenpc "Red Alarm On#1-2";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area1","Come on, come on!",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area1","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_area1","Do you want to know who I am?",bc_map,"0xFF0000";
	donpcevent "Monster1#1-2::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area1","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
	end;

OnTimer8000:
	disablenpc "Red Alarm On#1-2";
	stopnpctimer;
	end;
}

-	script	Monster1#1-2	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#1-2";
	end;

OnDisable:
	disablenpc "Monster1#1-2";
	killmonster "jupe_area1","Monster1#1-2::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster1#1-2";
	.MyMobs = 8;
	monster "jupe_area1",30,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
	monster "jupe_area1",31,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
	monster "jupe_area1",32,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
	monster "jupe_area1",33,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
	monster "jupe_area1",34,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
	monster "jupe_area1",35,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
	monster "jupe_area1",36,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
	monster "jupe_area1",37,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area1","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
	$@JupreArea1InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#1-2";
	stopnpctimer;
	donpcevent "Monster1#1-2::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#1-2::OnEnable";
		disablenpc "Monster1#1-2";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#1-2	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#1-2";
	end;

OnDisable:
	disablenpc "Monster2#1-2";
	killmonster "jupe_area1","Monster2#1-2::OnMyMobDead";
	end;

OnEnable:
	enablenpc "Monster2#1-2";
	initnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_area1","I was the head of this underground laboratory.",bc_map,"0xFF0000";
	end;

OnTimer4000:
	mapannounce "jupe_area1","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
	end;

OnTimer6000:
	mapannounce "jupe_area1","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
	.MyMobs = 13;
	monster "jupe_area1",30,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",31,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",32,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",33,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",34,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",35,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",36,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",37,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",30,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",31,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",32,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",33,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
	monster "jupe_area1",34,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area1","...Not yet.",bc_map,"0xFF0000";
	$@JupreArea1InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#1-2";
	stopnpctimer;
	donpcevent "Monster2#1-2::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area1","Not yet!",bc_map,"0xFF0000";
		disablenpc "Monster2#1-2";
		enablenpc "#hole#1-2";
		$@JupreArea1InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Security Checkpoint 1-3 -
jupe_area1,36,146,0	script	#hole#1-3	CLEAR_NPC,{
	cutin "3",2;
	if ($@JupreArea1InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "3",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest3) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "3-1",2;
				next;
				if ($@JupreArea1InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "3-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#1-3::OnEnable";
					enablenpc "Red Alarm#1-3";
					disablenpc "#hole#1-3";
					close2;
					cutin "3-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "3",255;
				end;
			}
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "3",255;
			end;
		}
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "3",255;
		end;
	}
	end;

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer22500:
	stopnpctimer;
	enablenpc "#hole#1-3";
	disablenpc "Red Alarm#1-3";
	end;
}

jupe_area1,33,137,0	script	Warp#1-3	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#1-3";
	end;

OnEnable:
	enablenpc "Warp#1-3";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area1",33,105;
	end;

OnTimer22500:
	disablenpc "Warp#1-3";
	end;
}

jupe_area1,33,105,0	script	Red Alarm#1-3	FAKE_NPC,0,4,{
OnInit:
	disablenpc "Red Alarm#1-3";
	end;

OnTouch:
	$@JupreArea1InUse = 1;
	donpcevent "Red Alarm On#1-3::OnEnable";
	disablenpc "Red Alarm#1-3";
	disablenpc "#hole#1-3";
	end;
}

-	script	Red Alarm On#1-3	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#1-3";
	end;

OnEnable:
	enablenpc "Red Alarm On#1-3";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area1","These security systems...",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area1","They're not really for protection.",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_area1","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
	donpcevent "Monster1#1-3::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area1","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
	end;

OnTimer8000:
	disablenpc "Red Alarm On#1-3";
	stopnpctimer;
	end;
}

-	script	Monster1#1-3	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#1-3";
	end;

OnDisable:
	disablenpc "Monster1#1-3";
	killmonster "jupe_area1","Monster1#1-3::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster1#1-3";
	.MyMobs = 8;
	monster "jupe_area1",30,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
	monster "jupe_area1",31,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
	monster "jupe_area1",32,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
	monster "jupe_area1",33,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
	monster "jupe_area1",34,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
	monster "jupe_area1",35,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
	monster "jupe_area1",36,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
	monster "jupe_area1",37,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
	$@JupreArea1InUse = 0;
	end;

OnTimer300002:
	donpcevent "Monster1#1-3::OnDisable";
	enablenpc "#hole#1-3";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#1-3::OnEnable";
		disablenpc "Monster1#1-3";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#1-3	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#1-3";
	end;

OnDisable:
	disablenpc "Monster2#1-3";
	killmonster "jupe_area1","Monster2#1-3::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster2#1-3";
	end;

OnTimer2000:
	mapannounce "jupe_area1","Why have you come?",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_area1","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
	end;

OnTimer8000:
	mapannounce "jupe_area1","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
	.MyMobs = 15;
	monster "jupe_area1",42,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",43,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",44,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",45,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",46,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",47,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",48,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",49,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",42,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",43,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",44,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",45,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",46,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",47,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
	monster "jupe_area1",48,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
	$@JupreArea1InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#1-3";
	stopnpctimer;
	donpcevent "Monster2#1-3::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
		disablenpc "Monster2#1-3";
		enablenpc "#hole#1-3";
		$@JupreArea1InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Security Checkpoint 1-4 -
jupe_area1,50,49,0	script	#hole#1-4	CLEAR_NPC,{
	cutin "4",2;
	if ($@JupreArea1InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "4",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest4) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "4-1",2;
				next;
				if ($@JupreArea1InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "4-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#1-4::OnEnable";
					donpcevent "Red Alarm#1-4::OnEnable";
					disablenpc "#hole#1-4";
					close2;
					cutin "4-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "4",255;
				end;
			}
			break;
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "4",255;
			end;
		}
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "4",255;
		end;
	}
	end;

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer5000:
	stopnpctimer;
	enablenpc "#hole#1-4";
	disablenpc "Red Alarm#1-4";
	end;
}

jupe_area1,57,53,0	script	Warp#1-4	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#1-4";
	end;

OnEnable:
	enablenpc "Warp#1-4";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area1",83,157;
	end;

OnTimer5000:
	disablenpc "Warp#1-4";
	end;
}

jupe_area1,83,157,0	script	Red Alarm#1-4	FAKE_NPC,2,2,{
OnInit:
	disablenpc "Red Alarm#1-4";
	end;

OnEnable:
	enablenpc "Red Alarm#1-4";
	end;

OnTouch:
	$@JupreArea1InUse = 1;
	donpcevent "Red Alarm On#1-4::OnEnable";
	disablenpc "Red Alarm#1-4";
	disablenpc "#hole#1-4";
	end;
}

-	script	Red Alarm On#1-4	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#1-4";
	end;

OnEnable:
	enablenpc "Red Alarm On#1-4";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area1","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area1","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_area1","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
	donpcevent "Monster1#1-4::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area1","Is somewhere down here, wandering...",bc_map,"0xFF0000";
	end;

OnTimer8000:
	stopnpctimer;
	disablenpc "Red Alarm On#1-4";
	end;
}

-	script	Monster1#1-4	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#1-4";
	end;

OnDisable:
	disablenpc "Monster1#1-4";
	killmonster "jupe_area1","Monster1#1-4::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster1#1-4";
	.MyMobs = 8;
	monster "jupe_area1",92,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
	monster "jupe_area1",96,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
	monster "jupe_area1",100,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
	monster "jupe_area1",104,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
	monster "jupe_area1",92,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
	monster "jupe_area1",96,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
	monster "jupe_area1",100,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
	monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
	$@JupreArea1InUse = 0;
	end;

OnTimer300002:
	stopnpctimer;
	enablenpc "#hole#1-4";
	donpcevent "Monster1#1-4::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#1-4::OnEnable";
		disablenpc "Monster1#1-4";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#1-4	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#1-4";
	end;

OnDisable:
	killmonster "jupe_area1","Monster2#1-4::OnMyMobDead";
	disablenpc "Monster2#1-4";
	end;

OnEnable:
	enablenpc "Monster2#1-4";
	initnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_area1","I can never rest in peace...",bc_map,"0xFF0000";
	end;

OnTimer4000:
	mapannounce "jupe_area1","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
	end;

OnTimer6000:
	mapannounce "jupe_area1","I will be waiting for you!",bc_map,"0xFF0000";
	.MyMobs = 10;
	monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",108,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",111,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",112,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",115,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",104,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",108,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",111,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",112,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
	monster "jupe_area1",115,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
	end;

OnTimer300000:
	$@JupreArea1InUse = 0;
	mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
	end;

OnTimer300002:
	enablenpc "#hole#1-4";
	donpcevent "Monster2#1-4::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
		disablenpc "Monster2#1-4";
		enablenpc "#hole#1-4";
		$@JupreArea1InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Move to Elevator -
jupe_area1,112,162,0	script	Lever#ufe	CLEAR_NPC,{
	mes "^3355FFIt's a lever";
	mes "whose function";
	mes "is not known to you.^000000";
	next;
	switch(select("Pull.", "Cancel.")) {
	case 1:
		if ($@JupreArea1InUse == 1) close;
		initnpctimer;
		donpcevent "LeverWarp#ufe::OnEnable";
		disablenpc "Lever#ufe";
		close;
	case 2:
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Pull this lever?";
		mes "I don't even know";
		mes "what will happen...";
		close;
	}
	close;

OnTimer3000:
	enablenpc "Lever#ufe";
	stopnpctimer;
	end;
}

jupe_area1,117,157,0	script	LeverWarp#ufe	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "LeverWarp#ufe";
	end;

OnEnable:
	enablenpc "LeverWarp#ufe";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_gate",28,30;
	end;

OnTimer3000:
	stopnpctimer;
	disablenpc "LeverWarp#ufe";
	end;
}

//- Security Checkpoint 2-1
jupe_area2,74,224,0	script	#hole#2-1	CLEAR_NPC,{
	cutin "1",2;
	if ($@JupreArea2InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "1",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest1) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "1-1",2;
				next;
				if ($@JupreArea2InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "1-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#2-1::OnEnable";
					enablenpc "Red Alarm#2-1";
					disablenpc "#hole#2-1";
					close2;
					cutin "1-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "1",255;
				end;
			}
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "1",255;
			end;
		}
		close;
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "1",255;
		end;
	}

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer22500:
	stopnpctimer;
	enablenpc "#hole#2-1";
	disablenpc "Red Alarm#2-1";
	end;
}

jupe_area2,80,221,0	script	Warp#2-1	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#2-1";
	end;

OnEnable:
	enablenpc "Warp#2-1";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area2",116,259;
	end;

OnTimer22500:
	stopnpctimer;
	disablenpc "Warp#2-1";
	end;
}

jupe_area2,116,259,0	script	Red Alarm#2-1	FAKE_NPC,2,2,{
OnInit:
	disablenpc "Red Alarm#2-1";
	end;

OnTouch:
	donpcevent "Red Alarm On#2-1::OnEnable";
	disablenpc "Red Alarm#2-1";
	donpcevent "#hole#2-1::OnStop_Timer";
	$@JupreArea2InUse = 1;
	disablenpc "#hole#2-1";
	end;
}

-	script	Red Alarm On#2-1	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#2-1";
	end;

OnEnable:
	enablenpc "Red Alarm On#2-1";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area2","Those of you who have come here...",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area2","I do not intend to stop you.",bc_map,"0xFF0000";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	end;

OnTimer5000:
	mapannounce "jupe_area2","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
	donpcevent "Monster1#2-1::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area2","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
	end;

OnTimer8000:
	disablenpc "Red Alarm On#2-1";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	stopnpctimer;
	end;
}

-	script	Monster1#2-1	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#2-1";
	end;

OnDisable:
	disablenpc "Monster1#2-1";
	killmonster "jupe_area2","Monster1#2-1::OnMyMobDead";
	end;

OnEnable:
	enablenpc "Monster1#2-1";
	initnpctimer;
	.MyMobs = 8;
	monster "jupe_area2",126,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
	monster "jupe_area2",127,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
	monster "jupe_area2",128,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
	monster "jupe_area2",129,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
	monster "jupe_area2",130,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
	monster "jupe_area2",131,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
	monster "jupe_area2",132,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
	monster "jupe_area2",133,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area2","Do you realize this is a hallucination?",bc_map,"0xFF0000";
	$@JupreArea2InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#2-1";
	stopnpctimer;
	donpcevent "Monster1#2-1::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#2-1::OnEnable";
		disablenpc "Monster1#2-1";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#2-1	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#2-1";
	end;

OnDisable:
	disablenpc "Monster2#2-1";
	killmonster "jupe_area2","Monster2#2-1::OnMyMobDead";
	end;

OnEnable:
	enablenpc "Monster2#2-1";
	initnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_area2","How about now?",bc_map,"0xFF0000";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	end;

OnTimer4000:
	mapannounce "jupe_area2","Let me see...",bc_map,"0xFF0000";
	end;

OnTimer7000:
	mapannounce "jupe_area2","Just how strong you are!",bc_map,"0xFF0000";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	soundeffectall "jupe_warning.wav",0,"jupe_area2";
	.MyMobs = 8;
	monster "jupe_area2",126,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
	monster "jupe_area2",127,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
	monster "jupe_area2",128,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
	monster "jupe_area2",129,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
	monster "jupe_area2",130,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
	monster "jupe_area2",131,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
	monster "jupe_area2",132,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
	monster "jupe_area2",133,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area2","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
	$@JupreArea2InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#2-1";
	stopnpctimer;
	donpcevent "Monster2#2-1::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area2","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
		disablenpc "Monster2#2-1";
		enablenpc "#hole#2-1";
		$@JupreArea2InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Security Checkpoint 2-2 -
jupe_area2,138,238,0	script	#hole#2-2	CLEAR_NPC,{
	cutin "2",2;
	if ($@JupreArea2InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "2",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest2) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "2-1",2;
				next;
				if ($@JupreArea2InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "2-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#2-2::OnEnable";
					enablenpc "Red Alarm#2-2";
					disablenpc "#hole#2-2";
					close2;
					cutin "2-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "2",255;
				end;
			}
			break;
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "2",255;
			end;
		}
		close;
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "2",255;
		end;
	}
	end;

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer22500:
	stopnpctimer;
	enablenpc "#hole#2-2";
	disablenpc "Red Alarm#2-2";
	end;
}

jupe_area2,142,225,0	script	Warp#2-2	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#2-2";
	end;

OnEnable:
	enablenpc "Warp#2-2";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area2",142,191;
	end;

OnTimer22500:
	disablenpc "Warp#2-2";
	end;
}

jupe_area2,142,191,0	script	Red Alarm#2-2	FAKE_NPC,2,2,{
OnInit:
	disablenpc "Red Alarm#2-2";
	end;

OnTouch:
	$@JupreArea2InUse = 1;
	donpcevent "Red Alarm On#2-2::OnEnable";
	disablenpc "Red Alarm#2-2";
	disablenpc "#hole#2-2";
	end;
}

-	script	Red Alarm On#2-2	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#2-2";
	end;

OnEnable:
	enablenpc "Red Alarm On#2-2";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area2","Come on, come on!",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area2","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_area2","Do you want to know who I am?",bc_map,"0xFF0000";
	donpcevent "Monster1#2-2::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area2","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
	end;

OnTimer8000:
	disablenpc "Red Alarm On#2-2";
	stopnpctimer;
	end;
}

-	script	Monster1#2-2	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#2-2";
	end;

OnDisable:
	disablenpc "Monster1#2-2";
	killmonster "jupe_area2","Monster1#2-2::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster1#2-2";
	.MyMobs = 8;
	monster "jupe_area2",126,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
	monster "jupe_area2",127,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
	monster "jupe_area2",128,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
	monster "jupe_area2",129,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
	monster "jupe_area2",130,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
	monster "jupe_area2",131,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
	monster "jupe_area2",132,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
	monster "jupe_area2",133,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area2","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
	$@JupreArea2InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#2-2";
	stopnpctimer;
	donpcevent "Monster1#2-2::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#2-2::OnEnable";
		disablenpc "Monster1#2-2";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#2-2	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#2-2";
	end;

OnDisable:
	disablenpc "Monster2#2-2";
	killmonster "jupe_area2","Monster2#2-2::OnMyMobDead";
	end;

OnEnable:
	enablenpc "Monster2#2-2";
	initnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_area2","I was the head of this underground laboratory.",bc_map,"0xFF0000";
	end;

OnTimer4000:
	mapannounce "jupe_area2","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
	end;

OnTimer6000:
	mapannounce "jupe_area2","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
	.MyMobs = 13;
	monster "jupe_area2",126,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",127,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",128,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",129,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",130,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",131,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",132,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",133,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",133,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",127,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",129,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",130,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
	monster "jupe_area2",132,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area2","...Not yet.",bc_map,"0xFF0000";
	$@JupreArea2InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#2-2";
	stopnpctimer;
	donpcevent "Monster2#2-2::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area2","Not yet!",bc_map,"0xFF0000";
		disablenpc "Monster2#2-2";
		enablenpc "#hole#2-2";
		$@JupreArea2InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Security Checkpoint 2-3 -
jupe_area2,127,146,0	script	#hole#2-3	CLEAR_NPC,{
	cutin "3",2;
	if ($@JupreArea2InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "3",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest3) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "3-1",2;
				next;
				if ($@JupreArea2InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "3-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#2-3::OnEnable";
					enablenpc "Red Alarm#2-3";
					disablenpc "#hole#2-3";
					close2;
					cutin "3-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "3",255;
				end;
			}
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "3",255;
			end;
		}
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "3",255;
		end;
	}
	end;

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer22500:
	stopnpctimer;
	enablenpc "#hole#2-3";
	disablenpc "Red Alarm#2-3";
	end;
}

jupe_area2,130,137,0	script	Warp#2-3	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#2-3";
	end;

OnEnable:
	enablenpc "Warp#2-3";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area2",130,105;
	end;

OnTimer22500:
	disablenpc "Warp#2-3";
	end;
}

jupe_area2,130,105,0	script	Red Alarm#2-3	FAKE_NPC,0,4,{
OnInit:
	disablenpc "Red Alarm#2-3";
	end;

OnTouch:
	$@JupreArea2InUse = 1;
	donpcevent "Red Alarm On#2-3::OnEnable";
	disablenpc "Red Alarm#2-3";
	disablenpc "#hole#2-3";
	end;
}

-	script	Red Alarm On#2-3	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#2-3";
	end;

OnEnable:
	enablenpc "Red Alarm On#2-3";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area2","These security systems...",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area2","They're not really for protection.",bc_map,"0xFF0000";
	disablenpc "#hole#2-3";
	end;

OnTimer5000:
	mapannounce "jupe_area2","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
	donpcevent "Monster1#2-3::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area2","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
	end;

OnTimer8000:
	disablenpc "Red Alarm On#2-3";
	stopnpctimer;
	end;
}

-	script	Monster1#2-3	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#2-3";
	end;

OnDisable:
	disablenpc "Monster1#2-3";
	killmonster "jupe_area2","Monster1#2-3::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster1#2-3";
	.MyMobs = 8;
	monster "jupe_area2",126,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
	monster "jupe_area2",127,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
	monster "jupe_area2",128,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
	monster "jupe_area2",129,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
	monster "jupe_area2",130,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
	monster "jupe_area2",131,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
	monster "jupe_area2",132,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
	monster "jupe_area2",133,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
	$@JupreArea2InUse = 0;
	end;

OnTimer300002:
	donpcevent "Monster1#2-3::OnDisable";
	enablenpc "#hole#2-3";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#2-3::OnEnable";
		disablenpc "Monster1#2-3";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#2-3	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#2-3";
	end;

OnDisable:
	disablenpc "Monster2#2-3";
	killmonster "jupe_area2","Monster2#2-3::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster2#2-3";
	end;

OnTimer2000:
	mapannounce "jupe_area2","Why have you come?",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_area2","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
	end;

OnTimer8000:
	mapannounce "jupe_area2","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
	.MyMobs = 16;
	monster "jupe_area2",114,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",115,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",116,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",117,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",118,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",119,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",120,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",121,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",114,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",115,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",116,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",117,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",118,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",119,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",120,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
	monster "jupe_area2",121,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
	$@JupreArea2InUse = 0;
	end;

OnTimer300002:
	enablenpc "#hole#2-3";
	stopnpctimer;
	donpcevent "Monster2#2-3::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
		disablenpc "Monster2#2-3";
		enablenpc "#hole#2-3";
		$@JupreArea2InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Security Checkpoint 2-4 -
jupe_area2,113,49,0	script	#hole#2-4	CLEAR_NPC,{
	cutin "4",2;
	if ($@JupreArea2InUse == 1) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "4",255;
		end;
	}
	else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		next;
		switch(select("Insert a Crest Piece.", "Cancel.")) {
		case 1:
			if (countitem(Piece_Of_Crest4) > 0) {
				mes "^3355FFYou take out your";
				mes "Crest Piece and place";
				mes "it into the slot where it";
				mes "happens to fit perfectly.^000000";
				specialeffect EF_TOPRANK;
				cutin "4-1",2;
				next;
				if ($@JupreArea2InUse == 1) {
					mes "^3355FFNothing happens.";
					mes "Perhaps an alarm or";
					mes "some other safety measure";
					mes "was activated to keep the";
					mes "Crest Piece from activating";
					mes "this transportation device.";
					mes "You retrieve the Crest Piece.^000000";
					close2;
					cutin "4-1",255;
					end;
				}
				else {
					mes "^3355FFThe slot rotates and";
					mes "the Crest Piece moves as";
					mes "if it were turning a key. You";
					mes "feel a weak tremor as a Warp";
					mes "Portal to the other side is";
					mes "activated. You then retrieve";
					mes "your Crest Piece.^000000";
					initnpctimer;
					donpcevent "Warp#2-4::OnEnable";
					donpcevent "Red Alarm#2-4::OnEnable";
					disablenpc "#hole#2-4";
					close2;
					cutin "4-1",255;
					end;
				}
			}
			else {
				mes "^3355FFUnfortunately, you're";
				mes "not carrying anything";
				mes "that might be able to fit";
				mes "into the slot and activate";
				mes "this mechanical device.^000000";
				close2;
				cutin "4",255;
				end;
			}
			break;
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Hmmm...";
			mes "Do I have anything";
			mes "that might make this";
			mes "weird machine work?";
			close2;
			cutin "4",255;
			end;
		}
	}
	else {
		mes "^3355FFThis seems like";
		mes "some kind of device";
		mes "that will allow you to";
		mes "pass to the other side.";
		mes "There's a slot where you";
		mes "probably need to insert";
		mes "some kind of object...^000000";
		close2;
		cutin "4",255;
		end;
	}
	end;

OnStop_Timer:
	stopnpctimer;
	end;

OnTimer5000:
	stopnpctimer;
	enablenpc "#hole#2-4";
	disablenpc "Red Alarm#2-4";
	end;
}

jupe_area2,106,53,0	script	Warp#2-4	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "Warp#2-4";
	end;

OnEnable:
	enablenpc "Warp#2-4";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_area2",80,157;
	end;

OnTimer5000:
	disablenpc "Warp#2-4";
	end;
}

jupe_area2,80,157,0	script	Red Alarm#2-4	FAKE_NPC,2,2,{
OnInit:
	disablenpc "Red Alarm#2-4";
	end;

OnEnable:
	enablenpc "Red Alarm#2-4";
	end;

OnTouch:
	$@JupreArea2InUse = 1;
	donpcevent "Red Alarm On#2-4::OnEnable";
	disablenpc "Red Alarm#2-4";
	disablenpc "#hole#2-4";
	end;
}

-	script	Red Alarm On#2-4	FAKE_NPC,{
OnInit:
	disablenpc "Red Alarm On#2-4";
	end;

OnEnable:
	enablenpc "Red Alarm On#2-4";
	initnpctimer;
	end;

OnTimer1000:
	mapannounce "jupe_area2","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
	end;

OnTimer3000:
	mapannounce "jupe_area2","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_area2","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
	donpcevent "Monster1#2-4::OnEnable";
	end;

OnTimer7000:
	mapannounce "jupe_area2","Is somewhere down here, wandering...",bc_map,"0xFF0000";
	end;

OnTimer8000:
	stopnpctimer;
	disablenpc "Red Alarm On#2-4";
	end;
}

-	script	Monster1#2-4	FAKE_NPC,{
OnInit:
	disablenpc "Monster1#2-4";
	end;

OnDisable:
	disablenpc "Monster1#2-4";
	killmonster "jupe_area2","Monster1#2-4::OnMyMobDead";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Monster1#2-4";
	.MyMobs = 8;
	monster "jupe_area2",75,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
	monster "jupe_area2",72,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
	monster "jupe_area2",71,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
	monster "jupe_area2",68,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
	monster "jupe_area2",75,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
	monster "jupe_area2",72,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
	monster "jupe_area2",71,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
	monster "jupe_area2",68,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
	end;

OnTimer300000:
	mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
	$@JupreArea2InUse = 0;
	end;

OnTimer300002:
	stopnpctimer;
	enablenpc "#hole#2-4";
	donpcevent "Monster1#2-4::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Monster2#2-4::OnEnable";
		disablenpc "Monster1#2-4";
		stopnpctimer;
	}
	end;
}

-	script	Monster2#2-4	FAKE_NPC,{
OnInit:
	disablenpc "Monster2#2-4";
	end;

OnDisable:
	killmonster "jupe_area2","Monster2#2-4::OnMyMobDead";
	disablenpc "Monster2#2-4";
	end;

OnEnable:
	enablenpc "Monster2#2-4";
	initnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_area2","I can never rest in peace...",bc_map,"0xFF0000";
	end;

OnTimer4000:
	mapannounce "jupe_area2","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
	end;

OnTimer6000:
	mapannounce "jupe_area2","I will be waiting for you!",bc_map,"0xFF0000";
	.MyMobs = 12;
	monster "jupe_area2",63,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",61,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",59,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",57,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",55,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",53,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",53,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",55,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",57,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",59,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",61,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
	monster "jupe_area2",63,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
	end;

OnTimer300000:
	$@JupreArea2InUse = 0;
	mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
	end;

OnTimer300002:
	enablenpc "#hole#2-4";
	donpcevent "Monster2#2-4::OnDisable";
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
		disablenpc "Monster2#2-4";
		enablenpc "#hole#2-4";
		$@JupreArea2InUse = 0;
		stopnpctimer;
	}
	end;
}

//- Move to Elevator -
jupe_area2,51,162,0	script	Lever#ufe2	CLEAR_NPC,{
	mes "^3355FFIt's a lever";
	mes "whose function";
	mes "is not known to you.^000000";
	next;
	switch(select("Pull.", "Cancel.")) {
	case 1:
		if ($@JupreArea2InUse == 1) close;
		initnpctimer;
		donpcevent "LeverWarp#ufe2::OnEnable";
		disablenpc "Lever#ufe2";
		close;
	case 2:
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Pull this lever?";
		mes "I don't even know";
		mes "what will happen...";
		close;
	}
	close;

OnTimer3000:
	enablenpc "Lever#ufe2";
	stopnpctimer;
	end;
}

jupe_area2,46,157,0	script	LeverWarp#ufe2	HIDDEN_WARP_NPC,2,2,{
OnInit:
	disablenpc "LeverWarp#ufe2";
	end;

OnEnable:
	enablenpc "LeverWarp#ufe2";
	specialeffect EF_BIG_PORTAL;
	soundeffectall "jupe_warp.wav",0;
	initnpctimer;
	end;

OnTouch:
	warp "jupe_gate",71,29;
	end;

OnTimer3000:
	stopnpctimer;
	disablenpc "LeverWarp#ufe2";
	end;
}

//- Elevator Reception Room -
jupe_ele_r,51,98,0	script	Switch#ufe	CLEAR_NPC,{
	if ($@JupeElevatorInUse == 1) {
		mes "^3355FFIt's some sort of";
		mes "lever that looks like";
		mes "it was already pulled";
		mes "by someone else.^000000";
		close;
	}
	else {
		cutin "5",2;
		mes "^3355FFIt's some sort of";
		mes "lever that's located";
		mes "next to four empty slots.^000000";
		next;
		switch(select("Pull the lever.", "Leave it alone.")) {
		case 1:
			mes "^3355FF*Snap Snap*^000000";
			next;
			mes "^3355FFYou pull the lever,";
			mes "but nothing happened.";
			mes "You probably need to";
			mes "insert the correct objects";
			mes "into the slots in order";
			mes "for the lever to operate.^000000";
			next;
			if (countitem(Piece_Of_Crest1) > 0 && countitem(Piece_Of_Crest4) > 0 && countitem(Piece_Of_Crest2) > 0 && countitem(Piece_Of_Crest3) > 0) {
				switch(select("Insert all of your Crest Pieces.")) {
				case 1:
					mes "^3300FF*Snap!*^000000";
					mes "^3300FFStrangely enough,";
					mes "all four of the Crest";
					mes "Pieces fit perfectly into";
					mes "the slots and begin to";
					mes "emit a strange light.^000000";
					cutin "5-1",2;
					specialeffect EF_SPHERE;
					delitem Piece_Of_Crest1,1;
					delitem Piece_Of_Crest4,1;
					delitem Piece_Of_Crest2,1;
					delitem Piece_Of_Crest3,1;
					next;
					switch(select("Pull out the Crest Pieces.", "Pull the lever.")) {
					case 1:
						cutin "5",2;
						mes "^3355FFYou pull out all";
						mes "the Crest Pieces";
						mes "that you inserted";
						mes "into the slots.^000000";
						getitem Piece_Of_Crest1,1;
						getitem Piece_Of_Crest4,1;
						getitem Piece_Of_Crest2,1;
						getitem Piece_Of_Crest3,1;
						close2;
						cutin "5",255;
						end;
					case 2:
						if ($@JupeElevatorInUse == 1) {
							mes "^3355FFIt's strange,";
							mes "but this lever has";
							mes "already been pulled.^000000";
							close2;
							cutin "5",255;
							end;
						}
						else {
							mes "^3355FFOnce you pull the lever,";
							mes "the Crest Piece slots are";
							mes "suddenly covered, making";
							mes "them irretrievable, and the";
							mes "ground begins to shake";
							mes "violently. This isn't normal!^000000";
							next;
							$@JupeElevatorInUse = 1;
							disablenpc "Switch#ufe";
							enablenpc "Switch On#ufe";
							initnpctimer;
							specialeffect(EF_SCREEN_QUAKE, AREA, playerattached());
							soundeffectall "earth_quake.wav",0;
							close2;
							cutin "5-1",255;
							end;
						}
					}
				}
			}
			else if (countitem(Piece_Of_Crest1) > 0 || countitem(Piece_Of_Crest4) > 0 || countitem(Piece_Of_Crest2) > 0 || countitem(Piece_Of_Crest3) > 0) {
				select("Insert Crest Pieces.");
				mes "^3355FFRight now, you don't";
				mes "have enough Crest Pieces";
				mes "to place into all four of these";
				mes "slots. You'll need to find and^FFFFFF ^3355FF bring them all to make this work.^000000";
				close2;
				cutin "5-1",255;
				end;
			}
			else {
				mes "^3355FFYou need to find";
				mes "some kind of object";
				mes "that you can fit into";
				mes "each of these four slots...^000000";
				close2;
				cutin "5-1",255;
				end;
			}
		case 2:
			mes "^3355FFWho knows what";
			mes "this lever may do?";
			mes "You'll never know unless";
			mes "you have the courage to try.^000000";
			close2;
			cutin "5",255;
			end;
		}
	}
	end;

OnTimer2000:
	mapannounce "jupe_ele_r","My descendents...",bc_map,"0x66FF00";
	end;

OnTimer3000:
	mapannounce "jupe_ele_r","Do you want to know why this city was buried beneath the earth...?",bc_map,"0x66FF00";
	end;

OnTimer7000:
	mapannounce "jupe_ele_r","If so, follow my voice...",bc_map,"0x66FF00";
	end;

OnTimer10000:
	mapannounce "jupe_ele_r","I shall let you see for yourself what you desire to know...",bc_map,"0x66FF00";
	end;

OnTimer17000:
	mapannounce "jupe_ele_r","Overcome all the hallucinations.",bc_map,"0xCC6600";
	end;

OnTimer20000:
	mapannounce "jupe_ele_r","Open your eyes and see past all of the lies.",bc_map,"0xFF0000";
	end;

OnTimer23000:
	mapannounce "jupe_ele_r","I can only maintain this vision for you for 20 minutes.",bc_map,"0xFF0000";
	donpcevent "Elevator Guard1#ufe::OnEnable";
	end;

OnTimer27000:
	mapannounce "jupe_ele_r","Look! And remember!",bc_map,"0xFF0000";
	stopnpctimer;
	end;
}

jupe_ele_r,51,98,0	script	Switch On#ufe	CLEAR_NPC,{
	mes "^3355FFIt seems like";
	mes "someone else is";
	mes "using this machine...^000000";
	close;

OnInit:
	disablenpc "Switch On#ufe";
	end;
}

//- Elevator Reception Guards -
jupe_ele_r,10,50,0	script	Elevator Guard1#ufe	FAKE_NPC,{
OnInit:
	disablenpc "Elevator Guard1#ufe";
	end;

OnEnable:
	.MyMobs = 9;
	enablenpc "Elevator Guard1#ufe";
	initnpctimer;
	end;

OnTimer1000:
	monster "jupe_ele_r",44,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer1200:
	monster "jupe_ele_r",55,99,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer1400:
	monster "jupe_ele_r",45,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer1600:
	monster "jupe_ele_r",54,84,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer1800:
	monster "jupe_ele_r",45,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer2000:
	monster "jupe_ele_r",54,99,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer2200:
	monster "jupe_ele_r",48,84,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer2400:
	monster "jupe_ele_r",52,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer2600:
	monster "jupe_ele_r",50,84,"Chief Guard",1684,1,"Elevator Guard1#ufe::OnMyMobDead";
	end;

OnTimer120000:
	mapannounce "jupe_ele_r","It is disappointing to see that you are too weak to even defeat a hallucination...",bc_map,"0x66FF00";
	enablenpc "Switch#ufe";
	disablenpc "Switch On#ufe";
	donpcevent "Annihilation#ufe::OnEnable";
	$@JupeElevatorInUse = 0;
	end;

OnTimer120005:
	killmonster "jupe_ele_r","Elevator Guard1#ufe::OnMyMobDead";
	stopnpctimer;
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		donpcevent "Elevator Safety#ufe::OnEnable";
		stopnpctimer;
	}
	end;
}

jupe_ele_r,10,52,0	script	Elevator Safety#ufe	FAKE_NPC,{
OnInit:
	disablenpc "Elevator Safety#ufe";
	end;

OnEnable:
	enablenpc "Elevator Safety#ufe";
	initnpctimer;
	end;

OnTimer5000:
	mapannounce "jupe_ele_r","Those of you who have defeated the hallucination, step forward.",bc_map,"0x66FF00";
	soundeffectall "earth_quake.wav",0;
	end;

OnTimer8000:
	donpcevent "Elevator On#ufe::OnEnable";
	end;

OnTimer10000:
	disablenpc "Elevator Safety#ufe";
	stopnpctimer;
	end;
}

jupe_ele_r,50,89,0	script	Annihilation#ufe	FAKE_NPC,35,50,{
OnInit:
	disablenpc "Annihilation#ufe";
	end;

OnEnable:
	enablenpc "Annihilation#ufe";
	initnpctimer;
	end;

OnTouch:
	percentheal -99,-100;
	end;

OnTimer1000:
	mapwarp "jupe_ele_r", "jupe_gate",49,138;
	end;

OnTimer1600:
	enablenpc "Elevator Escape#ufe";
	end;

OnTimer3000:
	disablenpc "Annihilation#ufe";
	disablenpc "Elevator Escape#ufe";
	end;
}

jupe_ele_r,50,89,0	script	Elevator Escape#ufe	FAKE_NPC,35,50,{
OnInit:
	disablenpc "Elevator Escape#ufe";
	end;

OnTouch:
	mapwarp "jupe_ele_r", "jupe_gate",49,138;
	end;
}

jupe_ele_r,10,54,0	script	Elevator On#ufe	FAKE_NPC,{
OnInit:
	disablenpc "Elevator On#ufe";
	end;

OnEnable:
	enablenpc "Elevator On#ufe";
	initnpctimer;
	end;

OnTimer1000:
	mapwarp "jupe_ele_r", "jupe_ele",42,47;
	$@JupeElevatorInUse2 = 0;
	donpcevent "TimeOut#ufe::OnEnable";
	donpcevent "Guard-1#ufe::OnEnable";
	end;

OnTimer10000:
	stopnpctimer;
	disablenpc "Elevator On#ufe";
	end;
}

//- Elevator NPCs -
jupe_ele,14,6,1	script	TimeOut#ufe	CLEAR_NPC,{
OnEnable:
	initnpctimer;
	end;

OnDisable:
	stopnpctimer;
	end;

OnTimer59000:
	if (getmapusers("jupe_ele") == 0) {
		killmonsterall "jupe_ele";
		donpcevent "Guard-1#ufe::OnDisable";
		donpcevent "Guard-2#ufe::OnDisable";
		donpcevent "Guard-3#ufe::OnDisable";
		donpcevent "Guard-4#ufe::OnDisable";
		stopnpctimer;
		$@JupeElevatorInUse2 = 0;
		$@JupeElevatorInUse = 0;
		disablenpc "Switch On#ufe";
		enablenpc "Switch#ufe";
	}
	end;

OnTimer120000:
	killmonsterall "jupe_ele";
	donpcevent "Guard-1#ufe::OnDisable";
	donpcevent "Guard-2#ufe::OnDisable";
	donpcevent "Guard-3#ufe::OnDisable";
	donpcevent "Guard-4#ufe::OnDisable";
	mapannounce "jupe_ele","In the end, you can't even overcome your inner fear...",bc_map,"0xFF0000";
	end;

OnTimer122000:
	mapannounce "jupe_ele","You have never encountered your inner fears, have you?",bc_map,"0xFF0000";
	end;

OnTimer125000:
	mapannounce "jupe_ele","Did you expect this would be the end of the hallucination?",bc_map,"0xFF0000";
	end;

OnTimer127000:
	mapannounce "jupe_ele","What if the voice you're hearing is also a hallucination?",bc_map,"0xFF0000";
	end;

OnTimer129000:
	mapannounce "jupe_ele","What if you're just dreaming all of this?",bc_map,"0xFF0000";
	end;

OnTimer131000:
	mapannounce "jupe_ele","What if the existence of this city is a lie?",bc_map,"0xFF0000";
	end;

OnTimer133000:
	mapannounce "jupe_ele","Are you even real?",bc_map,"0xFF0000";
	end;

OnTimer134000:
OnTimer135000:
	mapwarp "jupe_ele", "jupe_gate",49,138;
	end;

OnTimer142000:
	disablenpc "GuardEnd#ufe";
	disablenpc "4F Enter#ufe";
	donpcevent "TimeOut#ufe::OnDisable";
	$@JupeElevatorInUse2 = 0;
	$@JupeElevatorInUse = 0;
	disablenpc "Switch On#ufe";
	enablenpc "Switch#ufe";
	stopnpctimer;
	end;
}

jupe_ele,15,6,1	script	Guard-1#ufe	CLEAR_NPC,{
OnEnable:
	initnpctimer;
	end;

OnDisable:
	stopnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_ele","I admire your patience.",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_ele","Let's see if everything you have experienced",bc_map,"0xFF0000";
	end;

OnTimer8000:
	mapannounce "jupe_ele","were traps for intruders...",bc_map,"0xFF0000";
	end;

OnTimer12000:
	.MyMobs = 8;
	monster "jupe_ele",48,44,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
	monster "jupe_ele",45,42,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
	monster "jupe_ele",38,42,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
	monster "jupe_ele",35,44,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
	monster "jupe_ele",35,51,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
	monster "jupe_ele",38,53,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
	monster "jupe_ele",45,53,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
	monster "jupe_ele",48,51,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
	$@JupeElevatorInUse2 = 1;
	end;

OnTimer30000:
	if ($@JupeElevatorInUse2 == 1) {
		donpcevent "Guard-2#ufe::OnEnable";
		stopnpctimer;
	}
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		if ($@JupeElevatorInUse2 == 1) {
			donpcevent "Guard-2#ufe::OnEnable";
			stopnpctimer;
		} else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
			donpcevent "GuardEnd#ufe::OnEnable";
			stopnpctimer;
		}
	}
	end;
}

jupe_ele,16,6,1	script	Guard-2#ufe	CLEAR_NPC,{
OnEnable:
	initnpctimer;
	end;

OnDisable:
	stopnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_ele","This city was not",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_ele","as magnificient as you thought.",bc_map,"0xFF0000";
	end;

OnTimer8000:
	mapannounce "jupe_ele","This is a place where all the fears of humans flourish.",bc_map,"0xFF0000";
	end;

OnTimer11000:
	mapannounce "jupe_ele","Yes. Nobody leaves alive!",bc_map,"0xFF0000";
	end;

OnTimer12000:
	.MyMobs = 8;
	monster "jupe_ele",48,44,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
	monster "jupe_ele",45,42,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
	monster "jupe_ele",38,42,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
	monster "jupe_ele",35,44,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
	monster "jupe_ele",35,51,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
	monster "jupe_ele",38,53,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
	monster "jupe_ele",45,53,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
	monster "jupe_ele",48,51,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
	$@JupeElevatorInUse2 = 2;
	end;

OnTimer30000:
	if ($@JupeElevatorInUse2 == 2) {
		donpcevent "Guard-3#ufe::OnEnable";
		stopnpctimer;
	}
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		if ($@JupeElevatorInUse2 == 2) {
			donpcevent "Guard-3#ufe::OnEnable";
			stopnpctimer;
		} else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
			donpcevent "GuardEnd#ufe::OnEnable";
			stopnpctimer;
		}
	}
	end;
}

jupe_ele,17,6,1	script	Guard-3#ufe	CLEAR_NPC,{
OnEnable:
	initnpctimer;
	end;

OnDisable:
	stopnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_ele","What do you see?",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_ele","Are your eyes actually seeing something?",bc_map,"0xFF0000";
	end;

OnTimer8000:
	mapannounce "jupe_ele","Or do you just believe you are seeing?",bc_map,"0xFF0000";
	end;

OnTimer12000:
	.MyMobs = 8;
	monster "jupe_ele",48,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
	monster "jupe_ele",45,42,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
	monster "jupe_ele",38,42,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
	monster "jupe_ele",35,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
	monster "jupe_ele",35,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
	monster "jupe_ele",38,53,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
	monster "jupe_ele",45,53,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
	monster "jupe_ele",48,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
	$@JupeElevatorInUse2 = 3;
	end;

OnTimer30000:
	if ($@JupeElevatorInUse2 == 3) {
		donpcevent "Guard-4#ufe::OnEnable";
		stopnpctimer;
	}
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		if ($@JupeElevatorInUse2 == 3) {
			donpcevent "Guard-4#ufe::OnEnable";
			stopnpctimer;
		}
		else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
			donpcevent "GuardEnd#ufe::OnEnable";
			stopnpctimer;
		}
	}
	end;
}

jupe_ele,18,6,1	script	Guard-4#ufe	CLEAR_NPC,{
OnEnable:
	initnpctimer;
	end;

OnDisable:
	stopnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_ele","Do not forget. That which limits you is nothing but yourself.",bc_map,"0xFF0000";
	end;

OnTimer5000:
	mapannounce "jupe_ele","Nothing is what you fear and you have nothing to fear...",bc_map,"0xFF0000";
	end;

OnTimer8000:
	.MyMobs = 8;
	monster "jupe_ele",48,44,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
	monster "jupe_ele",45,42,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
	monster "jupe_ele",38,42,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
	monster "jupe_ele",35,44,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
	monster "jupe_ele",35,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
	monster "jupe_ele",38,53,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
	monster "jupe_ele",45,53,"Guard",1683,1,"Guard-4#ufe::OnMyMobDead";
	monster "jupe_ele",48,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
	$@JupeElevatorInUse2 = 4;
	end;

OnMyMobDead:
	--.MyMobs;
	if (.MyMobs < 1) {
		if (getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1) {
			donpcevent "GuardEnd#ufe::OnEnable";
			stopnpctimer;
		}
	}
	end;
}

jupe_ele,19,6,1	script	GuardEnd#ufe	CLEAR_NPC,{
OnInit:
	disablenpc "GuardEnd#ufe";
	end;

OnEnable:
	enablenpc "GuardEnd#ufe";
	donpcevent "TimeOut#ufe::OnDisable";
	initnpctimer;
	end;

OnDisable:
	disablenpc "GuardEnd#ufe";
	stopnpctimer;
	end;

OnTimer2000:
	mapannounce "jupe_ele","I am not going to tell you anything.",bc_map,"0x66FF00";
	end;

OnTimer5000:
	mapannounce "jupe_ele","My city, my people are now but a memory.",bc_map,"0x66FF00";
	end;

OnTimer8000:
	mapannounce "jupe_ele","Everything was a mistake. We were not supposed to be here.",bc_map,"0x66FF00";
	end;

OnTimer11000:
	mapannounce "jupe_ele","Is this a place where humans are forbidden?",bc_map,"0x66FF00";
	end;

OnTimer12000:
	mapannounce "jupe_ele","You want to know, don't you? Go ahead... Go deeper.",bc_map,"0x66FF00";
	enablenpc "4F Enter#ufe";
	end;

OnTimer22000:
	mapannounce "jupe_ele","It's not real anyway. All of it's safe, it can't hurt you...",bc_map,"0x66FF00";
	soundeffectall "earth_quake.wav",0;
	disablenpc "4F Enter#ufe";
	end;

OnTimer24000:
	mapwarp "jupe_ele","jupe_core",150,286;
	end;

OnTimer25000:
	mapwarp "jupe_ele","jupe_core",151,286;
	end;

OnTimer26000:
	$@JupeElevatorInUse2 = 0;
	$@JupeElevatorInUse = 0;
	disablenpc "Switch On#ufe";
	enablenpc "Switch#ufe";
	donpcevent "GuardEnd#ufe::OnDisable";
}

jupe_ele,41,33,0	script	4F Enter#ufe	WARPNPC,4,4,{
OnInit:
	disablenpc "4F Enter#ufe";
	end;

OnTouch:
	warp "jupe_core",rand(149,151),286;
	end;
}

//- Warps -
jupe_gate,50,173,0	script	gate#start	FAKE_NPC,2,3,{
	end;

OnTouch:
	initnpctimer "gate#start",1;
	mes "^3355FFIt's a Warp Portal";
	mes "that will teleport you";
	mes "to the previous floor.^000000";
	next;
	switch(select("Use it.", "Ignore it.")) {
	case 1:
		specialeffect(EF_LIGHTSPHERE, AREA, playerattached());
		close2;
		stopnpctimer(1);
		warp "juperos_02",130,142;
		break;
	case 2:
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Not now!";
		mes "I can't leave yet!";
		close2;
		stopnpctimer(1);
		warp "jupe_gate",50,168;
		break;
	}
	end;

OnTimer10000:
	warp "juperos_02",128,278;
	areawarp("jupe_gate", 48, 169, 52, 173, "juperos_02", 130, 142);
	end;
}

juperos_02,33,59,0	script	jupe_goto2F	WARPNPC,2,2,{
OnTouch:
	switch(rand(1,4)) {
	case 1: warp "juperos_01",120,72; end;
	case 2: warp "juperos_01",120,112; end;
	case 3: warp "juperos_01",79,112; end;
	case 4: warp "juperos_01",79,72; end;
	}
	end;
}

//== GM Management NPC =====================================
sec_in02,39,167,0	script	Juperos Manager	4_F_OPERATION,{
	callfunc "F_GM_NPC";
	mes "[Juperos Manager]";
	mes "I'm the NPC in";
	mes "charge of managing";
	mes "the global variables for";
	mes "the quests related to";
	mes "Juperos. GM, please";
	mes "enter the password.";
	next;
	if (callfunc("F_GM_NPC",1854,0) < 1) {
		mes "[Juperos Manager]";
		mes "Incorrect password.";
		close;
	} else {
		mes "[Juperos Manager]";
		mes "Select a map. Remember:";
		mes "Make sure that users aren't";
		mes "doing the quest on the map";
		mes "you're going to reset, or else";
		mes "you'll cancel their progress";
		mes "through the quest.";
		next;
		switch(select("jupe_Area1", "jupe_Area2", "jupe_ele_r", "jupe_ele")) {
		case 1:
			.@loc$ = "jupe_Area1";
			.@var$ = "$@JupreArea1InUse";
			break;
		case 2:
			.@loc$ = "jupe_Area2";
			.@var$ = "$@JupreArea2InUse";
			break;
		case 3:
			.@loc$ = "jupe_ele_r";
			.@var$ = "$@JupeElevatorInUse";
			break;
		case 4:
			.@loc$ = "jupe_ele";
			.@var$ = "$@JupeElevatorInUse2";
			break;
		}
		mes "[Juperos Manager]";
		mes "You've decided";
		mes "to reset "+.@loc$+".";
		mes "Shall we proceed?";
		next;
		switch(select("Yes.", "No.")) {
		case 1:
			mes "[Juperos Manager]";
			mes "The global variable in";
			mes .@loc$+" has been";
			mes "reset to 0. Thank you.";
			setd .@var$,0;
			close;
		case 2:
			mes "[Juperos Manager]";
			mes "This command";
			mes "has been canceled.";
			close;
		}
	}
}