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+//===== rAthena Script =======================================
+//= Quest NPCs related to Niflheim
+//===== By: ==================================================
+//= The rAthena Dev Team
+//===== Current Version: =====================================
+//= 1.5
+//===== Compatible With: =====================================
+//= rAthena 7.15 +
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Piano Key Ouest
+//= - Escape from Niflheim
+//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
+//= Message Delivery Quest
+//= - Deliver a message to Erious' departed wife.
+//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
+//===== Additional Comments: =================================
+//= 1.0 Initial release, moved Book of Devil and Piano quest
+//= from npc/cities/niflheim.txt [Evera]
+//= 1.1 Optimized Book of Devil quest. used bit-wise var,
+//= Optimized Piano Quest - now uses 1 variable [Lupus]
+//= 1.2 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.3 Moved the Book of Devil quest to custom folder. [L0ne_W0lf]
+//= Updated to Aegis 10.3 Standed, added Message Delivery Quest.
+//= Rescripted Piano Quest. Prior quest progress will be lost.
+//= 1.4 Fixed NPCs using ID 111 when it shoudl have been 139. [L0ne_W0lf]
+//= 1.5 Swapped NPC IDs back from last change (139 back to 111). [L0ne_W0lf]
+//= Clicking will do nothing, you have to still "touch" the npc.
+//============================================================
+
+// Piano Quest
+//============================================================
+niflheim,224,243,3 script Alreg#nif 795,{
+ if (nif_piano) set nif_piano,0;
+ mes "[Alreg]";
+ mes "Me like meat, muheh.";
+ mes "You! Look tempting.";
+ next;
+ mes "[Alreg]";
+ mes "Me want to taste you.";
+ next;
+ mes "^FF3355*Crunch* Crunch*^000000";
+ if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
+ percentheal -60,0;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "NooOOoOOoOoO~!";
+ next;
+ mes "[Alreg]";
+ mes "It long time since I had meat";
+ mes "so... so good. You taste";
+ mes "good. Alreg give you this";
+ mes "for payback. Present!";
+ mes "*Burrrp*";
+ set nif_esc,rand(1,2);
+ getitem 7184,1; //Piano_Keyboard
+ close;
+ }
+ percentheal -30,0;
+ next;
+ mes "["+ strcharinfo(0) +"]";
+ mes "Ow~! What are you";
+ mes "trying to do, kill me?!";
+ next;
+ mes "[Alreg]";
+ mes "Hm? Oh, no no no.";
+ mes "Me am trying to eat you.";
+ close;
+}
+
+nif_in,105,81,3 script Crayu#nif 794,{
+ mes "[Crayu]";
+ mes "Living one...";
+ mes "Listen to this song...";
+ mes "It's been sung by many for a";
+ mes "long time, but nobody knows";
+ mes "when it was made or who wrote it.";
+ next;
+ mes "[Crayu]";
+ mes "^FF00001. Mountain sunset to the west";
+ mes "^FF00002. Where the purple dusk falls ";
+ mes "^FF00003. Surrounded by beautiful melody";
+ mes "^FF00004. You become the key that ignores its master^000000";
+ next;
+ if (nif_esc == 1 || nif_esc == 4) {
+ mes "[Crayu]";
+ mes "Okay, wait! Here's a test for you!";
+ switch(rand(1,4)) {
+ case 1:
+ set .@songline$,"Mountain sunset to the west";
+ mes "Write down the first line of the song.";
+ break;
+ case 2:
+ set .@songline$,"Where the purple dusk falls";
+ mes "Write down the second line of the song.";
+ break;
+ case 3:
+ set .@songline$,"Surrounded by beautiful melody";
+ mes "Write down the third line of the song.";
+ break;
+ case 4:
+ set .@songline$,"You become the key that ignores its master";
+ mes "Write down the fourth line of the song.";
+ break;
+ }
+ next;
+ input .@input$;
+ if (.@input$ == .@songline$) {
+ mes "[Crayu]";
+ mes "Excellent...!";
+ mes "So you've been listening~!";
+ mes "That makes you one of my";
+ mes "favorite guests. Here's a";
+ mes "little reward for you.";
+ next;
+ if (nif_esc == 1) set nif_esc,3;
+ else set nif_esc,6;
+ getitem 7184,1; //Piano_Keyboard
+ mes "[Crayu]";
+ mes "Lastly, I hope you will show your";
+ mes "respect to other Bards, just as";
+ mes "you have done for me.";
+ close;
+ }
+ else {
+ mes "[Crayu]";
+ mes "*Sigh*... If you had only";
+ mes "listened to me, it would";
+ mes "have been easy to answer.";
+ mes "Try to remember the line";
+ mes "and try again!";
+ close;
+ }
+ }
+ next;
+ mes "[Crayu]";
+ mes "I wonder what the lyrics mean...";
+ mes "They seem quite profound...";
+ mes "I have the feeling that this song";
+ mes "carries some secret.";
+ close;
+}
+
+nif_in,31,20,3 script Kuzkahina#nif 794,{
+ if (nif_esc == 2 || nif_esc == 3) {
+ mes "[Kuzkahina]";
+ mes "I don't understand";
+ mes "why I can't make any";
+ mes "money with this store...";
+ mes "Even when I was alive";
+ mes "I could never make any";
+ mes "money with my businesses...";
+ next;
+ mes "[Kuzkahina]";
+ mes "Hey you! Make yourself useful";
+ mes "and throw this away when you leave.";
+ set nif_esc,nif_esc+2;
+ getitem 7184,1; //Piano_Keyboard
+ next;
+ mes "[Kuzkahina]";
+ mes "Gosh, what's with this store?";
+ mes "How did I end up hiring such useless employees...?";
+ mes "*mumble mumble*";
+ mes "*mumble mumble*";
+ close;
+ }
+ mes "[Kuzkahina]";
+ mes "I don't understand";
+ mes "why I can't make any";
+ mes "money with this store...";
+ mes "Even when I was alive";
+ mes "I could never make any";
+ mes "money with my businesses...";
+ close;
+}
+
+niflheim,208,103,1 script #Graveyard1 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) {
+ mes "^3355FFYou found something";
+ mes "half-buried near a grave.";
+ mes "It looks very well-shaped.^000000";
+ next;
+ mes "^3355FFWould you like to pick it up?^000000";
+ if (select("Yes:No") == 1) {
+ if (nif_esc < 10)
+ set nif_esc,nif_esc+2;
+ else if (nif_esc == 10)
+ set nif_esc,11;
+ getitem 7184,1; //Piano_Keyboard
+ }
+ close;
+ }
+ end;
+}
+
+niflheim,169,71,1 script #Graveyard2 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 6 || nif_esc == 9) {
+ mes "^3355FFYou found something";
+ mes "half-buried near a grave.";
+ mes "It looks very well-shaped.^000000";
+ next;
+ mes "^3355FFWould you like to pick it up?^000000";
+ if (select("Yes:No") == 1) {
+ set nif_esc,nif_esc+2;
+ getitem 7184,1; //Piano_Keyboard
+ }
+ close;
+ }
+ end;
+}
+
+nif_in,115,181,0 script #Piano 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
+ mes "^3355FFYou see a big, heavy piano.";
+ mes "You get the feeling that";
+ mes "its music would sound magnificient.^000000";
+ next;
+ mes "^3355FFAs you examine the piano,";
+ mes "you find that 7 keys";
+ mes "are missing in the";
+ mes "middle of the keyboard.";
+ mes "If you had all the keys,";
+ mes "you could play music...^000000";
+ close;
+ }
+ if (nif_esc == 11 && countitem(7184) > 5) {
+ set nif_esc,12;
+ delitem 7184,6; //Piano_Keyboard
+ mes "^3355FFYou took the keys you've found";
+ mes "and inserted them into";
+ mes "each empty space.^000000";
+ next;
+ mes "^3355FFBut then you realize";
+ mes "that you're missing the last";
+ mes "key for the space on the far";
+ mes "left of the keyboard...^000000";
+ close;
+ }
+ end;
+}
+
+nif_in,114,181,0 script #Piano3 111,1,1,{
+ end;
+
+OnTouch:
+ if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) {
+ mes "^3355FFAs you bend towards";
+ mes "the final empty key space";
+ mes "to take a better look at it...^000000";
+ next;
+ soundeffect "complete.wav",0;
+ next;
+ if (nif_esc == 12) {
+ set MISC_QUEST,MISC_QUEST | 32;
+ set nif_piano, 0;
+ }
+ mes "^3355FFYou begin to feel dizzy and";
+ mes "your body feels as if it were";
+ mes "floating in air. Then, your";
+ mes "vision starts to blur...^000000";
+ close2;
+ warp "nif_in",179,163;
+ end;
+ }
+ end;
+}
+
+nif_in,188,168,3 script Witch#nif 792,{
+ mes "[Kirkena]";
+ mes "Huh? ...You're alive, aren't you?";
+ mes "I'm not sure how more of you are";
+ mes "able to get here and I don't";
+ mes "know your reasons for coming,";
+ mes "but this place is dangerous for";
+ mes "the living.";
+ next;
+ mes "[Kirkena]";
+ mes "I am sending you back";
+ mes "outside of this town.";
+ mes "If you can help it, you";
+ mes "better not come back to";
+ mes "this place.";
+ close2;
+ warp "umbala",138,208;
+ end;
+}
+
+// Message Delivery Quest
+//============================================================
+prt_in,161,20,3 script Erious#nif 92,{
+ if (MISC_QUEST & 16384) {
+ mes "[Erious]";
+ mes "I wish you safety from harm";
+ mes "in your journeys, adventurer.";
+ close;
+ }
+ if (nif_revive == 0) {
+ mes "[Erious]";
+ mes "*Sob*Sob*";
+ mes "*Cries* Wahhh...!";
+ mes "Elly, how could you";
+ mes "leave me this way...";
+ emotion e_sob;
+ next;
+ if (select("Comfort him.:Neglect him.") == 1) {
+ mes "[Erious]";
+ mes "Ah, thank you for your kindness.";
+ mes "*Sob* My wife died while I was on";
+ mes "a trip. I'm so sorry that I";
+ mes "couldn't be with her when";
+ mes "the end came...";
+ next;
+ mes "[Erious]";
+ mes "I wish I could talk to my Elly,";
+ mes "although I know it's too late now.";
+ mes "*Cries* But... there is one last";
+ mes "hope that I have. My absolute";
+ mes "final chance...";
+ next;
+ mes "[Erious]";
+ mes "I was told that somewhere";
+ mes "in this world, there exists a town";
+ mes "where the dead reside. I might be";
+ mes "able to meet my wife there, but";
+ mes "I cannot leave my children here";
+ mes "without me. *Cries*";
+ next;
+ if (select("I can deliver your message to her.:I am so sorry to hear that.") == 1) {
+ mes "[Erious]";
+ mes "Oh, can you?";
+ mes "Thank you so much for your";
+ mes "generosity. If you can do";
+ mes "this for me, I would be";
+ mes "greatly indebted to you.";
+ next;
+ mes "[Erious]";
+ mes "You're an adventurer, aren't you?";
+ mes "If your journeys take you to that";
+ mes "town of the dead, and if you";
+ mes "happen to meet her by chance...";
+ next;
+ mes "[Erious]";
+ mes "Please send Elly a message for me,";
+ mes "let her know that what happened";
+ mes "a month ago was all my fault.";
+ mes "Thank you for your help,";
+ mes "and please take care.";
+ set nif_revive,1;
+ close;
+ }
+ mes "[Erious]";
+ mes "*Cries* Is there no way that I";
+ mes "can see her again? If I could";
+ mes "talk to her at least once more,";
+ mes "even if it's the last time,";
+ mes "I would do anything...";
+ close;
+ }
+ mes "[Erious]";
+ mes "*Cries* Eeeeelllllyyyy~~~~!";
+ mes "I never thought that would be";
+ mes "the last time we would see";
+ mes "each other...";
+ mes "*Sob*...";
+ close;
+ }
+ else if (nif_revive == 1) {
+ mes "[Erious]";
+ mes "This place I was told about...";
+ mes "The town of the dead...";
+ mes "From what I remember, it was";
+ mes "located near some rest area.";
+ next;
+ mes "[Erious]";
+ mes "All day and night, it's filled";
+ mes "with never ending screams of";
+ mes "agony and despair. I hope that";
+ mes "this will be helpful in your search.";
+ close;
+ }
+ else if (nif_revive == 5 || nif_revive == 6) {
+ mes "[Erious]";
+ mes "Oh my! You really found the town,";
+ mes "have you? I really appreciate that";
+ mes "you've endured all this hardship";
+ mes "for me... Um...So in the end...";
+ mes "Were you able to meet my Elly?";
+ next;
+ if (select("Yes.:Sorry, I couldn't.") == 1) {
+ if (nif_revive == 6 && countitem(934) > 0) {
+ mes "[Erious]";
+ mes "Are you serious? What did she say?";
+ mes "Did she say she will forgive me?";
+ next;
+ select("Yes. And she gave me...this.");
+ delitem 934,1; //Mementos
+ mes "[Erious]";
+ mes "Ah...In this box were the gifts";
+ mes "I gave her when we started";
+ mes "seeing each other. She had a";
+ mes "serious illness even before we";
+ mes "met, so I promised her that I";
+ mes "would cure her illness...";
+ next;
+ mes "[Erious]";
+ mes "That's why I went on that trip...";
+ mes "to find a cure or medicine";
+ mes "for her... But my efforts turned";
+ mes "out to be a good for nothing.";
+ mes "...................";
+ mes ".........";
+ next;
+ mes "[Erious]";
+ mes "Anyway, I appreciate your";
+ mes "generousity. I want to pay";
+ mes "you back for all the trouble";
+ mes "I caused you, but I only have";
+ mes "the medicine I found for her";
+ mes "illness during this trip.";
+ next;
+ mes "[Erious]";
+ mes "I hope you will take this medicine";
+ mes "as a token of my gratitute.";
+ next;
+ if (checkweight(610,26)) {
+ set MISC_QUEST,MISC_QUEST | 16384;
+ set nif_revive,0;
+ getitem 607,2; //Yggdrasilberry
+ getitem 608,2; //Seed_Of_Yggdrasil
+ getitem 610,10; //Leaf_Of_Yggdrasil
+ mes "[Erious]";
+ mes "Thank you for everything.";
+ mes "I wish you luck and safety";
+ mes "in your adventures.";
+ close;
+ }
+ mes "[Erious]";
+ mes "I have something to give you,";
+ mes "but you're carrying too much";
+ mes "stuff for me to give it to";
+ mes "right now. Why don't you";
+ mes "store your items somewhere?";
+ close;
+ }
+ else if (nif_revive == 6 && countitem(934) < 1) {
+ mes "[Erious]";
+ mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?";
+ close;
+ }
+ mes "[Erious]";
+ mes "I guess you misunderstood";
+ mes "something or you're trying";
+ mes "to scam a man in grief.";
+ close;
+ }
+ if (nif_revive == 5) {
+ mes "[Erious]";
+ mes "I see...you have failed to find";
+ mes "her... However, I also understand";
+ mes "that fulfilling my request may";
+ mes "be impossible...";
+ next;
+ mes "[Erious]";
+ mes "You've really gone out of your way";
+ mes "to help me, so I want to give you";
+ mes "something as a token of my";
+ mes "gratitute.";
+ next;
+ if (checkweight(610,10)) {
+ set MISC_QUEST,MISC_QUEST | 16384;
+ set nif_revive,0;
+ getitem 610,10; //Leaf_Of_Yggdrasil
+ mes "[Erious]";
+ mes "Thank you for everything.";
+ mes "I wish you luck and safety";
+ mes "from harm in your journeys.";
+ close;
+ }
+ mes "[Erious]";
+ mes "I have something to give you,";
+ mes "but you're carrying too much";
+ mes "stuff for me to give it to";
+ mes "right now. Why don't you";
+ mes "store your items somewhere?";
+ close;
+ }
+ mes "[Erious]";
+ mes "I see...";
+ mes "...Wait! Doesn't that belong";
+ mes "to my wife, Elly? Why are you";
+ mes "trying to cheat a grieving man...?";
+ close;
+ }
+ end;
+}
+
+umbala,215,181,3 script Billik 733,{
+ if (nif_revive > 1 || MISC_QUEST & 16384) {
+ mes "[Billik]";
+ mes "Well, long time no see.";
+ mes "If you have a chance in the";
+ mes "future, let's meet in the";
+ mes "town of the dead later.";
+ mes "Hahahaha~";
+ emotion e_no1;
+ close;
+ }
+ if (nif_revive == 1) {
+ mes "[Billik]";
+ mes "The Town of the dead...";
+ mes "It's a very dangerous place.";
+ mes "Why would you want to go there?";
+ next;
+ if (select("I have to meet somebody there.:It's a part of my adventure.") == 1) {
+ mes "[Billik]";
+ mes "Someone you have to meet there...";
+ mes "Hmm... I suppose you wish to";
+ mes "contact the dead...";
+ mes "I can also see that you're";
+ mes "determined to go.";
+ next;
+ mes "[Billik]";
+ mes "*Sigh* Okay, if you really want to";
+ mes "go, you must find a man named";
+ mes "'Feylin.' It's very important to";
+ mes "let him know that I introduced";
+ mes "him to you.";
+ next;
+ mes "[Billik]";
+ mes "He's not very trusting, but he";
+ mes "likes roses a lot, so bring a rose";
+ mes "for him. That way, he'll know for";
+ mes "sure that I've sent you.";
+ set nif_revive,2;
+ next;
+ mes "[Billik]";
+ mes "The town of the dead is located";
+ mes "north of this place. Remember, it";
+ mes "is very dangerous to go there,";
+ mes "even for well experienced";
+ mes "adventurers, so...";
+ mes "Be careful.";
+ close;
+ }
+ mes "[Billik]";
+ mes "Hahaha~ I guess you like adventure";
+ mes "as much as I do. Although it's a";
+ mes "very dangrous place, you will be";
+ mes "paid back for your effort after";
+ mes "you get there. But be careful.";
+ close;
+ }
+ else if (nif_revive == 0) {
+ mes "[Billik]";
+ mes "What brings you here? I'm busy,";
+ mes "leave if you don't have any business.";
+ close;
+ }
+}
+
+niflheim,153,215,3 script Feylin 794,{
+ if (nif_revive == 2) {
+ mes "[Feylin]";
+ mes "Poor "+((Sex)?"guy":"girl")+"...";
+ mes "Dying at such a young age...";
+ mes "I am always sorry to see the";
+ mes "young pass away.";
+ next;
+ mes "[Feylin]";
+ mes "............??";
+ mes "Oh, I see you're not dead yet,";
+ mes "are you? It's unbelievable to";
+ mes "see another living person";
+ mes "in this town.";
+ next;
+ mes "[Feylin]";
+ mes "Are you coming to rescue someone,";
+ mes "or do you have another purpose?";
+ mes "If you came here to meet a";
+ mes "deceased friend of yours, you've";
+ mes "come to the wrong person.";
+ next;
+ mes "[Feylin]";
+ mes "Nobody in Niffelheim can";
+ mes "perform that kind of miracle...";
+ next;
+ mes "[Feylin]";
+ mes "I can tell you have been through";
+ mes "much hardship, but unfortunately,";
+ mes "you came here for nothing. I hope";
+ mes "you go back to where you came";
+ mes "from before it's too late.";
+ set nif_revive,3;
+ close;
+ }
+ else if (nif_revive == 3) {
+ mes "[Feylin]";
+ mes "I've asked you to leave this";
+ mes "town immediately. I'm sorry";
+ mes "but I know nothing about what";
+ mes "you are asking.";
+ emotion e_an;
+ next;
+ if (select("But...:I am sorry.") == 1) {
+ mes "[Feylin]";
+ mes "You must know something...";
+ mes "Otherwise, you wouldn't be";
+ mes "so stubborn. I am not sure";
+ mes "who told you contacting the";
+ mes "dead might be possible...";
+ next;
+ mes "[Feylin]";
+ mes "But I surely wouldn't have told";
+ mes "you. Besides, speaking about";
+ mes "such things is taboo.";
+ set nif_revive,4;
+ close;
+ }
+ mes "[Feylin]";
+ mes "Please consider leaving this";
+ mes "place as soon as possible.";
+ mes "Nobody should stay in";
+ mes "Niflheim for too long.";
+ close;
+ }
+ else if (nif_revive == 4) {
+ if (countitem(748) > 0) {
+ mes "[Feylin]";
+ mes "Huh, Billik must have sent you.";
+ mes "Since I'm indebted to him, I";
+ mes "suppose I will help you.";
+ mes "But let me warn you.";
+ mes "The price that I demand may be";
+ mes "more that you expect...";
+ next;
+ if (select("I'm willing to do this.:I don't think I can do this.") == 1) {
+ if (BaseLevel > 79 && BaseLevel < 100) {
+ mes "[Feylin]";
+ mes "Alright, but you must promise";
+ mes "me that you will not let other";
+ mes "people know what I am about";
+ mes "to tell you.";
+ next;
+ mes "[Feylin]";
+ mes "This sorcery requires great";
+ mes "sacrifice. Needless to say, there";
+ mes "is a chance that this spell may";
+ mes "fail. I must also have";
+ mes "10 Yggdrasil Leaf to cast this";
+ mes "spell. Do you wish to continue?";
+ next;
+ if (select("Yes:No") == 1) {
+ if (countitem(610) > 9) {
+ mes "[Feylin]";
+ mes "I see. Then we shall begin.";
+ mes "Woombahsokasabahah!";
+ mes "Woombah woombah hoombabah!";
+ mes "Yeeeeep!";
+ next;
+ set .@nif_revive1,rand(1,100);
+ if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) {
+ mes "[Feylin]";
+ mes "...I am sorry.";
+ mes "I have failed to summon";
+ mes "who you wish to see. I am";
+ mes "really sorry for this result.";
+ emotion e_omg;
+ delitem 748,1; //Witherless_Rose
+ delitem 610,10; //Leaf_Of_Yggdrasil
+ set nif_revive,5;
+ percentheal -99,0;
+ next;
+ mes "[Feylin]";
+ mes "Unfortunately, it may be";
+ mes "impossible to summon the";
+ mes "spirit of the person with";
+ mes "whom you wished to speak...";
+ close;
+ }
+ else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) {
+ delitem 748,1; //Witherless_Rose
+ delitem 610,10; //Leaf_Of_Yggdrasil
+ percentheal -50,0;
+ mes "[Feylin]";
+ mes "..........";
+ mes "..........";
+ next;
+ mes "[Elly]";
+ mes "..........";
+ mes ".....Umm...";
+ mes "...Wasn't I just dead?";
+ mes "Um, do I know you?";
+ next;
+ select("I brought a message from your husband.");
+ mes "[Elly]";
+ mes "Oh...I see...I'm sorry that I could not meet him before I died...";
+ mes "So what is his message for me?";
+ next;
+ select("Forgive him for what happened a month ago.");
+ mes "[Elly]";
+ mes "*Sigh* He's such a nice husband...";
+ mes "He pays such attention, even to";
+ mes "the little things. Though, I";
+ mes "should be the one apologizing";
+ mes "to him...";
+ next;
+ mes "[Elly]";
+ mes "Please give him this box, and tell";
+ mes "him to forget about me. He should";
+ mes "live the rest of his life happily";
+ mes "with someone else. Oh, also let";
+ mes "him know that I forgive him.";
+ set nif_revive,6;
+ getitem 934,1; //Mementos
+ next;
+ mes "[Elly]";
+ mes "I am glad to hear from my";
+ mes "husband one more time. But I";
+ mes "think I have to go now.";
+ mes "Thank you for your trouble.";
+ mes "Farewell...";
+ next;
+ mes "[Elly]";
+ mes ".....................";
+ mes "....................";
+ next;
+ mes "[Feylin]";
+ mes "I guess you have accomplished what";
+ mes "you wanted. Well then, be careful";
+ mes "when you go back...";
+ close;
+ }
+ }
+ else {
+ mes "[Feylin]";
+ mes "If you don't have the";
+ mes "items, we cannot proceed.";
+ mes "Remember, I need 10 Yggdrasil";
+ mes "Leaves to perform this spell.";
+ mes "Please bring them as soon";
+ mes "as possible.";
+ close;
+ }
+ }
+ mes "[Feylin]";
+ mes "I hope you will bring the items";
+ mes "first. But... I don't have the";
+ mes "confidence to promise that";
+ mes "this spell will cast successfully.";
+ close;
+ }
+ mes "[Feylin]";
+ mes "Hmm... You don't seem to have";
+ mes "the strength to endure the";
+ mes "casting of this spell. At";
+ mes "your current strength, this";
+ mes "spell will kill you.";
+ mes "I cannot take that risk.";
+ close;
+ }
+ mes "[Feylin]";
+ mes "You made a good decision.";
+ mes "It's not a good idea to perform";
+ mes "this kind of sorcery in the";
+ mes "first place because of the";
+ mes "risks involved...";
+ close;
+ }
+ mes "[Feylin]";
+ mes "No matter how many times you ask";
+ mes "me, I cannot help you. Please";
+ mes "leave this place as soon as you can.";
+ close;
+ }
+ mes "[Feylin]";
+ mes "What makes you to come to such";
+ mes "a dangerous town? Please leave";
+ mes "this place as soon as you can.";
+ close;
+}