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path: root/npc/quests/quests_morocc.txt
blob: 39279cd2a33932bfe9471e3f4929bc49279e9dd2 (plain) (blame)
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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Euphy
//= Copyright (C)  Gepard
//= Copyright (C)  L0ne_W0lf
//= Copyright (C)  Samuray22
//= Copyright (C)  SinSloth
//= Copyright (C)  Lupus
//= Copyright (C)  kobra_k88
//=
//= 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/>.
//=========================================================================
//= Quest NPCs related to Morroc
//================= Description ===========================================
//= - Stop Post
//= - Binoculars Quest
//= - Assassin Pub NPCs/supporting quest NPCS. [Disabled]
//= - Resurrection of Satan Morroc
//= - The Crow of the Fate
//= - Succession of the Prince
//================= Current Version =======================================
//= 3.2
//=========================================================================

//== Stop Post Quest =======================================
moc_ruins,113,181,4	script	William	4_M_ORIENT02,{
	mes "[William]";
	mes "Welcome to";
	mes "MacMillan's ^3355FFPost^000000 Workshop.";
	next;
	mes "[William]";
	mes "My family, the MacMillan Clan, has been producing Professional Traffic Signal Posts for more than 250 years. Nowadays, we are booking Special Orders for our unique ornament, ^3355FFStop Post^000000.";
	next;
	switch(select("Could I order one ^3355FFStop Post^000000?", "Nah...")) {
	case 1:
		mes "[William]";
		mes "This unique ornament, ^3355FFStop Post^000000, is a traffic signal on the road, and doubles as a hair ornament! This, we solemnly promise on the strength of a 100-year guarantee.";
		next;
		mes "[William]";
		mes "To produce a ^3355FFStop Post^000000, we need ^3355FF91100 Zeny^000000, ^3355FF50 Trunk^000000 and ^3355FF1 Black Dyestuffs^000000.";
		next;
		if ((countitem(Wooden_Block) > 49) && (countitem(Black_Dyestuffs) > 0) && (Zeny > 91099)) {
			delitem Wooden_Block,50;
			delitem Black_Dyestuffs,1;
			Zeny -= 91100;
			mes "[William]";
			mes "Here you are~!";
			mes "This ^3355FFStop Post^000000 has";
			mes "been especially made";
			mes "just for you!";
			mes "Thank you for stopping by!";
			mes "...Get the joke?";
			getitem Stop_Post,1; // Stop_Post
			close;
		}
		else {
			mes "[William]";
			mes "So...";
			mes "When you get those items, swing on by and we'll give you a Stop Post.";
			close;
		}
	case 2:
		mes "[William]";
		mes "Anyway, thank you for coming by 'MacMillan's Workshop.' But think about buying something next time, will ya?";
		close;
	}
}

//== Binoculars Quest ======================================
moc_ruins,118,176,4	script	Alchemist	1_M_WIZARD,{
	mes "[Marius]";
	mes "Howdy, new customer!!";
	mes "I know what you're gonna talk about. You want the Magic Glasses from me, riiiiight?";
	next;
	switch(select("What is that?", "Manufacture", "Ignore him")) {
	case 1:
		mes "[Marius]";
		mes "Hmm~!";
		mes "Well, the official name for them is ^3355FFBinoculars^000000! An optical device that works like a pair of field glasses, they're designed for simultaneous use by both eyes!";
		next;
		mes "[Marius]";
		mes "They're made up of two small telescopes joined with a single focusing device. You can arrange the lenses to produce stereoscopic vision.";
		next;
		mes "[Marius]";
		mes "So?";
		mes "Ain't that";
		mes "something, huh?";
		mes "Muhahahahahaha!";
		mes ". . . . .";
		next;
		mes "[Marius]";
		mes "Hm? You don't seem to";
		mes "believe what I just said?";
		mes "Oh c'mon, jerk. It's real!!";
		next;
		mes "[Marius]";
		mes "I will let you";
		mes "know the items I need...";
		mes "1 ^3355FFGeek Glasses^000000! 100 ^3355FFSteel^000000!";
		mes "And ^3355FF50000 Zeny^000000!";
		close;
	case 2:
		if ((countitem(Spinning_Eyes) > 0) && (countitem(Steel) > 99) && (Zeny > 49999)) {
			mes "[Marius]";
			mes "Perfect, perfect !";
			mes "Now my masterpiece will be complete!";
			mes "Muhahahaha !";
			next;
			delitem Spinning_Eyes,1;
			delitem Steel,100;
			Zeny -= 50000;
			mes "[Marius]";
			mes "Here you are!";
			mes "Binoculars !";
			getitem Binoculars,1; // Binoculars
			next;
			mes "[Marius]";
			mes "Just remember...";
			mes "Don't peep at something you shouldn't look at. Well, at least try not to.";
			close;
		}
		else {
			mes "[Marius]";
			mes "Argggghhhhhhh!!";
			mes "You didn't bring";
			mes "enough items!!!!";
			mes "How dare you";
			mes "disgrace me!!!";
			mes "Baaaadddd !!";
			close;
		}
	case 3:
		mes "[Marius]";
		mes "Hey you~!";
		mes "Now you're in front of Marius, an Alchemist among Alchemists. Ignoring me, eh? Come on, I'll beat your ass!";
		close;
	}
}

//== Morroc Assassin Guild Bar [Disabled] ==================
/*
morocc,43,108,5	script	Sharp-Looking Kid#dan_07	4_KID01,{
	if (BaseClass == Job_Assassin) {
		mes "[Jack]";
		mes "In spite of the chaotic mess in their town, ";
		mes "there are still some of those who pay visits here.";
		mes "Maybe the stronghold itself is a real one of a kind..";
		close;
	}
	else {
		if (countitem(Letter_Of_Recommend) > 0) {
			mes "[Jack]";
			mes "A letter of recommendation?";
			mes "Oh, boy. Looks like you've brought me a very, very old relic from the past.";
			mes "Well, guess you should go in and see the master.";
			close;
		}
		else {
			mes "[Jack]";
			mes "Hey, what are you peeking at?";
			mes "Don't you have better things to do? You'd better go to the shelter and save your ass.";
			close;
		}
	}
}

morocc,45,110,0	script	que_job01#01	WARPNPC,2,2,{
OnTouch:
	if (BaseClass == Job_Assassin) {
		warp "que_job01",9,94;
		end;
	}
	else {
		mes "[Jack]";
		mes "Wait, that's the restricted area....";
		mes "......";
		mes "Oh, well.";
		next;
		mes "[Jack]";
		mes "Things have changed.";
		mes "Just do whatever you want!";
		close2;
		warp "que_job01",9,94;
		end;
	}
}

que_job01,6,94,0	warp	morocc#01	2,2,morocc,45,103
que_job01,17,48,0	warp	que_job01#02	2,2,que_job01,68,92
que_job01,68,96,0	warp	que_job01#03	2,2,que_job01,17,53

que_job01,80,77,0	script	que_job01#04	WARPNPC,2,2,{
OnTouch:
	if (BaseClass == Job_Assassin) {
		warp "que_job01",61,50;
		end;
	}
	else if (mao_request > 0) {
		warp "que_job01",61,50;
		end;
	}
	else {
		mes "[Litheron]";
		mes "Whoa, you're not";
		mes "allowed to be in here.";
		mes "Hey, master! Do you";
		mes "know this guy?";
		next;
		if (prt_curse == 24) {
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "I don't care what you say, I'm coming in!!!";
			next;
			mes "[Litheron]";
			mes "Hey, master-! What do we do with this guy?";
			mes "He sure seems tough!";
			next;
			mes "[Master]";
			mes "Hmm. Let him do what he wants to do.";
			mes "Passing through one door doesn't make any difference.";
			next;
			mes "[Litheron]";
			mes "Hah! Did you hear that?";
			mes "Alright, how about this?";
			mes "I'll let you in if you buy me a drink.";
			mes "Besides, you can't risk making trouble here: this place";
			mes "is full of deadly Assassins.";
			next;
			switch(select("Sure", "Why should I?!")) {
			case 1:
				if (Zeny > 999) {
					mes "[Litheron]";
					mes "Heh, that's what";
					mes "I'm talking about!";
					mes "Hey, bartender! Gimme";
					mes "the usual! I like your";
					mes "style, adventurer...";
					Zeny -= 1000;
					next;
					mes "[Litheron]";
					mes "Alright, you can come";
					mes "on in. But don't you dare";
					mes "breathe a word about this";
					mes "bar to another living soul.";
					close2;
					warp "que_job01",61,50;
					end;
				}
				else {
					mes "[Litheron]";
					mes "Huh...";
					mes "Oh, you don't even";
					mes "have enough zeny to";
					mes "buy water here. Oh boy...";
					mes "If you really want to enter,";
					mes "make sure you have the cash!";
					close2;
					warp "que_job01",85,77;
					end;
				}
			case 2:
				mes "[Litheron]";
				mes "Not the savvy type,";
				mes "are you...? Fine, fine.";
				mes "If you're not gonna do";
				mes "me any favors, then why";
				mes "should I help you? Go away!";
				close2;
				warp "que_job01",85,77;
				end;
			}
		}
		else {
			mes "[Master]";
			mes "Not at all.";
			mes "Make sure that this";
			mes "one isn't allowed";
			mes "to enter.";
			next;
			mes "[Litheron]";
			mes "You heard the man.";
			mes "You better retreat";
			mes "from this place while";
			mes "you still have legs...";
			close2;
			warp "que_job01",85,77;
			end;
		}
	}
}

que_job01,65,50,0	warp	que_job01#05	2,2,que_job01,84,77

que_job01,81,79,5	script	Idle Knight#dan_08	4_M_JOB_KNIGHT1,{
	mes "[Litheron]";
	mes "What's the matter?";
	mes "Oh, I see... You're";
	mes "probably wondering why";
	mes "a Knight like me is in a";
	mes "secret Assassin's pub.";
	if (BaseClass == Job_Knight) {
		mes "What about you, huh?";
	}
	next;
	mes "[Litheron]";
	mes "You know.. I just came to take a short breather. This whole restoration work is killing me.";
	mes "It's almost impossible to spot a place for a little drink these days, if you know what I mean.";
	close;
}

que_job01,82,95,3	script	Bar Master#moc_main01	1_ETC_01,{
	if (checkweight(Spawn,200) == 0) {
		mes "^3355FFWait a second!";
		mes "Right now, you're carrying";
		mes "too many things with you.";
		mes "Please come back after";
		mes "using the Kafra Service";
		mes "to store some of your items.^000000";
		close;
	}
	if (BaseClass == Job_Assassin) {
		mes "[Master]";
		mes "Please, come in.";
		mes "Care for a drink?";
	}
	else if ((BaseJob == Job_Thief) && (BaseClass != Job_Assassin)) {
		mes "[Master]";
		mes "......Huh. How did a ruffian like you get in here?";
		mes "Well, I guess Jack's not doing his job.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Hey,master, don't be so harsh. We know each other, don't we?";
		mes "You don't wanna hurt your old friend's feeling~";
		next;
		mes "[Master]";
		mes "Whatever you say.";
		mes "So,what do you wanna drink?";
	}
	else {
		mes "[Master]";
		mes "....Hmm...";
		mes "What do you wanna drink?";
	}
	next;
	switch(select("Order a Drink", "Ask About Mission", "Cancel")) {
	case 1:
		mes "[Master]";
		mes "In this place, I only serve two drinks.";
		mes "You want a Tropical Sograt or";
		mes "a Vermilion on the Beach?";
		next;
		switch(select("Tropical Sograt", "Vermilion on the Beach", "Do you offer any free drinks?")) {
		case 1:
			if (checkweight(Spawn,200) == 0) {
				mes "[Master]";
				mes "Hey, why did you bring";
				mes "so much stuff with you?";
				mes "I can't give you anything";
				mes "to drink if you don't have";
				mes "the room to carry it around.";
				mes "Clear out your inventory!";
				close;
			}
			else {
				if (BaseClass == Job_Assassin) {
					if (Zeny < 800) {
						mes "[Master]";
						mes "You know...";
						mes "I was going to charge you";
						mes "800 zeny for this drink, but";
						mes "it looks like you can't afford";
						mes "it right now. Come back when";
						mes "you have the zeny, alright?";
					}
					else {
						mes "[Master]";
						mes "Most bartenders would";
						mes "usually charge 1,000 zeny";
						mes "for this stuff, but I'll only";
						mes "ask you for 800. Enjoy it,";
						mes "my friend, and drink it as";
						mes "deeply as you would life.";
						Zeny -= 800;
						getitem Tropical_Sograt,1;
					}
					close;
				}
				else {
					if (Zeny < 1000) {
						mes "[Master]";
						mes "Hey, you don't have";
						mes "the zeny for this drink.";
						mes "Make sure you come back";
						mes "with 1,000 zeny if you want";
						mes "me to fix you something, okay?";
						close;
					}
					else {
						mes "[Master]";
						mes "For Assassins, I charge";
						mes "800 zeny, but for you, I'm";
						mes "gonna charge 1,000. No";
						mes "hard feelings, but you're";
						mes "already lucky to be here.";
						mes "Hey, enjoy your drink~";
						Zeny -= 1000;
						getitem Tropical_Sograt,1;
						close;
					}
				}
			}
		case 2:
			if (checkweight(Spawn,200) == 0) {
				mes "[Master]";
				mes "Hey, why did you bring";
				mes "so much stuff with you?";
				mes "I can't give you anything";
				mes "to drink if you don't have";
				mes "the room to carry it around.";
				mes "Clear out your inventory!";
				close;
			}
			else {
				if (BaseClass == Job_Assassin) {
					if (Zeny < 800) {
						mes "[Master]";
						mes "You know...";
						mes "I was going to charge you";
						mes "800 zeny for this drink, but";
						mes "it looks like you can't afford";
						mes "it right now. Come back when";
						mes "you have the zeny, alright?";
					}
					else {
						mes "[Master]";
						mes "Most bartenders would";
						mes "usually charge 1,000 zeny";
						mes "for this stuff, but I'll only";
						mes "ask you for 800. Enjoy it,";
						mes "my friend, and drink it as";
						mes "deeply as you would life.";
						Zeny -= 800;
						getitem Vermilion_The_Beach,1;
					}
					close;
				}
				else {
					if (Zeny < 1000) {
						mes "[Master]";
						mes "Hey, you don't have";
						mes "the zeny for this drink.";
						mes "Make sure you come back";
						mes "with 1,000 zeny if you want";
						mes "me to fix you something, okay?";
						close;
					}
					else {
						mes "[Master]";
						mes "For Assassins, I charge";
						mes "800 zeny, but for you, I'm";
						mes "gonna charge 1,000. No";
						mes "hard feelings, but you're";
						mes "already lucky to be here.";
						mes "Hey, enjoy your drink~";
						Zeny -= 1000;
						getitem Vermilion_The_Beach,1;
						close;
					}
				}
			}
		case 3:
			mes "[Master]";
			mes "What are you...?";
			mes "I just told you";
			mes "I only serve two";
			mes "drinks. If you want";
			mes "water, you oughtta";
			mes "go someplace else.";
			close;
		}
	case 2:
		if (mao_request == 1) {
			if (BaseClass == Job_Assassin) {
				mes "[Master]";
				mes "A mission...";
				mes "Don't you think you're little too late?";
				mes "All the requests were cancelled and there's nothing left for you to do.";
				mes "Besides, first things first. The restoration work for the city is the most urgent.";
				close;
			}
			else {
				mes "[Master]";
				mes "Huh?";
				next;
				select("Show him the Letter of Recommendation.");
				if (countitem(Letter_Of_Recommend) > 0) {
					mes "[Master]";
					mes "Ah.. I think you're little too late.";
					mes "I've got nothing to say if this's about the request sent to each guild.";
					mes "I'm sorry you've come this far for nothing.";
					close;
				}
				else {
					mes "[Master]";
					mes "What are you talking about?";
					next;
					mes "[Master]";
					mes "................You're looking way too suspicious now.";
					mes " ";
					mes "Boys, show this guy the door!!";
					next;
					mes "[Drinking Boys]";
					mes "- Yes, Sir!";
					next;
					mes "- You've got kicked out of the place. -";
					close2;
					warp "morocc",45,106;
					end;
				}
			}
		}
		else {
			if (BaseClass == Job_Assassin) {
				mes "[Master]";
				mes "Let me take a guess. You haven't been assigned any missions from this joint, eh?";
				mes "By the way, you like this place?";
				next;
				mes "[Master]";
				mes "You know, I kinda...";
				mes "happen to really love this little pub of mine..";
				mes "where some secret businesses take place..";
				next;
				mes "[Master]";
				mes "If you want, I'll recommend";
				mes "you to the guildmaster for";
				mes "a mission. Until then, you've";
				mes "got to focus on your training.";
				mes "And until you train... Why";
				mes "don't you enjoy a drink?";
				close;
			}
			else {
				mes "[Master]";
				mes "Mission...?";
				mes "Come on, what are";
				mes "you talking about?";
				mes "Stop talking crazy and";
				mes "order something to drink.";
				close;
			}
		}
	case 3:
		mes "[Master]";
		mes "Hmmm.";
		close;
	}
}

que_job01,49,49,5	script	Tao#dan_09	4_F_YUNYANG,{
	if (BaseClass == Job_Assassin) {
		mes "[Tao]";
		mes "Welcome, meow~";
		mes "How's out, meow?";
		next;
		if (prt_curse == 24) {
			switch(select("Is Marjana in?", "I'm here to see you,Tao.")) {
			case 1:
				mes "[Tao]";
				mes "She's in the room on your left, meow~";
				mes "But then, how d'you know she's here, meow?";
				close;
			case 2:
				mes "[Tao]";
				mes "This is no place for playing, meow..";
				mes "... Hey, it's awkward you looking at me like that, meow..";
				close;
			}
		}
		else {
			mes "[Tao]";
			mes "Is this all because of that dude called Raiyan Moore or More.. or.. blar?";
			mes "... Meow..";
			next;
			mes "[Tao]";
			mes "Ugh, you've got nothing to do, then get lost, meow?!";
			mes "You know this place is prohibited, meow.";
			mes "You won'e even be able to go into that room, anyway, meow~.";
			next;
			mes "[Tao]";
			mes "Or, else.... You could?.. Oh, who knows, meow..";
			mes "Tao hates to watch the gate anymore, meow~ meow~";
			close;
		}
	}
	else {
		mes "[Tao]";
		mes "What's up, meow!";
		next;
		switch(select("So, it's just you, little brat?", "What has gotten into you?!", "Hey, stop meowing?!")) {
		case 1:
			mes "[Tao]";
			mes "What are you talking about, meow!";
			mes "Tao's the greatest gate keeper!";
			mes "Don't ever low estimate, meow!";
			next;
			mes "[Tao]";
			mes "Looks like you came for some reasons, but don't even dream of getting my help, meow!!";
			mes "Do you think I'm stupid enough to tell you that";
			mes "the Master and Marjana are in that room on the right? Meow, meow, meow~~";
			close;
		case 2:
			mes "[Tao]";
			mes "Are you looking down on me because I'm a gate keeper?!";
			mes "Grrrr...";
			next;
			mes "[Tao]";
			mes "Get outta here while you have chances!!!!";
			close;
		case 3:
			mes "[Tao]";
			mes "Meow, meow.";
			mes "It's a long story, meow.";
			mes "That day, Tao really wanted a Big Ribbon, meow.";
			next;
			mes "[Tao]";
			mes "So I went out looking for Wild Roses, meow...";
			mes "...Meow? Wait a minute, why am I telling this story, meow?!";
			next;
			mes "[Tao]";
			mes "Krrrr!";
			mes "Who the hell are you!";
			next;
			mes "[Tao]";
			mes "Get out of here, meow!!!";
			close;
		}
	}
}

que_job01,51,55,0	script	que_job01#room_1	WARPNPC,1,1,{

OnReset:
	$@maobar_room = 0;
	end;

OnTouch:
	if (prt_curse == 24) {
		if ($@maobar_room == 0) {
			$@maobar_room = 1;
			donpcevent " #room1timer::OnEnable";
			donpcevent "Marjana#poison::OnEnable";
			mes "[Tao]";
			mes "Ah, that place is protected";
			mes "by security magic, so you'll";
			mes "only have ^4D4DFF4 minutes^000000 to remain";
			mes "there. Don't waste time, meow!";
			close2;
			warp "que_job01",11,7;
			end;
		}
		else {
			mes "[Tao]";
			mes "Sooo sorry, meow~";
			mes "Someone else is already";
			mes "inside. Just come back";
			mes "again later, meow?";
			close2;
			warp "que_job01",52,50;
			end;
		}
	}
	else if (mao_request > 0) {
		if ($@maobar_room == 0) {
			$@maobar_room = 1;
			donpcevent " #room1timer::OnEnable";
			donpcevent "Valdes#moc_master_1::OnEnable";
			mes "[Tao]";
			mes "Ah, that place is protected";
			mes "by security magic, so you'll";
			mes "only have ^4D4DFF4 minutes^000000 to remain";
			mes "there. Don't waste time, meow!";
			close2;
			warp "que_job01",11,7;
			end;
		}
		else {
			mes "[Tao]";
			mes "Sooo sorry, meow~";
			mes "Someone else is already";
			mes "inside. Just come back";
			mes "again later, meow?";
			close2;
			warp "que_job01",52,50;
			end;
		}
	}
	else {
		mes "[Tao]";
		mes "Wh-who are you?";
		mes "This is a restricted";
		mes "area, meow! If you don't";
		mes "have permission, then get";
		mes "out of there right meow!";
		close2;
		warp "que_job01",52,50;
		end;
	}
}

que_job01,1,1,0	script	 #room1timer	CLEAR_NPC,{
OnEnable:
	initnpctimer;
	mapannounce "que_job01","You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
	end;

OnStop:
	mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
	donpcevent "#room1_warp::OnDisable";
	donpcevent "Valdes#moc_master_1::OnDisable";
	donpcevent "Marjana#poison::OnDisable";
	donpcevent "que_job01#room_1::OnReset";
	stopnpctimer;
	end;

OnTimer240000:
	donpcevent "#room1_warp::OnEnable";
	end;

OnTimer245000:
	donpcevent "#room1_warp::OnDisable";
	donpcevent "Valdes#moc_master_1::OnDisable";
	donpcevent "Marjana#poison::OnDisable";
	end;

OnTimer250000:
	mapannounce "que_job01","The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
	donpcevent "que_job01#room_1::OnReset";
	stopnpctimer;
	end;
}

que_job01,12,13,0	script	#room1_warp	FAKE_NPC,15,15,{
OnInit:
	disablenpc "#room1_warp";
	end;

OnEnable:
	enablenpc "#room1_warp";
	end;

OnDisable:
	disablenpc "#room1_warp";
	end;

OnTouch:
	warp "que_job01",52,50;
	end;
}

que_job01,51,44,0	warp	que_job01#room_2	1,1,que_job01,80,23

que_job01,11,4,0	script	que_job01#room1_out	WARPNPC,1,1,{
OnTouch:
	warp "que_job01",52,50;
	donpcevent " #room1timer::OnStop";
	end;
}

que_job01,80,27,0	warp	que_job01#room2_1_out	1,1,que_job01,52,50

que_job01,16,21,5	script	Valdes#moc_master_1	1_M_JOBTESTER,{
	if (BaseClass == Job_Assassin) {
		mes "[Valdes]";
		mes "What is it? I have nothing to ask you to do.";
		mes "Could you please leave me alone? I have a bad headache.";
		next;
		mes "[Valdes]";
		mes "I'll ask you for a help some other time.";
		mes "You look pretty passionate after all.";
	}
	else {
		mes "[Valdez]";
		mes "....Sorry, but could you please leave?";
		mes "I'm really stressed out right now.";
		mes "If you're here for the request that we made earlier, you can just forget about it.";
	}
	if (countitem(Mission_ScrollA) > 0) {
		delitem Mission_ScrollA,countitem(Mission_ScrollA);
	}
	if (countitem(Mission_ScrollB) > 0) {
		delitem Mission_ScrollB,countitem(Mission_ScrollB);
	}
	if (countitem(Letter_Of_Recommend) > 0) {
		delitem Letter_Of_Recommend,countitem(Letter_Of_Recommend);
	}
	close;

OnInit:
	disablenpc "Valdes#moc_master_1";
	end;

OnEnable:
	enablenpc "Valdes#moc_master_1";
	end;

OnDisable:
	disablenpc "Valdes#moc_master_1";
	end;
}
*/

yuno_in04,180,106,3	script	Reading Girl#moc_girl1	1_F_MERCHANT_01,{
	mes "[" + strcharinfo(PC_NAME) + "]";
	mes "Excuse me, but may I ask";
	mes "you a question?";
	next;
	mes "[Yunia]";
	mes "Eh? Oh, I'm sorry, I was";
	mes "so busy reading this book!";
	mes "So, uh, what exactly did";
	mes "you want to ask me?";
	next;
	select("What are you reading?");
	mes "[Yunia]";
	mes "Ah! This is one of the best sellers of Joshua Vansei's.";
	mes "The main character is a writer, and it's so touching that this guy writes a story of his mistress...";
	next;
	mes "[Yunia]";
	mes "Oh.. I can't wait to see Hoein Special..";
	mes "And this, you could have a look if you want to.";
	next;
	mes "[" + strcharinfo(PC_NAME) + "]";
	mes "Oh, now, I shouldn't.";
	mes "Looks like the cover's rounded with a red strap,";
	mes "which..I really think is for adults only.";
	mes "ex..cuse me~!";
	close;
}

morocc_in,46,125,5	script	Assistant#moc_ex1	4_F_NOVICE,{
	mes "[Sephit]";
	mes "I've always believed in Satan..";
	mes "Haah... Guess it's good to be living, after all.";
	next;
	mes "[Sephit]";
	mes "Who would've thought to actually see the Satan while alive.....?";
	close;
}

que_job01,70,84,1	script	Girl#moc_ex002	4_F_SITDOWN,{
	mes "[Girl]";
	mes "Oh, the world.. the world is doomed..";
	mes "-sobbing-";
	mes "Nothing seems to be working now..";
	emotion e_sob;
	next;
	mes "["+ strcharinfo(PC_NAME) +"]";
	mes "....Tsk..tsk...";
	mes "Good heavens.. I can't believe this young girl's drinking with sadness....";
	close;
}

//== Resurrection of Satan Morroc ==========================
moc_fild20,354,183,3	script	Continental Guard#01::MocConGuard	4_M_MOC_SOLDIER,3,3,{
	if ((rebirth_moc_edq == 0) && (rebirth_moc_edq < 4)) {
		mes "[Continental Guard]";
		mes "No commoners are allowed in the area beyond this point.";
		mes "This place is extremely dangerous so you are restricted from entering.";
		next;
		switch(select("Cancel Conversation", "Ask What Happened")) {
		case 1:
			close;
		case 2:
			mes "[Continental Guard]";
			mes "Didn't you know? Satan Morroc has resurrected and broke out of Morroc Village where he was confined.";
			next;
			mes "[Continental Guard]";
			mes "His resurrection has caused irreparable damage to the village and to the desert around it, and now he has moved to the Sograt Desert.";
			next;
			mes "[Continental Guard]";
			mes "We are here to carry out the orders of the Prontera Kingdom by preventing commoners, aside from the members of the Morroc Subjugation, from accessing the area.";
			next;
			mes "[Continental Guard]";
			mes "If you'd like to know more information, I suggest that you speak to the Continental Guard in charge of the accident site in Morroc Village.";
			next;
			switch(select("End Conversation", "Ask About Guard's Location")) {
			case 1:
				close;
			case 2:
				mes "[Continental Guard]";
				mes "The guard that you want to talk to is at a camp built in the center of Morroc Village.";
				next;
				mes "[Continental Guard]";
				mes "If you'd like, I can send you there directly.";
				next;
				switch(select("No, thanks.", "Please do.")) {
				case 1:
					mes "[Continental Guard]";
					mes "I see. Well then, for your safety, please leave this dangerous area as soon as possible.";
					close;
				case 2:
					mes "[Continental Guard]";
					mes "Great. I'll send you to Morroc Village's accident site shortly.";
					close2;
					warp "morocc",160,61;
					end;
				}
			}
		}
	}
	else if ((rebirth_moc_edq > 3) && (rebirth_moc_edq < 8)) {
		mes "[Continental Guard]";
		mes "No commoners are allowed in the area beyond this point.";
		mes "This place is extremely dangerous so you are restricted from entering.";
		next;
		switch(select("Cancel Conversation", "Enter the Field to Investigate", "Move to Morroc's Accident Site")) {
		case 1:
			close;
		case 2:
			if ($@re_moc < 3) {
				getpartymember(getcharid(CHAR_ID_PARTY));
				.@partymembercount = $@partymembercount;
				copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
				while (.@partymembercount >= 0) {
					.@name$ = .@partymembername$[.@partymembercount];
					if (isloggedin(getcharid(CHAR_ID_ACCOUNT,.@name$))) {
						++.@onlinemembers;
					}
					--.@partymembercount;
				}
				if ((.@onlinemembers > 1) && (countitem(Continental_Guard_Paper) > 0)) {
					mes "[Continental Guard]";
					mes "......";
					next;
					mes "[Continental Guard]";
					mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
					next;
					mes "[Continental Guard]";
					mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
					close2;
					warp "moc_fild21",38,193;
					end;
				}
				else if ((.@onlinemembers < 2) && (countitem(Continental_Guard_Paper) > 0)) {
					mes "[Continental Guard]";
					mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
					next;
					mes "[Continental Guard]";
					mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
					next;
					mes "[Continental Guard]";
					mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
					close;
				}
				else if (countitem(Continental_Guard_Paper) < 1) {
					mes "[Continental Guard]";
					mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
					close;
				}
				else {
					close;
				}
			}
			else {
				mes "[Continental Guard]";
				mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected from the Morroc field.";
				next;
				mes "[Continental Guard]";
				mes "We need to wait until the phenomenon is over, and then we'll let you proceed with your investigation.";
				close;
			}
		case 3:
			mes "[Continental Guard]";
			mes "Great. I'll send you to Morroc Village's accident site shortly.";
			close2;
			warp "morocc",160,61;
			end;
		}
	}
	else if (rebirth_moc_edq == 8) {
		mes "[Continental Guard]";
		mes "Ah, you're an adventurer working for the Continental Guard. Nice to meet you. Feel free to ask me if you need my assistance.";
		next;
		getpartymember(getcharid(CHAR_ID_PARTY));
		.@partymembercount = $@partymembercount;
		copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
		while (.@partymembercount >= 0) {
			.@name$ = .@partymembername$[.@partymembercount];
			if (isloggedin(getcharid(CHAR_ID_ACCOUNT,.@name$))) {
				++.@onlinemembers;
			}
			--.@partymembercount;
		}
		switch(select("Enter the First Field to Investigate", "Enter the Second Field to Investigate", "Return to Morroc's Accident Site", "Cancel Conversation")) {
		case 1:
			if ((.@onlinemembers > 1) && (countitem(Continental_Guard_Paper) > 0)) {
				mes "[Continental Guard]";
				mes "......";
				next;
				mes "[Continental Guard]";
				mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
				next;
				mes "[Continental Guard]";
				mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
				close2;
				warp "moc_fild21",38,193;
				end;
			}
			else if ((.@onlinemembers < 2) && (countitem(Continental_Guard_Paper) > 0)) {
				mes "[Continental Guard]";
				mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
				next;
				mes "[Continental Guard]";
				mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
				next;
				mes "[Continental Guard]";
				mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
				close;
			}
			else if (countitem(Continental_Guard_Paper) < 1) {
				mes "[Continental Guard]";
				mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
				close;
			}
			else {
				close;
			}
		case 2:
			if ((.@onlinemembers > 1) && (countitem(Continental_Guard_Paper) > 0)) {
				mes "[Continental Guard]";
				mes "......";
				next;
				mes "[Continental Guard]";
				mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
				next;
				mes "[Continental Guard]";
				mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
				close2;
				warp "moc_fild22",38,193;
				end;
			}
			else if ((.@onlinemembers < 2) && (countitem(Continental_Guard_Paper) > 0)) {
				mes "[Continental Guard]";
				mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
				next;
				mes "[Continental Guard]";
				mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
				next;
				mes "[Continental Guard]";
				mes "...So please go back to the site, and come back in a party of at least 2 members. Thank you.";
				close;
			}
			else if (countitem(Continental_Guard_Paper) < 1) {
				mes "[Continental Guard]";
				mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
				close;
			}
			else {
				close;
			}
		case 3:
			mes "[Continental Guard]";
			mes "Great. I'll send you to Morroc Village's accident site shortly.";
			close2;
			warp "morocc",160,61;
			end;
		case 4:
			close;
		}
	}
	else {
		end;
	}

OnTouch:
	mes "[Continental Guard]";
	mes "No commoners are allowed in the area beyond this point.";
	mes "This place is extremely dangerous so you are restricted from entering.";
	close;
	end;
}

moc_fild20,354,174,3	duplicate(MocConGuard)	Continental Guard#02	4_M_MOC_SOLDIER,3,3
moc_fild20,38,174,5	duplicate(MocConGuard)	Continental Guard#03	4_M_MOC_SOLDIER,3,3
moc_fild20,38,183,5	duplicate(MocConGuard)	Continental Guard#04	4_M_MOC_SOLDIER,3,3
moc_fild20,189,21,7	duplicate(MocConGuard)	Continental Guard#05	4_M_MOC_SOLDIER,3,3
moc_fild20,200,21,7	duplicate(MocConGuard)	Continental Guard#06	4_M_MOC_SOLDIER,3,3
moc_fild20,203,336,5	duplicate(MocConGuard)	Continental Guard#07	4_M_MOC_SOLDIER,3,3
moc_fild20,215,336,3	duplicate(MocConGuard)	Continental Guard#08	4_M_MOC_SOLDIER,3,3

-	script	Continental Messenger#00::ConMessenger	4_M_MOCASS1,3,3,{
	.@area$ = strnpcinfo(NPC_NAME_HIDDEN);
	if (.@area$ == "01") { .@area$ = "Prontera"; }
	else if (.@area$ == "02") { .@area$ = "Geffen"; }
	else if (.@area$ == "03") { .@area$ = "Payon"; }
	else if (.@area$ == "04") { .@area$ = "Alberta"; }
	else if (.@area$ == "05") { .@area$ = "Al De Baran"; }
	if (BaseLevel > 79) {
		mes "[Continental Guard Messenger]";
		mes "Good day, "+ strcharinfo(PC_NAME) +". We don't have the luxury of time in this dire situation so I'll try to make this quick.";
		next;
		mes "[Continental Guard Messenger]";
		mes "I'm a messenger dispatched here to " + .@area$ + " from the Morroc Continental Guard Headquarters. My duty is to deliver this important message to as many renowned adventurers as I can. I'm glad that I was finally able to find you, "+ strcharinfo(PC_NAME) +".";
		next;
		select("Morroc Continental Guard Headquarters?");
		mes "[Continental Guard Messenger]";
		mes "Time's running out, so I can only give you a brief explanation.";
		next;
		mes "[Continental Guard Messenger]";
		mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
		next;
		mes "[Continental Guard Messenger]";
		mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
		next;
		mes "[Continental Guard Messenger]";
		mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
		next;
		mes "[Continental Guard Messenger]";
		mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
		next;
		mes "[Continental Guard Messenger]";
		mes "We need your help, "+ strcharinfo(PC_NAME) +". We need reputable adventurers like you to seal away Satan Morroc once again.";
		next;
		mes "[Continental Guard Messenger]";
		mes "For more information, please speak to the captain of the Morroc Continental Guard. He is waiting for you, "+ strcharinfo(PC_NAME) +".";
		next;
		mes "[Continental Guard Messenger]";
		mes "The Continental Guard Headquarters is located near the center palace of Morroc, so please go speak to the chief as soon as you can.";
		close;
	}
	else {
		mes "[Continental Guard Messenger]";
		mes "I'm a messenger from the Morroc Continental Guards Headquarters, and I've come here to " + .@area$ + " with an urgent message for everyone here in Rune-Midgarts Kingdom.";
		next;
		select("Morroc Continental Guard Headquarters?");
		mes "[Continental Guard Messenger]";
		mes "Time's running out, so I can only give you a brief explanation.";
		next;
		mes "[Continental Guard Messenger]";
		mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
		next;
		mes "[Continental Guard Messenger]";
		mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
		next;
		mes "[Continental Guard Messenger]";
		mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
		next;
		mes "[Continental Guard Messenger]";
		mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
		next;
		mes "[Continental Guard Messenger]";
		mes "Part of my duty is to help recruit adventurers from around the world to help drive Satan Morroc back into confinement. It won't be easy, but he was defeated once before. Satan Morroc can be sealed away again.";
		next;
		mes "[Continental Guard Messenger]";
		mes "At least 70% of Morroc Village was destroyed by the fallout of Satan Morroc's resurrection.";
		next;
		mes "[Continental Guard Messenger]";
		mes "The desert around Morroc has also turned into a land of death after it was claimed by Satan Morroc and his powerful doppelgangers and underlings.";
		mes "So heed my warning, stay away from the Morroc area unless you're on a mission organized by the Morroc Continental Guard.";
		close;
	}

OnTouch:
	if (BaseLevel > 79) {
		mes "[Continental Guard Messenger]";
		mes "Are you... "+ strcharinfo(PC_NAME) +"?";
		mes "Ah, very well. I have an extremely important message for you.";
		next;
		mes "[Continental Guard Messenger]";
		mes "The situation is urgent, so please listen to me carefully.";
		close;
	}
	end;
}

prontera,164,304,3	duplicate(ConMessenger)	Continental Messenger#01	4_M_MOCASS1,3,3
geffen,128,90,3	duplicate(ConMessenger)	Continental Messenger#02	4_M_MOCASS1,3,3
payon,200,113,3	duplicate(ConMessenger)	Continental Messenger#03	4_M_MOCASS1,3,3
alberta,127,64,3	duplicate(ConMessenger)	Continental Messenger#04	4_M_MOCASS2,3,3
aldebaran,135,128,3	duplicate(ConMessenger)	Continental Messenger#05	4_M_MOCASS2,3,3

morocc,176,103,3	script	Continental Official	4_M_SAGE_A,{
	if (rebirth_moc_edq > 3) {
		mes "[Continental Guard Official]";
		mes "On behalf of the Continental Guard, I thank you for your efforts. Now, let me see if I've received any news from Headquarters that you should know...";
		next;
		mes "[Continental Guard Official]";
		mes "Hmm...";
		next;
		mes "[Continental Guard Official]";
		mes "Nothing yet. Please carry on with your current mission. Once again, thank you.";
		close;
	}
	else if (rebirth_moc_edq == 0) {
		mes "[Continental Guard Official]";
		mes "Welcome to the Morroc Subjugation Information Center. How may I help you?";
		next;
		switch(select("What is this place for?", "I'm here to volunteer.", "Tell me about the village situation.")) {
		case 1:
			mes "[Continental Guard Official]";
			mes "I'm stationed here to assist adventurers who wish to volunteer and help the Continental Guard fight Satan Morroc.";
			next;
			mes "[Continental Guard Official]";
			mes "I am sure you are already aware that Satan Morroc's revival threatens the peace of the Rune-Midgarts kingdom, and if Satan Morroc is allowed to roam free, it will devour the entire world.";
			next;
			mes "[Continental Guard Official]";
			mes "The Continental Guard is currently planning an array of countermeasures to suppress Satan Morroc under the order of the kingdom.";
			next;
			mes "[Continental Guard Official]";
			mes "If you have been invited by our messenger, or are confident in your skills, we encourage you to volunteer for the Continental Guards and bring peace back to this continent.";
			close;
		case 2:
			if (BaseLevel > 79) {
				mes "[Continental Guard Official]";
				mes "Welcome, " + strcharinfo(PC_NAME) + ". I've been waiting for you. I assume our messenger informed you of our situation.";
				next;
				mes "[Continental Guard Official]";
				mes "Let me process your application immediately. Please wait.";
				next;
				mes "[Continental Guard Official]";
				mes "Now please go speak to Chief Balrog of the Continental Guard. You can find him in the center.";
				rebirth_moc_edq = 1;
				setquest 3050;
				close;
			}
			else {
				mes "[Continental Guard Official]";
				mes "I applaud you for your courage, but you will need more than just courage to help us.";
				next;
				mes "[Continental Guard Official]";
				mes "Satan Morroc is most powerful evil that exists in the mortal world. Snuffing out your life would be so trivial to him.";
				next;
				mes "[Continental Guard Official]";
				mes "I strongly recommend that you just think about your own safety for now. When the final battle comes, I am sure that no place will be safe.";
				close;
			}
		case 3:
			mes "[Continental Guard Official]";
			mes "As you can see, the situation can't be worse. The village and the surrounding area were irreparably damaged by Satan Morroc's resurrection.";
			next;
			mes "[Continental Guard Official]";
			mes "Since the kingdom has dispatched Continental Guard Messengers everywhere, many able adventurers have flocked to this place, but... I'm afraid they still might not be enough to defeat the demon.";
			next;
			mes "[Continental Guard Official]";
			mes "Please follow our instructions, at least around this area, and stay out of danger for now.";
			close;
		}
	}
	else {
		mes "[Continental Guard Official]";
		mes "Your application already has been registered. Please go speak to Chief Balrog.";
		close;
	}
}

morocc,159,113,3	script	Chief Balrog	4_M_CRU_OLD,{
	if (rebirth_moc_edq == 0) {
		mes "[Chief Balrog]";
		mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
		next;
		mes "[Chief Balrog]";
		mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
		next;
		mes "[Chief Balrog]";
		mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
		close;
	}
	else if (rebirth_moc_edq == 1) {
		mes "[Chief Balrog]";
		mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
		next;
		mes "[Chief Balrog]";
		mes "It looks like you have business with me. Please make it brief since I don't have a lot of time on my hands. There's lots of things I need to take care of...";
		next;
		switch(select("Ask about Continental Guards", "I want to join the Continental Guard.", "End Conversation")) {
		case 1:
			mes "[Chief Balrog]";
			mes "The damage that Satan Morroc's resurrection has caused is obvious just by taking a look around this area.";
			mes "What's scary is that all this was caused just by breaking out from it's prison. Just think of the damage it could do if it was left to roam around freely...";
			next;
			mes "[Chief Balrog]";
			mes "Morroc Village is completely devastated, and Satan Morroc has now claimed possession of the Sograt Desert.";
			next;
			mes "[Chief Balrog]";
			mes "I've no doubt that if left unchecked, Satan Morroc will take over the entire Midgart Continent. We've got to stop him right now before the entire world suffers.";
			next;
			mes "[Chief Balrog]";
			mes "That's why the kingdom has ordered us elite soldiers to form the Continental Guard, and recruit reputable adventurers around the world so that we can make a united stand against Satan Morroc.";
			next;
			mes "[Chief Balrog]";
			mes "Of course, it'll be incredibly difficult... We'll need to make sacrifices... I'm not even sure if we can win. Still, the fate of the world is at stake, and we've got to do something. Dark times have truly fallen upon us...";
			close;
		case 2:
			mes "[Chief Balrog]";
			mes "Huh? Do you want to join us and volunteer for the Continental Guard?";
			next;
			if (BaseLevel > 79) {
				mes "[Chief Balrog]";
				mes "What was your name? " + strcharinfo(PC_NAME) + "? Oh yes, I've heard of you.";
				next;
				mes "[Chief Balrog]";
				mes "Hmm, it occurs to me that you don't understand the danger involved in all this. Do you have any idea how powerful Satan Morroc is?";
				next;
				mes "[Chief Balrog]";
				mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
				next;
				mes "[Chief Balrog]";
				mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
				next;
				mes "[Chief Balrog]";
				mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
				next;
				switch(select("End Conversation", "Ask Again")) {
				case 1:
					close;
				case 2:
					mes "[Chief Balrog]";
					mes "Look, I understand your enthusiasm, but you're mistaken if you think you can help us. I don't have time to fully explain the danger that we're all facing.";
					next;
					mes "[Chief Balrog]";
					mes "Satan Morroc is nothing like the monsters you may have encountered. At best you'll throw your life away, but there's the chance that you might get one of my men killed by your mistakes and incompetence. I can't have that!";
					next;
					mes "[Chief Balrog]";
					mes "Please understand that this is for your own good. Fight some Porings or whatever else might be a good match for your level.";
					next;
					switch(select("End Conversation", "You've just got to let me join!")) {
					case 1:
						close;
					case 2:
						mes "[Chief Balrog]";
						mes "Sigh... Why are you so persistent? Can't you understand that no means no? Let me say this one more time.";
						next;
						mes "[Chief Balrog]";
						mes "We're too busy fighting Satan Morroc to watch after rookies like you. You'd just be throwing your life away.";
						next;
						mes "[Chief Balrog]";
						mes "Stop bothering me. You'd be nothing but a burden.";
						next;
						switch(select("Give Up", "Give me a chance to prove myself!")) {
						case 1:
							close;
						case 2:
							mes "[Chief Balrog]";
							mes "Huh? You want a chance to prove yourself?";
							next;
							mes "[" + strcharinfo(PC_NAME) + "]";
							mes "Yes, I'll do whatever it takes to join the Continental Guard!";
							next;
							mes "[Chief Balrog]";
							mes "Hmm...";
							next;
							mes "[Chief Balrog]";
							mes "Interesting. You have my attention. Alright, I guess it's only fair that I acknowledge your strength if you can handle something for me.";
							next;
							mes "[Chief Balrog]";
							mes "The Continental Guard has been on full alert around this village and the desert. We need to be prepared in case Satan Morroc storms our defenses.";
							next;
							mes "[Chief Balrog]";
							mes "Soldiers need firewood to keep the bonfires burning all night, but we've been suffering a firewood shortage.";
							next;
							mes "[Chief Balrog]";
							mes "I happened to hear that the monsters in the Lava Dungeon have everlasting flame which would solve our bonfire problems. I want you to gather those flames for us.";
							next;
							switch(select("That's too hard! Let me think about it!", "No problem.")) {
							case 1:
								mes "[Chief Balrog]";
								mes "Hmpf, I was right. I knew you wouldn't be able to handle such a simple task. I shouldn't have wasted my time with you.";
								close;
							case 2:
								mes "[Chief Balrog]";
								mes "Excellent! Bring back ^0000FF30 Live Coals^000000. I'll be waiting for your return.";
								rebirth_moc_edq = 2;
								changequest 3050,3051;
								close;
							}
						}
					}
				}
			}
			else {
				mes "[Chief Balrog]";
				mes "What? How can you even think of joining us when you don't have any real skills to offer?";
				next;
				mes "[Chief Balrog]";
				mes "I guarantee that you'd just drag my soldiers down with you. You'd only be a threat to Satan Morroc in your dreams. Just give it up.";
				next;
				mes "[Chief Balrog]";
				mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
				next;
				mes "[Chief Balrog]";
				mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
				next;
				mes "[Chief Balrog]";
				mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
				close;
			}
		case 3:
			close;
		}
	}
	else if (rebirth_moc_edq == 2) {
		mes "[Chief Balrog]";
		mes "So, did you find ^0000FF30 Live Coals^000000? You didn't come empty-handed, did you?";
		next;
		if (countitem(Live_Coal) > 29) {
			mes "[Chief Balrog]";
			mes "Let's see... One, two, three... Thirty, you've brought them all. Well, this was a pretty simple task. All it takes is time and a little effort. Anyone could do it.";
			next;
			mes "[Chief Balrog]";
			mes "Anyways, thank you for bringing the Live Coals. I guess you're stronger than I thought.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Now will you let me join the Continental Guard?";
			next;
			mes "[Chief Balrog]";
			mes "No, gathering these flames is a piece of cake compared to what we're going to do.";
			next;
			mes "[Chief Balrog]";
			mes "I'm still not convinced that you're good enough to join us. Let me think... Hmm...";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "I didn't think you would accept me so easily. I'm ready. Ask me whatever you want.";
			next;
			mes "[Chief Balrog]";
			mes "Ah, I've got an idea. Now, because this is an allied operation, we've accepted some mercenary soldiers from the Schwaltzvalt Republic to join the Continental Guard.";
			next;
			mes "[Chief Balrog]";
			mes "These mercenaries have never seen the desert, and they're having trouble carrying out operations in the heat, dry air, and sandstorms. It's not their fault, but they could use a little help since they're out of their element.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "(This guy seems threatening, but he seems to have a good heart.)";
			next;
			mes "[Chief Balrog]";
			mes "Now, I remember hearing that the monsters in the Ice Cave to the north have frozen hearts. Those hearts might be able to relieve those soldiers from the heat.";
			next;
			switch(select("That's too hard!", "No problem. How many do you want?")) {
			case 1:
				mes "[Chief Balrog]";
				mes "I knew that'd be too tough for you. I'm glad you finally realized your limits before it was too late. It takes wisdom to recognize your weakness.";
				next;
				mes "[Chief Balrog]";
				mes "You'd better pack up and return where you came from. You want to be far away from here when Satan Morroc attacks.";
				close;
			case 2:
				mes "[Chief Balrog]";
				mes "Huh?! Are you sure you can bring those? Hmm...";
				next;
				mes "[Chief Balrog]";
				mes "Well... If you insist on giving it a try, then... I'll need at least 50 of those frozen hearts.";
				next;
				mes "[Chief Balrog]";
				mes "Please bring me ^0000FF50 Glacial Hearts^000000. The faster you get them here, the better.";
				delitem Live_Coal,30;
				rebirth_moc_edq = 3;
				changequest 3051,3052;
				close;
			}
		}
		else {
			mes "[Chief Balrog]";
			mes "Umm... Didn't you hear what I said? I said 30 Live Coals, 30.";
			next;
			mes "[Chief Balrog]";
			mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
			close;
		}
	}
	else if (rebirth_moc_edq == 3) {
		mes "[Chief Balrog]";
		mes "So, did you find 50 Glacial Hearts?";
		next;
		if (countitem(Ice_Heart) > 49) {
			mes "[Chief Balrog]";
			mes "Thank you. I'm sure that my soldiers will appreciate these... Those guys aren't used to the desert, and could use the relief.";
			next;
			mes "[Chief Balrog]";
			mes "Well... It looks like you earned this.";
			delitem Ice_Heart,50;
			getitem Continental_Guard_Paper,1;
			rebirth_moc_edq = 4;
			changequest 3052,3053;
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "What's this?";
			next;
			mes "[Chief Balrog]";
			mes "You'd know if you read it. It's a certificate that proves that you're a member of the Continental Guard. I admit that I'm impressed by your skills and gumption.";
			next;
			mes "[Chief Balrog]";
			mes "Welcome to the Continental Guard, my friend. Are you ready to risk your life for the sake of peace in the world?";
			next;
			mes "[Chief Balrog]";
			mes "Your mission from here on will be simple, but extremely difficult: you will join the rest of the Continental Guard to keep Satan Morroc from fully reviving its true power.";
			next;
			mes "[Chief Balrog]";
			mes "My soldiers are risking their lives to fight Morroc's doppelgangers and underlings in order to make it safer for their comrades to travel to Morroc's lair.";
			next;
			mes "[Chief Balrog]";
			mes "It looks like your help could be useful after all. It's time for you to pitch in. Good luck.";
			close;
		}
		else {
			mes "[Chief Balrog]";
			mes "Umm... Didn't you hear what I said? I said 50 Glacial Hearts, 50.";
			next;
			mes "[Chief Balrog]";
			mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
			close;
		}
	}
	else if (rebirth_moc_edq == 4) {
		mes "[Chief Balrog]";
		mes "I guess you'd benefit from a full situational briefing. Shall I brief you now?";
		next;
		switch(select("Yes", "No")) {
		case 1:
			mes "[Chief Balrog]";
			mes "I'm going to tell you some basic information about fighting Satan Morroc as a member of the Continental Guard.";
			next;
			mes "[Chief Balrog]";
			mes "Do you remember what Morroc was like before this happened? You would if you've been here before.";
			next;
			mes "[Chief Balrog]";
			mes "Right now, all of Morroc's entrances and the outer fields leading to other villages are currently under our control.";
			next;
			mes "[Chief Balrog]";
			mes "The main reason for this is because Satan Morroc has been sighted in Sograt Desert, but there's another important reason.";
			next;
			mes "[Chief Balrog]";
			mes "Satan Morroc's power has been causing unnatural gaps in our time-space continuum. The gaps are isolated to this area for now, but we can't be sure if they'll spread.";
			next;
			mes "[Chief Balrog]";
			mes "Due to the time-space gaps, Sograt Desert's terrain has changed, and some parts of the desert have disappeared.";
			next;
			mes "[Chief Balrog]";
			mes "Furthermore, the situation's gotten worse since Satan Morroc's doppelgangers started appearing, and other monsters have become influenced by its power.";
			next;
			mes "[Chief Balrog]";
			mes "That's all we know so far. If you go out, you'll see what I mean... You may even see horrors that we haven't discovered yet. If you need more information, please speak to the Continental Official.";
			next;
			mes "[Chief Balrog]";
			mes "Please do your best to hold back Satan Morroc. Don't forget that the future of the continent is in our hands. Dismissed.";
			close;
		case 2:
			mes "[Chief Balrog]";
			mes "I see. Keep up your good work in fighting Satan Morroc. Don't forget that the future of the continent is in our hands.";
			close;
		}
	}
	else if (rebirth_moc_edq == 5) {
		mes "[Chief Balrog]";
		mes "Wah... What? Did you really defeat Satan Morroc?";
		next;
		mes "[Chief Balrog]";
		mes "How? Do you have any proof of your victory?";
		next;
		mes "[Chief Balrog]";
		mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
		next;
		mes "[Chief Balrog]";
		mes "Go back, bring proof of your victory, and then come back.";
		close;
	}
	else if (rebirth_moc_edq == 6) {
		mes "[Chief Balrog]";
		mes "What? Did you really defeat Satan Morroc?";
		next;
		mes "[Chief Balrog]";
		mes "How? Do you have any proof of your victory?";
		next;
		if (countitem(Morroc_Skin) > 0) {
			mes "[Chief Balrog]";
			mes "Is... Isn't this?";
			next;
			mes "[Chief Balrog]";
			mes "Wow... I think this is really the skin of Satan Morroc. Congratulations, soldier. You just saved this world and people from being consumed by destruction and evil.";
			next;
			mes "[Chief Balrog]";
			mes "I guess you seriously wounded Satan Morroc, and it retreated to a time-space gap. No doubt it's trying to recoup its strength.";
			next;
			mes "[Chief Balrog]";
			mes "My only regret is that we can't pursue Morroc beyond this dimension. I'm glad, however, that you defeated Satan Morroc and kept it from regaining its full strength. For now, anyway...";
			next;
			mes "[Chief Balrog]";
			mes "Our researchers might be able to learn some important new facts from this piece of skin... We need to learn all we can about that monster if peace is to be possible in our world's future.";
			next;
			mes "[Chief Balrog]";
			mes "Once again, I thank you for your distinguished service on behalf of the Continental Guard and the Rune-Midgarts Kingdom. I'll report your great achievement to His Majesty right away.";
			next;
			delitem Morroc_Skin,1;
			getexp RENEWAL_EXP?200000:2000000,0;
			rebirth_moc_edq = 7;
			changequest 3055,3056;
			mes "[Chief Balrog]";
			mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
			next;
			switch(select("1. Seal of Continental Guard", "2. Morroc Charm Stone", "3. Morroc Ring")) {
			case 1:
				mes "[Chief Balrog]";
				mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
				next;
				mes "[Chief Balrog]";
				mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
				next;
				mes "[Chief Balrog]";
				mes "Do you really want the Seal of Continental Guard?";
				next;
				switch(select("1. Yes.", "2. No.")) {
				case 1:
					mes "[Chief Balrog]";
					mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
					next;
					getitem Morroc_Seal,1;
					rebirth_moc_edq = 8;
					completequest 3056;
					mes "[Chief Balrog]";
					mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
					next;
					mes "[Chief Balrog]";
					mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
					next;
					mes "[Chief Balrog]";
					mes "You should go rest now. Don't worry, we'll take care of everything else here.";
					close;
				case 2:
					mes "[Chief Balrog]";
					mes "No problem. Take your time to think, and then speak to me again.";
					close;
				}
			case 2:
				mes "[Chief Balrog]";
				mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
				next;
				mes "[Chief Balrog]";
				mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
				next;
				mes "[Chief Balrog]";
				mes "Do you really want a Morroc Charm Stone?";
				next;
				switch(select("1. Yes.", "2. No.")) {
				case 1:
					mes "[Chief Balrog]";
					mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
					next;
					getitem Morroc_Charm_Stone,1;
					rebirth_moc_edq = 8;
					completequest 3056;
					mes "[Chief Balrog]";
					mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
					next;
					mes "[Chief Balrog]";
					mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
					next;
					mes "[Chief Balrog]";
					mes "You should go rest now. Don't worry, we'll take care of everything else here.";
					close;
				case 2:
					mes "[Chief Balrog]";
					mes "No problem. Take your time to think, and then speak to me again.";
					close;
				}
			case 3:
				mes "[Chief Balrog]";
				mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
				next;
				mes "[Chief Balrog]";
				mes "The accessory's option is: ^0000FF CRI + 5^000000.";
				next;
				mes "[Chief Balrog]";
				mes "Do you really want a Morroc Ring?";
				next;
				switch(select("1. Yes.", "2. No.")) {
				case 1:
					mes "[Chief Balrog]";
					mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
					next;
					getitem Morroc_Ring,1;
					rebirth_moc_edq = 8;
					completequest 3056;
					mes "[Chief Balrog]";
					mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
					next;
					mes "[Chief Balrog]";
					mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
					next;
					mes "[Chief Balrog]";
					mes "You should go rest now. Don't worry, we'll take care of everything else here.";
					close;
				case 2:
					mes "[Chief Balrog]";
					mes "No problem. Take your time to think about it, and then speak to me again.";
					close;
				}
			}
		}
		else {
			mes "[Chief Balrog]";
			mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
			next;
			mes "[Chief Balrog]";
			mes "Go back, bring proof of your victory, and then come back.";
			close;
		}
	}
	else if (rebirth_moc_edq == 7) {
		mes "[Chief Balrog]";
		mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
		next;
		switch(select("1. Seal of Continental Guard", "2. Morroc Charm Stone", "3. Morroc Ring")) {
		case 1:
			mes "[Chief Balrog]";
			mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
			next;
			mes "[Chief Balrog]";
			mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
			next;
			mes "[Chief Balrog]";
			mes "Do you really want the Seal of Continental Guard?";
			next;
			switch(select("1. Yes.", "2. No.")) {
			case 1:
				mes "[Chief Balrog]";
				mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
				next;
				getitem Morroc_Seal,1;
				rebirth_moc_edq = 8;
				completequest 3056;
				mes "[Chief Balrog]";
				mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
				next;
				mes "[Chief Balrog]";
				mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
				next;
				mes "[Chief Balrog]";
				mes "You should go rest now. Don't worry, we'll take care of everything else here.";
				close;
			case 2:
				mes "[Chief Balrog]";
				mes "No problem. Take your time to think, and then speak to me again.";
				close;
			}
		case 2:
			mes "[Chief Balrog]";
			mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
			next;
			mes "[Chief Balrog]";
			mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
			next;
			mes "[Chief Balrog]";
			mes "Do you really want a Morroc Charm Stone?";
			next;
			switch(select("1. Yes.", "2. No.")) {
			case 1:
				mes "[Chief Balrog]";
				mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
				next;
				getitem Morroc_Charm_Stone,1;
				rebirth_moc_edq = 8;
				completequest 3056;
				mes "[Chief Balrog]";
				mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
				next;
				mes "[Chief Balrog]";
				mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
				next;
				mes "[Chief Balrog]";
				mes "You should go rest now. Don't worry, we'll take care of everything else here.";
				close;
			case 2:
				mes "[Chief Balrog]";
				mes "No problem. Take your time to think, and then speak to me again.";
				close;
			}
		case 3:
			mes "[Chief Balrog]";
			mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
			next;
			mes "[Chief Balrog]";
			mes "The accessory's option is: ^0000FF CRI + 5^000000.";
			next;
			mes "[Chief Balrog]";
			mes "Do you really want a Morroc Ring?";
			next;
			switch(select("1. Yes.", "2. No.")) {
			case 1:
				mes "[Chief Balrog]";
				mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
				next;
				getitem Morroc_Ring,1;
				rebirth_moc_edq = 8;
				completequest 3056;
				mes "[Chief Balrog]";
				mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
				next;
				mes "[Chief Balrog]";
				mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
				next;
				mes "[Chief Balrog]";
				mes "You should go rest now. Don't worry, we'll take care of everything else here.";
				close;
			case 2:
				mes "[Chief Balrog]";
				mes "No problem. Take your time to think about it, and then speak to me again.";
				close;
			}
		}
	}
	else if (rebirth_moc_edq == 8) {
		mes "[Chief Balrog]";
		mes "I've heard that the kingdom is planning to send out a large group of researchers to investigate the other world to which Satan Morroc has escaped.";
		next;
		mes "[Chief Balrog]";
		mes "That means it's time for both of us -- you and I -- to get to work. Who knows when Morroc will return to plague us?";
		next;
		mes "[Chief Balrog]";
		mes "Please keep up the good work, and don't forget that the future of the continent and the kingdom relies on us.";
		close;
	}
	else {
		mes "[Chief Balrog]";
		mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
		next;
		mes "[Chief Balrog]";
		mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
		next;
		mes "[Chief Balrog]";
		mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
		close;
	}
}

moc_fild21,38,193,0	script	Morocc Timer#edq	FAKE_NPC,6,6,{
//OnInit:
//	$@re_moc = 0;
//	$@re_moc_time$ = "";
//	end;

OnTouch:
	if ($@re_moc == 0) {
		$@re_moc = 1;
		donpcevent "Satan Broadcast#edq::OnEnable";
	}
	end;
}

moc_fild21,1,1,0	script	Satan Broadcast#edq	CLEAR_NPC,{
OnInit:
	disablenpc "Satan Broadcast#edq";
	end;

OnEnable:
	enablenpc "Satan Broadcast#edq";
	initnpctimer;
	end;

OnTimer5000:
	mapannounce "moc_fild21","Satan Morroc: I'm very impressed by you weaklings.",bc_map,"0xFFFF00";
	end;

OnTimer15000:
	mapannounce "moc_fild21","Satan Morroc: You may as well deal with all your regrets now. I shall snuff out your life soon!",bc_map,"0xFFFF00";
	end;

OnTimer25000:
	mapannounce "moc_fild21","Satan Morroc: It's only a matter of time until I get you, you worthless insects. Just a little while longer...",bc_map,"0xFFFF00";
	stopnpctimer;
	end;

OnDisable:
	stopnpctimer;
	disablenpc "Satan Broadcast#edq";
	end;
}

moc_fild21,178,239,0	script	Group of Evil#edq	CLEAR_NPC,1,1,{
	if (((rebirth_moc_edq == 4) || (rebirth_moc_edq == 7)) && ($@re_moc == 1)) {
		mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
		next;
		mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Wah...!";
		close2;
		if($@re_moc == 1) {
			$@re_moc = 2;
			donpcevent "Satan Summon#edq::OnEnable";
		}
		end;
	}
	else {
		mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
		next;
		mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
		close;
	}
	
OnEnable:
	enablenpc "Group of Evil#edq";
	$@re_moc_time$ = "";
	end;
}

moc_fild21,177,239,0	script	Time-Space Gap#edq	CLEAR_NPC,1,1,{
	if ((rebirth_moc_edq == 4) && ($@re_moc == 3)) {
		mes "The time-space gap's frightening darkness seems to dissipate as Satan Morroc fades away.";
		next;
		mes "You can see the fragments floating in the gap, and the radiating lights are now slowing their movement.";
		next;
		mes "You stretch your hand and pick up a lusterless fragment.";
		getitem Morroc_Skin,1;
		rebirth_moc_edq = 6;
		changequest 3053,3055;
		close;
	}
	else {
		mes "Slowly, erratically, the mysterious curtain of darkness casts over your eyes as you stare at the time-space gap.";
		next;
		mes "You feel like it's too dangerous to come any closer.";
		close;
	}

OnInit:
	disablenpc "Time-Space Gap#edq";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Time-Space Gap#edq";
	end;

OnDisable:
	stopnpctimer;
	disablenpc "Time-Space Gap#edq";
	donpcevent "Group of Evil#edq::OnEnable";
	$@re_moc = 0;
	end;

OnTimer1800000:
	$@re_moc = 4;
	end;

OnTimer21600000:
	donpcevent "Time-Space Gap#edq::OnDisable";
	end;
}

moc_fild21,3,1,0	script	Satan Summon#edq	CLEAR_NPC,{
OnInit:
	disablenpc "Satan Summon#edq";
	end;

OnEnable:
	enablenpc "Satan Summon#edq";
	initnpctimer;
	monster "moc_fild21",177,217,"Satan Morroc",1916,1,"Satan Summon#edq::OnMyMobDead";
	end;

OnDisable:
	stopnpctimer;
	killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
	$@re_moc = 0;
	disablenpc "Satan Summon#edq";
	end;

OnMyMobDead:
	$@re_moc = 3;
	$@re_moc_time$ = gettimestr("%H%M%S",7);
	mapannounce "moc_fild21","I'll let live just a little longer. You'll never find me through this time-space gap!",bc_map,"0xFFFF00";
	donpcevent "Time-Space Gap#edq::OnEnable";
	donpcevent "Satan Broadcast#edq::OnDisable";
	disablenpc "Group of Evil#edq";
	stopnpctimer;
	killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
	disablenpc "Satan Summon#edq";
	end;

OnTimer5400000:
	mapannounce "moc_fild21","You weaklings can't even scratch me!",bc_map,"0xFFFF00";
	end;

OnTimer5415000:
	mapannounce "moc_fild21","I don't have time for this! Go away!",bc_map,"0xFFFF00";
	donpcevent "Satan Summon#edq::OnDisable";
	end;
}

sec_in02,14,43,5	script	Morroc GlobalVar Admin::MorrocAdmin_sec	4_F_RUSGREEN,{
	callfunc "F_GM_NPC";
	mes "[Helper]";
	mes "Please enter the password and # button.";
	next;
	if (callfunc("F_GM_NPC",1854,0) < 1) {
		mes "[Helper]";
		mes "Please press the numbers we always sing about.";
		close;
	} else {
		mes "[Helper]";
		mes "Hello. I am a post office.";
		mes "I am currently checking Morroc status.";
		next;
		mes "=============";
		mes "Current State";
		mes "=============";
		mes "^3131FF<Morroc>^000000";
		if ($@re_moc == 0) {
			mes "Reset. Enable to summon Morroc.";
			mes "^3131FF<Continental Guards>^000000";
			mes "Enable to enter to moc_fild21 field.";
		} else if ($@re_moc == 1) {
			mes "^3131FF<Morroc>^000000";
			mes "Some warrior entered after the reset. However, the warrior hasn't started the quest yet.";
			mes "The warrior who has rebirth_moc_edq 4 and 7 is now enabled to summon Morroc.";
			mes "^3131FF<Continental Guards>^000000";
			mes "The warrior who has rebirth_moc_edq 4 ~ 7 is now enabled to enter to moc_fild21.";
		} else if ($@re_moc == 2) {
			mes "^3131FF<Morroc>^000000";
			mes "Morroc has been summoned. After 90 minutes has passed, it will revert back to reset status.";
			mes "^3131FF<Continental Guards>^000000";
			mes "The warrior who has rebirth_moc_edq 4 ~ 7 is now enabled to enter to moc_fild21.";
		} else if ($@re_moc == 3) {
			mes "^3131FF<Morroc>^000000";
			mes "Morroc has been killed. Death time is "+$@re_moc_time$+"(00 hr/00 min/00 sec).";
			mes "After 6 hours later since the death time, it will be reset.";
			mes "The warriors whom has remained in the field can continue the quest via Time Space Gap.";
			mes "^3131FF<Continental Guards>^000000";
			mes "Disabled to enter to moc_fild21 from outside of the field.";
		} else {
			mes "^3131FF<Morroc>^000000";
			mes "Morroc has been killed. Death time is "+$@re_moc_time$+"(00 hr/00 min/00 sec).";
			mes "After 6 hours later since the death time, it will be reset.";
			mes "It has been already passed 30 minutes after Morroc's death, so warriors can not continue the quest even if they click the Time Space Gap.";
			mes "^3131FF<Continental Guards>^000000";
			mes "Disabled to enter to moc_fild21 from outside of the field.";
		}
		next;
		mes "[Helper]";
		mes "What do you want?";
		next;
		switch(select("Cancel.", "Reset")) {
		case 1:
			mes "[Helper]";
			mes "Alright.";
			close;
		case 2:
			if (strnpcinfo(NPC_MAP) == "sec_in02")
				mes "You can reset at moc_fild21 5 5.";
			else {
				mes "Reset starts.";
				next;
				donpcevent "Group of Evil#edq::OnEnable";
				mes "Group of Evil NPC is appeared.";
				mes "Time-Space Gap NPC is disappeared.";
				mes "6 hours term timer is stopped.";
				donpcevent "Satan Summon#edq::OnDisable";
				mes "Morroc 90 minutes survival timer is stopped.";
				mes "Morroc is being killed.";
				mes "Now, Continental Guards will let players enter.";
			}
			close;
		}
	}
}
moc_fild21,5,5,5	duplicate(MorrocAdmin_sec)	Morroc GlobalVar Admin::MorrocAdmin_moc	4_F_RUSGREEN

//== The Crow of the Fate ==================================
moc_ruins,137,70,3	script	Book-Touching Man#garas	1_M_02,{
	if (BaseLevel > 59) {
		if (checkweight(Hinalle,3) == 0) {
			mes "- You have too many items in your inventory to proceed with this quest. -";
			close;
		}
		if (barmunt_crow == 0) {
			mes "^660000Morroc, the City of the Desert, has been completely devastated by Satan Morroc.^000000";
			next;
			mes "^660000The people of Morroc were resilient enough to endure the region's harsh weather, but their toughness to the weather could not prepare them enough as they witnessed the destruction brought down upon the city by Satan Morroc.^000000";
			next;
			mes "^660000This man, who looks as dry and thin as a fish dried up under the sun, still has a smile that reminds you of a benevolent god, and is touching a book in his hand.^000000";
			next;
			mes "^660000Watching him makes you giggle, he looks no better than the dried corpses in the pyramid, but he is obviously alive and doesn't appear to be a monster. Somehow, you find yourself compelled to approach this interesting looking man.^000000";
			next;
			emotion e_lv;
			mes "[Book-Touching Man]";
			mes "Ah... Mammi...";
			next;
			mes "[Book-Touching Man]";
			mes "Your healthy golden skin is glowing under the blessed sunlight of Morroc.";
			next;
			emotion e_sob;
			mes "[Book-Touching Man]";
			mes "Your smile outshines the aura of the gods of Valhalla. You are a living gospel. Your smile even makes Goddess Freya hide in the shadows in shame! Ah.... Mammi, my Mammi!";
			next;
			mes "^660000You wave your hand close to his face to get his attention. He seems, however, to be in his own dreams, completely oblivious of your presence.^000000";
			next;
			switch(select("Speak", "Pass Him By")) {
			case 1:
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "Are you talking to yourself?";
				next;
				emotion e_omg;
				mes "[Book-Touching Man]";
				mes "Wah! Oh, my god, you must be a messenger of the devil trying to interrupt me from feeling Mammi!";
				mes "I'm not afraid of you, so bring it on!";
				next;
				mes "^660000Surprised by your voice, he yelled at you, which seemed bizarre.";
				mes "You wonder what he meant by feeling her when he was just watching and touching a book.^000000";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "Who's Mammi?";
				next;
				emotion e_omg;
				mes "[Book-Touching Man]";
				mes "What? Don't you know Mammi, one of the three greatest Rune-Midgart's idols?";
				next;
				emotion e_sigh;
				mes "[Book-Touching Man]";
				mes "Man, you don't know anything, do you?! Well, judging by the stupid look on your face, I guess you're an adventurer running around on meaningless errands for others. Heh heh!";
				next;
				mes "^660000Umm... You now regret speaking to him in the first place.^000000";
				next;
				mes "[Book-Touching Man]";
				mes "My Mammi is different from those other celebrities that only rely on their beauty and lack any real substance.";
				mes "She always carries books with her despite her hectic schedule. That alone should tell you that she's more intelligent than all the others! Ah... Mammi...";
				next;
				mes "[Book-Touching Man]";
				mes "She even mentioned in an interview in 'Morroc Times' that she wants to meet a man that loves books.";
				next;
				emotion e_awsm;
				mes "[Book-Touching Man]";
				mes "That means... She's waiting for someone like me. Hehehe!";
				mes "You see, every book in Rune-Midgart's Library has the name Benjamin written on them... That's me!";
				next;
				mes "^660000This Benjamin seems to be a huge fan of a female celebrity called Mammi. He didn't shut his mouth and worshipped her beauty for a while, but then he suddenly stopped and looked depressed.^000000";
				next;
				mes "[Benjamin]";
				mes "I have a problem....";
				next;
				mes "[Benjamin]";
				mes "My Mammi said that she's fallen in love with a book written by ^FF0000'Oliver Hilpert'^000000 of Schwaltzvalt: ^FF0000'The Crow of the Fate,'^000000 but I didn't have a chance of even looking at it!";
				next;
				mes "^660000The Crow of the Fate^000000?";
				next;
				mes "[Benjamin]";
				mes "Unless you're blind, you know how terrible Morroc is nowadays.";
				next;
				mes "[Benjamin]";
				mes "I really need to read that book and tell her that I'm here for her, but I don't even have the time to regain my breath because of this situation in our hands!";
				next;
				emotion e_sob;
				mes "[Benjamin]";
				mes "My Mammi pillow cover is buried under debris... Gasp!";
				mes "Mammi, I'm coming! Don't you die yet!";
				next;
				mes "^660000He seems to see an image of Mammi, and he shouted her name, gasping with anxiety. You feel so sorry for his agony.^000000";
				next;
				mes "^660000He inhaled deeply, and then suddenly turned his head toward you.^000000";
				next;
				emotion e_ic;
				mes "[Benjamin]";
				mes "....Ye... Yes, you!";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "Huh?";
				emotion e_swt2,1;
				next;
				mes "[Benjamin]";
				mes "You look bored. You must be waiting for someone to give you something to do!";
				mes "Help me connect with Mammi. Who knows? I may let you have a conversation with Mammi, whom everyone in Rune-Midgart adores.";
				next;
				mes "^660000Didn't you just call me an adventurer that runs around on meaningless errands for others...?^000000";
				next;
				mes "[Benjamin]";
				mes "All I'm asking is to check out a book from Prontera Library for me. It sounds easy, doesn't it?";
				mes "Well, you don't look like someone who loves reading, but I hope you at least know how to check out a book from a library.";
				next;
				if (Sex == SEX_MALE) {
					mes "[Benjamin]";
					mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
					mes "What do you say? You do want to help me, right?";
					next;
				}
				else {
					mes "[Benjamin]";
					mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
					mes "So, aren't you interested in looking at another girl's pictures? Umm, if you want, I can introduce you to a handsome guard in Morroc...";
					mes "What do you say? You do want to help me, right?";
					next;
				}
				mes "^660000What do you want to do?^000000";
				next;
				switch(select("Help him", "Don't help him")) {
				case 1:
					mes "[Benjamin]";
					mes "Wow, are you really going to help me?";
					next;
					mes "[Benjamin]";
					mes "Thank you so much! Then remember this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
					mes "Hehehe, Mammi! I'm almost there!";
					barmunt_crow = 1;
					setquest 2063;
					close;
				case 2:
					mes "[Benjamin]";
					mes "What, don't you know how to check out a book from a library? Oh, my...";
					close;
				}
			case 2:
				mes "[Benjamin]";
				mes "Oh... Mammi... My Mammi...";
				close;
			}
		}
		else if (barmunt_crow == 1) {
			mes "[Benjamin]";
			mes "Don't you forget this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
			close;
		}
		else if (barmunt_crow == 10) {
			mes "[Benjamin]";
			mes "Oh... Mammi... My Mammi...";
			next;
			mes "^660000Just like the last time that you saw him, Benjamin is living in his dreams, rubbing a book on his face.^000000";
			next;
			mes "^660000You carefully approached him, and then gave him a pat on the shoulder.^000000";
			next;
			emotion e_omg;
			mes "[Benjamin]";
			mes "Grrrr! Who dares touch me?!";
			next;
			mes "^660000...Umm... Obviously you weren't careful enough... ^000000";
			next;
			mes "[Benjamin]";
			mes "Who dares interrupt me from feeling Mammi? Do you want a piece of me... Err?";
			mes "Gosh, it's you. What took you so long? Wasn't Prontera Library, like, five minutes away?";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Ahchoo! Thanks to you, I couldn't find it from the library. So I travelled all the way up to Schwaltzvalt... Ahchoo!";
			specialeffect(EF_VENOMDUST, AREA, playerattached());
			next;
			mes "^660000Feeling angry at him, you exaggerated a fit of sneezing which you have had for quite a while.^000000";
			next;
			mes "[Benjamin]";
			mes "Oh... you did?";
			mes "Hehehe, you're more reliable than I thought. Thanks for the book... Wait, does that mean I have to go up to Schwaltzvalt to return this? Man!";
			next;
			mes "[Benjamin]";
			mes "...No, I can do anything as long as it's for Mammi. Heh heh, you're a kind adventurer. Thanks.";
			mes "Was it cold up there? I guess it is since Schwaltzvalt is located up north from here.";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "..................";
			next;
			mes "[Benjamin]";
			mes "Let me think. If this book is not yet available in Prontera Library, it must mean that not many people of Rune-Midgart have read this book.";
			next;
			mes "[Benjamin]";
			mes "Grrrr... Mammi! Here I am, following your noble tastes to read such a rare book! Mammi...!";
			emotion e_lv2;
			next;
			mes "[Benjamin]";
			mes "I feel so excited to think about having a deep conversation with Mammi about literature! Yay!";
			mes "I should go read this book right away. Hehehe!";
			emotion e_ho;
			next;
			mes "[Benjamin]";
			mes "Oops, I must not forget to repay you. You know, I'm a polite man.";
			next;
			mes "[Benjamin]";
			mes "Look, it's the picture book of Mammi I told you about.";
			next;
			cutin "mami01",4;
			mes "[Benjamin]";
			mes "Ah... Look at this picture of her wearing the rolled-up puppy ears! Doesn't she look like a sad puppy wandering Comodo, the City of Lovers, all by herself?!";
			mes "How could no one shed a tear after watching this sad picture of her?! Argh, Mammi! I'm coming to make you the happiest woman in the world!";
			next;
			cutin "mami02",4;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "'She looks different than I thought with these glasses and pony tails... She really looks like someone who loves literature.";
			mes "Wait, when did people start calling Comodo the City of Lovers? Hmm... This guy really thinks weird things!'";
			next;
			mes "[Benjamin]";
			mes "I've decided to give you this <Angel Mammi's Special picture book: In Comodo> which is full of her beautiful pictures in return of your favor. Ahem... What do you say?";
			next;
			mes "^660000He is staring at you arrogantly. Obviously, he doesn't care if you like the book or not.^000000";
			next;
			switch(select("I'll take it.", "No, thanks.")) {
			case 1:
				mes "'^660000Well, if it's for free, and there's no harm keeping it.'^000000";
				next;
				break;
			case 2:
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "No, thanks. I'm not interested in her as much as you.";
				next;
				mes "...^660000Was what you were about to say, but you could not refuse his offer. Looking at his fanatical eyes, burning with love for her, even Odin could not refuse...^000000";
				next;
				break;
			}
			mes "^660000Quickly blinking his eyes, he made you take Mammi's picture book in your arms";
			mes "demanding that you must encase the book so it would not be damaged.^000000";
			barmunt_crow = 11;
			getitem Mami_Photo_Album,1;
			next;
			mes "[Benjamin]";
			mes "Oh, right. If you're interested in this author, Oliver Hilpert, I suggest you read the prequel of <The Crow of the Fate>, ^3131FF<The Trace of the Fate>^000000 as well as the sequel.";
			next;
			mes "[Benjamin]";
			mes "That was also a bestseller.";
			next;
			mes "[Benjamin]";
			mes "Now I need to start reading this book for the moment that I'll meet my Mammi, so please leave me alone.";
			next;
			mes "^660000As soon as he finished, he returned to escaping reality by indulging himself in his dreams of Mammi.^000000";
			next;
			mes "^660000The Trace of the Fate, huh?";
			mes "Well, I don't have anything else to do. I might want to read the book...^000000";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Wait, does it mean that I have to go back to Juno Library?";
			next;
			mes "^660000Thinking of travelling back to Juno made you sigh in frustration.^000000";
			changequest 2067,2068;
			close2;
			cutin "",255;
			end;
		}
		else if (barmunt_crow == 11) {
			mes "^660000You have embarked on a journey to Juno to read the prequel of <The Crow of the Fate>: <The Trace of the Fate>.^000000";
			close;
		}
		else if (barmunt_crow == 15) {
			if ((countitem(Author_Memo) == 1) && (countitem(Author_Autograph) == 1)) {
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "Hey, Benjamin!";
				mes "I've got the perfect thing to help you appeal to Mammi. Do you want to see?";
				next;
				mes "[Benjamin]";
				mes "WH... WHAT?!";
				mes "What is they? Show me!?";
				next;
				mes "^660000You have shown him an autograph and a written note by Oliver Hilpert.^000000";
				next;
				mes "[Benjamin]";
				mes "Oh, my god!";
				mes "These will surely help me get closer to Mammi!";
				mes "Give them to me!";
				next;
				switch(select("Give", "Don't Give")) {
				case 1:
					mes "[Benjamin]";
					mes "Oh, "+ strcharinfo(PC_NAME) +"!";
					mes "You are the best! Thanks!";
					next;
					mes "[Benjamin]";
					mes "Maaaammmiii!";
					mes "I'm going to see her tomorrow as soon as the morning comes! Mammi, I'm coming!";
					delitem Author_Memo,1;
					delitem Author_Autograph,1;
					barmunt_crow = 16;
					if (RENEWAL_EXP)
						getexp 90000,90000;
					else
						getexp 900000,900000;
					close;
				case 2:
					mes "[Benjamin]";
					mes "Huh? What, are you kidding me?";
					close;
				}
			}
			else {
				mes "[Benjamin]";
				mes "Oh... Mammi... Oh...";
				close;
			}
		}
		else {
			mes "[Benjamin]";
			mes "Oh... Mammi... Oh...";
			close;
		}
	}
	else {
		mes "With dreamy eyes, the man is looking down at a book in his hand.";
		close;
	}
}

prt_in,179,92,3	script	Library Curator#garas	1_M_LIBRARYMASTER,{
	if (barmunt_crow == 0) {
		mes "[Curator Guys]";
		mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
		mes "We also have many essential books for adventurers. Why don't you take a look?";
		next;
		mes "[Curator Guys]";
		mes "The other library across the street also has Monster Encyclopedias.";
		mes "If you're interested, feel free to drop by that library as well.";
		close;
	}
	else if (barmunt_crow == 1) {
		mes "[Curator Guys]";
		mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
		mes "We also have many essential books for adventurers. Why don't you take a look?";
		next;
		switch(select("Search books.", "Look around the library.")) {
		case 1:
			mes "[Curator Guys]";
			mes "Do you have a specific book in mind?";
			mes "No problem, I'm here to assist you.";
			mes "What kind of book are you looking for?";
			next;
			switch(select("Say the title.", "Say the author.", "Search by keyword.")) {
			case 1:
				mes "[Curator Guys]";
				mes "Oh, do you know the title?";
				mes "Sure, now what's the name?";
				input .@input$;
				next;
				if (compare(.@input$,"The Crow of the Fate") == 1) {
					mes "[Curator Guys]";
					mes ""+.@input$+"...?";
					mes "Alright, let me see...";
					next;
				}
				else {
					mes "[Curator Guys]";
					mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen such a book.";
					close;
				}
				break;
			case 2:
				mes "[Curator Guys]";
				mes "Oh, do you know the author?";
				mes "Sure, now what's the name?";
				input .@input$;
				next;
				if (compare(.@input$,"Oliver Hilpert") == 1) {
					mes "[Curator Guys]";
					mes ""+.@input$+"...?";
					mes "Alright, let me see...";
					next;
				}
				else {
					mes "[Curator Guys]";
					mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever heard of such an author.";
					close;
				}
				break;
			case 3:
				mes "[Curator Guys]";
				mes "You must be having a hard time remembering the book's title or author.";
				mes "No problem; why don't you tell me at least a little bit of what you remember?";
				next;
				input .@input$;
				if ((compare(.@input$,"Fate") == 1) || (compare(.@input$,"Crow") == 1) || (compare(.@input$,"Oliver") == 1) || (compare(.@input$,"Hilpert") == 1)) {
					mes "[Curator Guys]";
					mes ""+.@input$+"...?";
					mes "Alright, let me see...";
					next;
				}
				else {
					mes "[Curator Guys]";
					mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen a book whose name is even close to the words you said.";
					close;
				}
				break;
			}
			emotion e_ic;
			mes "[Curator Guys]";
			mes "Oh, right! I think I know the book:";
			next;
			mes "[Curator Guys]";
			mes "^3131FFOliver Hilpert's";
			mes "<The Crow of the Fate>^000000!";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "That's right! That's what I'm looking for!";
			next;
			mes "[Curator Guys]";
			mes "Haha... But I have bad news for you.";
			mes "The book has become so popular that you can't even find it from Schwaltzvalt, the author's country.";
			mes "We tried to get a hold of the book, but it was too late. It'll take a while for the next editon to be published, so why don't you read a different book for now?";
			next;
			mes "[Curator Guys]";
			mes "If you are not busy and really want to read the book, I have a suggestion: try Juno Library.";
			mes "You can find every book published in Schwaltzvalt from the library. Chances are, you'll find it there.";
			next;
			mes "[Curator Guys]";
			mes "Well, Juno is quite far from here, but if you're really enthusiastic about reading such a popular book, it should be worthwile.";
			next;
			mes "^660000The book isn't for you, but you believe in 100% customer satisfaction. Let's go to Juno Library now.^000000";
			barmunt_crow = 2;
			changequest 2063,2064;
			close;
		case 2:
			mes "[Curator Guys]";
			mes "Each book tells you a story of life, wisdom, happiness, and sensation.";
			mes "Look around! They are the witnesses of mankind. And everyday, we have new ones joining them.";
			close;
		}
	}
	else if (barmunt_crow == 2) {
		mes "[Curator Guys]";
		mes "^3131FFThe Crow of the Fate^000000 was sold out even before we got a hold of one copy. You won't be able to find the book anywhere in the Rune-Midgart Kingdom.";
		mes "If you really want to read the book, you should try Juno Library.";
		close;
	}
	else {
		mes "[Curator Guys]";
		mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom, categorized by dungeon to help the readers find them easily.";
		mes "We also have many essential books for adventurers. Why don't you take a look?";
		next;
		mes "[Curator Guys]";
		mes "The other library across the street also has Monster Encyclopedias.";
		mes "If you're interested, feel free to drop by that library as well.";
		close;
	}
}

yuno,333,210,5	script	Library Master#garas	1_M_LIBRARYMASTER,{
	if (barmunt_crow == 2) {
		mes "[Dog]";
		mes "Bowwow!";
		mes "Grrr... Bowwow!";
		next;
		mes "^660000A dog is barking loudly at the front of the library.^000000";
		next;
		mes "[Library Master]";
		mes "You damn bird! Fly away, leave!";
		next;
		mes "^660000A man is also yelling at the front of the library.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "What's happening here?";
		next;
		mes "[Library Master]";
		mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
		mes "I was trying to drive it away because... It feels ominous somehow.";
		next;
		mes "[Library Master]";
		mes "Go! Fly away, you damn bird! Leave!!";
		next;
		mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
		next;
		mes "[Library Master]";
		mes "Leave! Gosh, it won't go away!";
		mes "I'm afraid that creepy bird will scare away my patrons!";
		next;
		mes "[Library Master]";
		mes "Umm... Oh, well.";
		mes "(Grabbing a pebble)";
		mes "I said go away, you stupid bird!";
		next;
		mes "(WHIZZ-)";
		next;
		mes "(THUD!)";
		specialeffect EF_PIERCE;
		next;
		mes "(Gush)";
		next;
		mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
		mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
		specialeffect EF_BAT;
		next;
		mes "[Library Master]";
		mes "Grrr... Can't you just go away?!";
		next;
		mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
		mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
		next;
		mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
		next;
		mes "[Library Master]";
		mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
		next;
		mes "[Library Master]";
		mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
		next;
		mes "[Library Master]";
		mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
		mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "I guess so.";
		next;
		mes "^660000You picked up one of the big dark feathers from the ground.";
		mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "...Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Library Master]";
		mes "God bless you. Oh, did you catch cold?";
		mes "You should take good care of yourself, especially if you're an adventurer.";
		next;
		mes "^660000You started feeling cold and began to shiver.^000000";
		next;
		mes "[Library Master]";
		mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
		mes "I guarantee you that you'll get better quickly.";
		next;
		mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
		emotion e_dots,1;
		barmunt_crow = 3;
		close;
	}
	else {
		mes "[Library Master]";
		mes "Be careful to not catch cold!";
		close;
	}
}

yuno,336,203,0	script	#garas_catch	HIDDEN_WARP_NPC,3,3,{
OnTouch:
	if (barmunt_crow == 2) {
		mes "[Dog]";
		mes "Bowwow!";
		mes "Grrr... Bowwow!";
		next;
		mes "^660000A dog is barking loudly at the front of the library.^000000";
		next;
		mes "[Library Master]";
		mes "You damn bird! Fly away, leave!";
		next;
		mes "^660000A man is also yelling at the front of the library.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "What's happening here?";
		next;
		mes "[Library Master]";
		mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
		mes "I was trying to drive it away because... It feels ominous somehow.";
		next;
		mes "[Library Master]";
		mes "Go! Fly away, you damn bird! Leave!!";
		next;
		mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
		next;
		mes "[Library Master]";
		mes "Leave! Gosh, it won't go away!";
		mes "I'm afraid that creepy bird will scare away my patrons!";
		next;
		mes "[Library Master]";
		mes "Umm... Oh, well.";
		mes "(Grabbing a pebble)";
		mes "I said go away, you stupid bird!";
		next;
		mes "(WHIZZ-)";
		next;
		mes "(THUD!)";
		specialeffect EF_PIERCE;
		next;
		mes "(Gush)";
		next;
		mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
		mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
		specialeffect EF_BAT;
		next;
		mes "[Library Master]";
		mes "Grrr... Can't you just go away?!";
		next;
		mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
		mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
		next;
		mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
		next;
		mes "[Library Master]";
		mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
		next;
		mes "[Library Master]";
		mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
		next;
		mes "[Library Master]";
		mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
		mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "I guess so.";
		next;
		mes "^660000You picked up one of the big dark feathers from the ground.";
		mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "...Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Library Master]";
		mes "God bless you. Oh, did you catch cold?";
		mes "You should take good care of yourself, especially if you're an adventurer.";
		next;
		mes "^660000You started feeling cold and began to shiver.^000000";
		next;
		mes "[Library Master]";
		mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
		mes "I guarantee you that you'll get better quickly.";
		next;
		mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
		emotion e_dots,1;
		barmunt_crow = 3;
		close;
	}
	end;
}

yuno,343,204,1	script	#garas_eff	HIDDEN_NPC,{
	end;
}

yuno,335,208,5	script	Dog#garas	4_DOG01,{
	mes "[Dog]";
	mes "Bowwow!";
	close;
}

yuno_in04,111,57,3	script	Library Part-Timer#garas	4_F_LGTGIRL,{
	if (barmunt_crow == 3) {
		mes "[Library Part-Timer]";
		mes "People should learn to put away books after pulling them out.";
		mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
		next;
		mes "[Library Part-Timer]";
		mes "...Now how may I help you?";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert... Ahchoo!";
		emotion e_wah,1;
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Library Part-Timer]";
		mes "Ah, I remember that one... It's the one most frequently left in the cart.";
		mes "Please enter the room on the ^3131FFright side^000000. You can find it in the Bestseller corner.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Thanks.";
		close;
	}
	else if (barmunt_crow == 7) {
		mes "[Library Part-Timer]";
		mes "How may I help you?";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Yes, umm... ahchoo! Where can I find old news articles...? Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Library Part-Timer]";
		mes "Oh, you can find them in a corner of the right room.";
		mes "Please be careful when you handle them since most of them are pretty ancient.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Thanks... Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		close;
	}
	else if (barmunt_crow == 11) {
		mes "[Library Part-Timer]";
		mes "People should learn to put away books after pulling them out.";
		mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
		next;
		mes "[Library Part-Timer]";
		mes "...How may I help you?";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Cough... I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert.";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Library Part-Timer]";
		mes "Ah, I remember that one... It's the one most frequently left in the cart.";
		mes "Go ^3131FFupstairs^000000, and check the left shelf.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Thanks.";
		next;
		mes "[Library Part-Timer]";
		mes "Oliver Hilpert has attained huge fame despite his young age.";
		mes "I've read his <The Trace of the Fate> at least several times. I mean, that book is so captivating that I can never get tired of reading it.";
		next;
		mes "[Library Part-Timer]";
		mes "Umm... The most impressive scene was... Err...";
		next;
		mes "[Library Part-Timer]";
		mes "Right! When the hero was meeting his end in the burning mansion... ^FF0000-- BEEP --^000000";
		specialeffect(EF_BASH3D2, AREA, playerattached());
		close2;
		warp "que_ba",264,186;
		end;
	}
	else if (barmunt_crow == 12) {
		mes "[Library Part-Timer]";
		mes "Excuse me, are you okay? I mean, you just kind of drifted off all of a sudden.";
		mes "You look a little pale.";
		next;
		mes "[Library Part-Timer]";
		mes "Why don't you go inside and take a rest? Read <The Trace of the Fate> or something.";
		mes "You can find the book at the left bookshelf upstairs.";
		close;
	}
	end;
}

yuno_in04,100,5,3	script	Hot Bestseller Corner	HIDDEN_NPC,{
	if (barmunt_crow == 3) {
		mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
		next;
		mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
		next;
		mes "^660000It was not that difficult to find 'The Crow of the Fate'";
		mes "because it was the only book leaning against the wall of an empty shelf.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Ah, luckily there's one... Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
		next;
		mes "^FF0000-- BEEP --^000000";
		next;
		mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
		barmunt_crow = 4;
		close2;
		specialeffect(EF_BASH3D2, AREA, playerattached());
		warp "que_ba",247,33;
		end;
	}
	else if (barmunt_crow == 4) {
		mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
		next;
		mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
		next;
		mes "^660000It was not that difficult to find 'The Crow of the Fate'";
		mes "because it was the only book leaning against the wall of an empty shelf.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Ah, luckily there's one... Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
		next;
		mes "^FF0000-- BEEP --^000000";
		next;
		mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
		close2;
		specialeffect(EF_BASH3D2, AREA, playerattached());
		warp "que_ba",247,33;
		end;
	}
	else if (barmunt_crow == 5) {
		mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
		next;
		mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
		next;
		mes "^660000It was not that difficult to find 'The Crow of the Fate'";
		mes "because it was the only book leaning against the wall of an empty shelf.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Ah, luckily there's one... Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
		next;
		mes "^FF0000-- BEEP --^000000";
		next;
		mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
		close2;
		specialeffect(EF_BASH3D2, AREA, playerattached());
		warp "que_ba",247,33;
		end;
	}
	end;
}

yuno_in04,100,3,0	script	#garas_path	HIDDEN_WARP_NPC,1,1,{
OnTouch:
	if (barmunt_crow == 6) {
		mes "...................................";
		next;
		mes "...................................";
		mes "...................................";
		next;
		mes "...................................";
		mes "...................................";
		mes "...................................";
		next;
		mes "^660000You are still inside the library,";
		mes "but you do not know if this is a dream or reality.^000000";
		next;
		mes "^660000You turned your head toward the bookshelf, and found the bookshelf with the empty shelf.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Phew... I guess I had a dream or something... Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "^660000It was an indescribable dream: a burning laboratory in an unknown place in Schwaltzvalt.";
		mes "You tried to think hard, but could not figure out what the dream meant.^000000";
		next;
		mes "^660000You carefully opened the book again, but nothing happened.^000000";
		next;
		mes "<....at the end of the sooty fog and chaotic screams, there was a creature that looked too outrageous to be a human...>";
		next;
		mes "...................................";
		next;
		mes "<- Eva, what are you doing? Come over here! Hurry!-";
		mes "-I can't leave him here!-";
		mes "Ignoring the collapsing laboratory ceiling, Eva approached a test tube, carefully took out something, and then put it under her jacket. >";
		next;
		mes "^660000...................................^000000";
		next;
		mes "^660000The books was telling the exact scene that you have seen in your dream.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Deja Vu? Am I having Deja Vu?";
		next;
		mes "^660000Of course, it was just a dream, but still was a very mysterious experience.^000000";
		next;
		mes "...................................";
		next;
		mes "...................................";
		next;
		mes "'^660000Now I wonder if the scene is describing an accident that really happened in the past. If there was such big fire, I'm sure I can verify it in a newspaper.";
		mes "...I just want to know it out of curiosity...^000000'";
		barmunt_crow = 7;
		changequest 2064,2065;
		close;
	}
	else if (barmunt_crow == 7) {
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "If I want to read news articles about fires, which section should I go to?";
		close;
	}
	end;
}

yuno_in04,117,102,3	script	Old News Scrapbook	CLEAR_NPC,{
	if (barmunt_crow == 7) {
		mes "^660000It is a folder with an wooden frame holding a thick pile of old newspapers.^000000";
		next;
		mes "^660000You carefully looked through the newspapers to see if you could find any articles about fire accidents.^000000";
		next;
		while(1) {
			mes "...................................";
			next;
			mes "...................................";
			next;
			.@newspp = rand(1,10);
			if ((.@newspp == 1) || (.@newspp == 2)) {
				mes "- Page 1 -";
				mes "Renowned Assassin Sieglinde: 'I serve you only.'";
				mes " ";
				mes " Sieglinde has attained the title of Greatest Assassin";
				mes "for his professionalism";
				mes "and fame among ladies,";
				mes "for his bad-boy image characterized by his sharpened Katar:";
				mes "a handsome man that lives a life of romantic loneliness.";
				mes "Recently this Assassin-Turned-Into-Celebrity has made";
				mes "a true confession with a smile on his face:";
				mes "he has been secretly going out with a lady,";
				mes "and they are planning to wed next year.";
				mes " The lady in question is known as Priestess M,";
				mes "and she works in Prontera Church, but he refused to give us more information";
				mes "about his fiancee for the sake of her safety.";
				mes "As soon as the news spread,";
				mes "his female fans showed a negative reaction";
				mes "saying, 'This is ridiculous.";
				mes "Assassins must live alone under the shadows.'";
				mes "Hopefully the fans' reaction won't cause too much worry";
				mes "to Sieglinde and his soon-to-be wife.";
				mes " ";
				next;
			}
			else if ((.@newspp == 3) || (.@newspp == 4)) {
				mes "- Page 4 -";
				mes "Fight Scene in Juno";
				mes " ";
				mes "Last night, two young men were witnessed";
				mes "violently fighting each other in Juno Plaza.";
				mes "According to the Juno soldier that arrested them,";
				mes "Mr. B had not been so happy with Mr. A's";
				mes "careless behavior, and it seems";
				mes "that his patience finally ran out last night.";
				mes "It seems the fight started when Mr. A put his bare sweaty feet on Mr. B's thigh,";
				mes "saying that his feet are too sweaty.'";
				mes "Blame the hot weather, people!";
				mes " ";
				next;
			}
			else if (.@newspp == 5) {
				mes "God's Warning: A Secret Lab Reduced to Ashes";
				mes " ";
				mes " The smoke clouding the sky of Juno last night";
				mes "turned out to be from";
				mes "a secret laboratory set on fire.";
				mes " More information about the laboratory";
				mes "has not yet been released, but according to the witnesses,";
				mes "the laboratory was found empty";
				mes "without anybody or anything inside";
				mes "except broken pieces of test tubes";
				mes "which proved that the place was used as a laboratory.";
				mes " Scientist Sion, the accident scene investigator,";
				mes "suspects from the remnants of machines inside";
				mes "that the laboratory must have been used";
				mes "to test biotechnology projects,";
				mes "and expressed his belief that the fire was the wrath of God,";
				mes "righteous punishment for trifling with his creations.";
				mes " ";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "...........................";
				mes "...........................";
				mes "This is the place I've seen in my dream!";
				next;
				mes "Wait, then what about the place where they escaped...?";
				next;
				mes "You quickly checked the date of the news. It was too long ago";
				mes "for you to find any more information from searching news articles.";
				next;
				mes "What if they have any descendents or successors?";
				next;
				mes "You feel your heart beating faster with excitement.";
				mes "You are now convinced this was not just your dream or illusion. You had a vision of what really happened in the past.";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "I can't believe this is happening!";
				mes "Think hard... It was ^FF0000an area connected to a northern cave^000000.";
				barmunt_crow = 8;
				changequest 2065,2066;
				close;
			}
			else if ((.@newspp == 6) || (.@newspp == 7)) {
				mes "- Culture Page -";
				mes "- Please Save My Water -";
				mes " ";
				mes "A recently acclaimed young author,";
				mes "Jean Cadoc's new series";
				mes "'Please Save My Water' has been ranked at the top";
				mes "for the most checked-out book in libraries.";
				mes "'Please Save My Water' is about a girl called Ujer";
				mes "who was blessed by Mother Nature.";
				mes "Her father left a will on his deathbed";
				mes " to 'protect the water' against the evil,";
				mes "and she is fighting against a group of evil villains";
				mes "that are contaminating nature so that she can purify the water.";
				mes "This book will be soon selected as an essential academic book of";
				mes "the Schwaltzvalt Republic for";
				mes "promoting morality and";
				mes "promoting environmental protection throughout the nation.";
				mes " ";
				next;
			}
			else {
				mes "Einbech Mine Collapsed (2)";
				mes " ";
				mes "According to an employee of Rekenber Corporation,";
				mes "which has been leading Einbech's mining business,";
				mes "three dead bodies have been discovered,";
				mes "but one survivor was admitted into a hospital.";
				mes "He is in a critical condition,";
				mes "and also informed us that they are";
				mes "still searching for survivors,";
				mes "and have hired specialists to investigate";
				mes "the cause of the accident.";
				mes " ";
				next;
			}
		}
	}
	else {
		mes "^660000It is a folder with a wooden frame holding a thick pile of old newspapers.^000000";
		close;
	}
}

yuno_in04,169,123,3	script	Suspicious Man#oliver_h	4_M_ATEIL,{
	if (checkweight(Old_Violet_Box,3) == 0) {
		mes "- You have too many items in your inventory to proceed with this quest. -";
		close;
	}
	if (barmunt_crow > 14) {
		mes "^660000The writer was writing in the notebook at an extremely fast pace.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Let's not disturb him, especially when he is full of creative ideas. That doesn't happen very often.";
		close;
	}
	else if (barmunt_crow == 13) {
		cutin "oliver_pre",2;
		if (countitem(Mami_Photo_Album) < 1) {
			mes "[Oliver Hilpert]";
			mes "Lady Mammi...";
			close2;
			cutin "",255;
			end;
		}
		mes "[Oliver Hilpert]";
		mes "Did you change your mind about selling Lady Mammi's picture book to me?";
		next;
		switch(select("Yes", "No")) {
		case 1:
			cutin "oliver_smile",2;
			mes "[Oliver Hilpert]";
			mes "Wow, thanks!";
			next;
			mes "[Oliver Hilpert]";
			mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
			next;
			break;
		case 2:
			mes "[Oliver Hilpert]";
			mes "Okay... I see...";
			emotion e_sob;
			close2;
			cutin "",255;
			end;
		}
		mes "[Oliver Hilpert]";
		mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Haha, thanks.";
		mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
		next;
		mes "[Oliver Hilpert]";
		mes "Oh, thank you so much for such valuable information!";
		next;
		mes "[Oliver Hilpert]";
		mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
		next;
		mes "[Oliver Hilpert]";
		mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
		next;
		cutin "oliver_smile",255;
		mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
		mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
		next;
		mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
		next;
		mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
		next;
		mes "^3131FFAncient weapon = Some kind of power source^000000";
		mes "^3131FFSeclusion - A female disciple's letter^000000";
		mes "^3131FFThe stepmother = Lover from a past life?!^000000";
		close2;
		specialeffect(EF_ENHANCE, AREA, playerattached());
		delitem Mami_Photo_Album,1;
		barmunt_crow = 14;
		getitem Author_Autograph,1;
		getitem Author_Memo,1;
		getitem Old_Violet_Box,1;
		warp "que_ba",270,270;
		end;
	}
	else if (barmunt_crow == 14) {
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "This dream seems pretty meaningful somehow.";
		mes "I'd better give him this note back.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Excuse me, Mr. Hilpert.";
		next;
		cutin "oliver_think",2;
		mes "[Oliver Hilpert]";
		mes ".................";
		mes ".................";
		mes "...........Huh?";
		next;
		cutin "oliver_think",255;
		mes "You felt sorry for interrupting him from writing.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "I think you've dropped this.";
		next;
		mes "^660000You rummaged your pocket to find the memo, and then happened to drop the crow feather which you picked up outside the library. Then suddenly...^000000";
		next;
		mes "(WHACK)";
		specialeffect EF_VENOMDUST;
		specialeffect(EF_DETOXICATION, AREA, playerattached());
		next;
		mes "^660000Oliver picked up the feather more quickly than you could, and then tore it into pieces before you could even say anything.^000000";
		next;
		mes "^660000You looked angrily at him, and found out that he turned into a completely different person; he no longer looked stupid or serious but extremely coldhearted.^000000";
		next;
		cutin "oliver_hum",2;
		mes "[Oliver Hilpert]";
		mes "Errr?!";
		mes "What's happened to this feather?";
		next;
		mes "[Oliver Hilpert]";
		emotion e_wah;
		mes "Wah! Did I do this?";
		mes "Oh my god, I'm sorry! I'm so sorry!";
		next;
		mes "^660000He changed back to himself, and started apologizing to you for his sudden rage.^000000";
		next;
		emotion e_sob;
		mes "[Oliver Hilpert]";
		mes "I... I don't know how to apologize...";
		mes "It's just that... I became so angry that I--! Argh, I'm sorry!";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Well, it's okay. I happened to pick it up from the street. You don't have to apologize.";
		next;
		mes "[Oliver Hilpert]";
		mes "If you say so, thank you for your understanding.";
		mes "Phew, I felt so guilty...";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Here, take your memo back.";
		next;
		mes "[Oliver Hilpert]";
		mes "Oh, you can just throw it away. It's no longer useful.";
		mes "Phew...";
		next;
		cutin "oliver_pre",2;
		mes "[Oliver Hilpert]";
		mes "I'm having great ideas right now. I'm sorry, but I should go.";
		next;
		cutin "oliver_pre",255;
		mes "^660000As soon as he talked to you, he went back to his writing and became completely absorbed in his work.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "He has such amazing concentration.";
		mes "I guess not everyone can make bestselling books, huh?";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "...Wait, I'm not sneezing anymore...";
		mes "The headache and the heavy feeling in my chest is gone too!";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "What if it was all caused by that crow feather? What if...?";
		next;
		switch(select("It was cursed by the pebble.", "The crow has something to do with Oliver.")) {
		case 1:
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Ah, I see.";
			mes "I think when the crow was hit by the pebble, its wisdom must have turned into disaster.";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Argh, that was all because of the library master!";
			mes "Luckily the feather is gone, so hopefully I won't suffer any more disaster.";
			next;
			break;
		case 2:
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "I remember Mr. Zid saying Eva had left a black feather behind her.";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Also, the female assistant turned into a crow flying away, and then the crow feather made me sneeze and cough.";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "..................";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Yes, Mr. Hilpert's soul is cursed by the Crow!";
			mes "I wonder if he threw rocks at crows like the library master...";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "..................";
			mes "I guess it's a stupid idea.";
			next;
			break;
		}
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Oh well, whatever.";
		mes "What matters is that I'm cured!";
		mes "If I have another dream, I'll deal with it then~";
		next;
		mes "^660000As you left the library, you thought that thinking Mr. Oliver is your half would be a better idea.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "That was pretty fun, but also pretty tiring. Where should I head for my next adventure?";
		barmunt_crow = 15;
		completequest 2068;
		close2;
		cutin "",255;
		end;
	}
	else {
		mes "^660000A suspicious-looking young man is searching passing faces as if he is looking for someone.^000000";
		close;
	}
}

yuno_in04,167,120,3	script	Worn-out Book#garas	HIDDEN_NPC,{
	if (checkweight(Old_Violet_Box,3) == 0) {
		mes "- You have too many items in your inventory to proceed with this quest. -";
		close;
	}
	if (barmunt_crow == 12) {
		if (countitem(Mami_Photo_Album) < 1) {
			mes "- You felt as if you have left something important behind. -";
			close;
		}
		mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
		next;
		mes "^660000You carefully turned the first page, worrying that you might have another crazy dream.^000000";
		next;
		mes ".........................";
		mes ".........................";
		mes ".........................";
		next;
		mes "< Since he was young - it was before he could even remember exactly how young he was - his dreams have filled his brain with immense knowledge that he had never seen or learned from anywhere else.";
		mes "He was a little boy outside, but wiser than any grown sage. He spoke many languages so fluently that they sounded like Edda chanted by Odin.";
		mes "To him, his small and dark underground village was a prison blocking him from satisfying his curiosity and desire for freedom.";
		mes "He expressed his desire to learn more knowledge of the outside world to stepmother Eva, but she always ignored his wish with a stern look.";
		mes "Eventually, her unreasonable dissuasion could no longer stop him from escaping his reality.";
		mes " ";
		mes "- Gasp! Gasp! -";
		mes "He ran through the darkness which seemed to have no end. He was running away from everything that tried to confine him.>";
		next;
		mes ".........................";
		mes ".........................";
		mes ".........................";
		next;
		mes "< - Umm...-";
		mes "-...He's awake.-";
		mes "- Hello, can you see me? How do you feel? -";
		mes "An old man slowly walked into the room. With a smile on the face, he sat down on a chair. The little boy felt afraid for a little while after seeing people outside his village for the first time,";
		mes "but then he forced himself up from the bed, and looked around.";
		mes " ";
		mes "- Where am I? Why am I here? - ";
		mes "- I was riding a carriage last night, and found you lying in the street. My name is Haeji. You may call me Mr. Haeji, son.-";
		mes "-.......-";
		mes "- What's your name? -";
		mes "-......Al.-";
		mes "- Do you know why you're on the street? Where do you live? Your parents must be dying to see you.-";
		mes "Haeji's comment instantly brought the monstrous image of Eva to Al's mind. Inwardly, he screamed in fear.";
		mes "- I live nowhere, and I don't have parents. -";
		mes "Al had to lie no matter how long, he thought. The old man seemed to understand him: his eyes showed sympathy for the little boy. Haeji insisted that Al could stay in his mansion as long as he wanted.";
		mes "Later, after learning that Haeji was a professor of Juno City University, Al was convinced that the fates were on his side.>";
		next;
		mes ".........................";
		mes ".........................";
		mes ".........................";
		next;
		mes "^660000You felt somebody staring at you reading the book. You turned your head, and found a dandy and yet suspicious-looking young man.^000000";
		next;
		cutin "oliver_pre",2;
		mes "^660000The young man approached and shook your hand with a grin on his face.^000000";
		next;
		mes "[Suspicious-Looking Man]";
		mes "Hey, you're reading <The Trace of the Fate>!";
		mes "Hahaha, nice to meet you. I'm the author of that book. I've come by to check how well my new book, <The Crow of the Fate>, is doing, and it's a great honor to meet a fan of mine! I feel embarrassed, but thanks! Hehe.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Cough, no, I'm not a fa...";
		next;
		mes "[Oliver Hilpert]";
		mes "Oh, right! Do you want my autograph?";
		next;
		mes "(Scribble)";
		next;
		mes "[Oliver Hilpert]";
		mes "^660000He took out a big piece of paper from his bag, drew something really fast, and then handed it to you.^000000";
		next;
		mes "Haha, look. I've signed it as big as I could so that you can brag about this to your friends!";
		next;
		mes "[Oliver Hilpert]";
		mes "You know, I just wrote what I saw in my dream; I didn't know people would love my stories so much! It's very surprising to me.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Dream?";
		next;
		cutin "oliver_think",2;
		mes "[Oliver Hilpert]";
		mes "Yes, I've been having dreams that are so vivid, they feel like reality.";
		mes "I was told great writers usually find their inspiration from their dreams. I guess I was born to be one of them. Hahaha!";
		next;
		mes "You felt something uncomfortable about this so-called dream. You wanted to understand the meaning of what you've seen while reading the book.";
		mes "If Oliver was dreaming exactly the same things as you, that might mean he and you are sharing dreams. Then again, you've discovered the cave village in the book actually exists.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "The hero Al was having dreams...";
		next;
		cutin "oliver_pre",2;
		mes "[Oliver Hilpert]";
		mes "Wah!";
		mes "Isn't that over there?!";
		emotion e_omg;
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Huh?";
		next;
		mes "^660000You quickly turned your head following his eyes. There was nothing but your bag.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Ah... Ahchoo! Mr. Hilpert, are you interested in my bag? It's just a simple bag I got from the Novice Training Grounds...";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Oliver Hilpert]";
		mes "No, no!";
		next;
		mes "[Oliver Hilpert]";
		mes "I was looking at the thing shining under the cover of the bag!";
		next;
		mes "^660000You checked what the thing in your bag was, and it was...^000000";
		next;
		cutin "oliver_smile",2;
		mes "[Oliver Hilpert]";
		mes "Lady Mammi!";
		emotion e_lv2;
		next;
		mes "^660000Yes, it was the picture book of Mammi, an idol whom Benjamin of Morroc insists to be one of the three greatest idols in the Rune-Midgart Kingdom. That must be why Oliver is squealing in delight.^000000";
		emotion e_dots,1;
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Ahchoo! Are you also a Mammi fan?";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Oliver Hilpert]";
		mes "Are you kidding?! Of course!";
		mes "Tell me, where you can find another intelligent and beautiful woman like her?";
		mes "I believe she's the reincarnation of the Wisdom Goddess who was expelled to the Midgard Continent by jealous goddesses.";
		next;
		mes "^660000Mammi seems to have a strange level of popularity that you can never understand.^000000";
		next;
		mes "[Oliver Hilpert]";
		mes "May I see?";
		next;
		mes "^660000You have given him Mammi's picture book.^000000";
		next;
		mes "[Oliver Hilpert]";
		mes ".................";
		next;
		mes "[Oliver Hilpert]";
		mes "...Oh!";
		cutin "mami01",4;
		emotion e_lv;
		next;
		mes "[Oliver Hilpert]";
		mes "...Ooooh!";
		cutin "mami02",4;
		emotion e_lv;
		next;
		cutin "oliver_smile",2;
		mes "[Oliver Hilpert]";
		mes "Ah... This is why I'm in love with Lady Mammi.";
		mes "Adventurer, you must be an enthusiastic fan of her as well. Where did you find this rare picture book?";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "No, I got it as a gift from someone... Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "[Oliver Hilpert]";
		mes "What? Now I'm shocked!";
		mes "It's shocking to see you unimpressed by the beauty of Lady Mammi,";
		mes "but it is more shocking that God has given such a rare picture book of her";
		mes "to someone like you who does not appreciate its value!";
		mes "I flew over to the Rune-Midgart Kingdom on the earliest airship";
		mes "to get this book on the day it was released, but the books were sold out. The person right in front of me got the last one!";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "...............";
		mes "I... I see...";
		emotion e_swt,1;
		next;
		mes "[Oliver Hilpert]";
		mes "Umm...";
		mes "If you don't really like that book, why don't you sell it to me?";
		next;
		mes "[Oliver Hilpert]";
		mes "As I told you earlier, it's something I'm willing to cross continents to get. Please?";
		mes "I really want to buy your book!";
		next;
		switch(select("Sell", "Don't Sell")) {
		case 1:
			mes "[Oliver Hilpert]";
			mes "Wow, thanks!";
			next;
			mes "[Oliver Hilpert]";
			mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
			next;
			break;
		case 2:
			mes "[Oliver Hilpert]";
			mes "Okay... I see...";
			emotion e_sob;
			barmunt_crow = 13;
			close2;
			cutin "",255;
			end;
		}
		mes "[Oliver Hilpert]";
		mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Haha, thanks.";
		mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
		next;
		mes "[Oliver Hilpert]";
		mes "Oh, thank you so much for such valuable information!";
		next;
		mes "[Oliver Hilpert]";
		mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
		next;
		mes "[Oliver Hilpert]";
		mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
		cutin "oliver_smile",255;
		next;
		mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
		mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
		next;
		mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
		next;
		mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
		next;
		mes "^3131FFAncient weapon = Some kind of power source^000000";
		mes "^3131FFSeclusion - A female disciple's letter^000000";
		mes "^3131FFThe stepmother = Lover from a past life?!^000000";
		close2;
		specialeffect(EF_ENHANCE, AREA, playerattached());
		delitem Mami_Photo_Album,1;
		barmunt_crow = 14;
		getitem Author_Autograph,1;
		getitem Author_Memo,1;
		getitem Old_Violet_Box,1;
		warp "que_ba",270,270;
		cutin "",255;
		end;
	}
	else {
		mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
		close;
	}
}

que_ba,247,33,0	script	#bpast_1_1	FAKE_NPC,1,1,{
OnTouch:
	if (barmunt_crow < 4) {
		warp "ama_dun03",119,110;
	}
	else {
		sc_end SC_BLIND;
		mes "[???]";
		mes "Waaaaah!";
		next;
		mes "^660000Startled by a terrifying scream, you regained consciousness. It seems that you were lost in time for quite a while.^000000";
		next;
		mes "^660000You scrambled to stand on you feet, and then followed the sound of the scream to an old and abandoned building.^000000";
		next;
		mes "^660000The old, huge and somehow intimidating building was expelling dark red smoke out of broken and open windows.^000000";
		close;
	}
}

que_ba,257,39,3	script	Female Researcher#bpast	4_F_ALCHE,{
	if (barmunt_crow < 4) {
		warp "ama_dun03",119,110;
	}
	else if (barmunt_crow == 4) {
		mes "^660000While trying to remember what happened, you encounter a woman who passes by you. You instinctively reach for her shoulder to get her attention.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Ahchoo! Ahchoo! Gosh...";
		mes "Hey, where am I...?";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "- Pzzzz -";
		specialeffect EF_CLOAKING;
		next;
		mes "^660000Surprisingly, your arm passed through her body.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "...Where the hell am I?";
		close;
	}
	else {
		warp "yuno_in04",100,3;
	}
	end;
}

que_ba,265,34,0	warp	#bpast_1to2	1,1,que_ba,156,37

que_ba,176,43,7	script	Researcher#bpast_2_1	4_M_SCIENCE,{
	specialeffect EF_CLOAKING;
	mes "[Researcher]";
	mes "Fire!";
	mes "Everybody, move, move!";
	close;
}

que_ba,181,14,7	script	Researcher#bpast_2_2	4_LGTSCIENCE,{
	specialeffect EF_CLOAKING;
	mes "[Researcher]";
	mes "Cough, cough!";
	mes "Argh... I can't breathe... I have to get out...";
	close;
}

que_ba,183,25,0	warp	#bpast_2to3_1	1,1,que_ba,72,25
que_ba,183,52,0	warp	#bpast_2to3_2	1,1,que_ba,72,51

que_ba,102,56,0	script	#3room_barmunt	FAKE_NPC,3,3,{
OnTouch:
	if (barmunt_crow < 4) {
		warp "yuno_in04",100,3;
	}
	else {
		mes "^660000You walked through the flame engulfed hallway and ended at a room that was about to collapse, just like everywhere else in this place.^000000";
		next;
		mes "^660000You could not clearly see what was inside the room because of all the smoke, but you knew there was something there.^000000";
		next;
		mes "^660000You squinted your eyes, and listened. You could hear human voices, but their silhouettes of whomever was talking were not human shaped.^000000";
		next;
		mes "[Female]";
		mes "Cough! Fire... Cough!";
		mes "Goddamn humans... Cough, cough!";
		next;
		mes "^660000Her coughing grew worse as the roaring of the flames grew stronger.^000000";
		next;
		mes "[Male]";
		mes "They ran away, and left us behind to die!";
		next;
		mes "[Female]";
		mes "...Are we going to die?";
		next;
		mes "[Male]";
		mes "Die? ...Haha.";
		mes "^3131FF'Eva'^000000, we won't die... We were never exactly alive to begin with.";
		next;
		mes "- Crumbling -";
		next;
		mes "[Male]";
		mes "Argh!";
		next;
		mes "^660000The only exit was blocked by steel bars; no one could get out of the room enveloped in flames. Then, a corner of a wall crumbled by the heat from the fire.^000000";
		next;
		mes "^660000The male silhouette quickly approached the wall, and started to dig at the crumbled corner.^000000";
		next;
		mes "[Male]";
		mes "...It's done!";
		next;
		mes "[Male]";
		mes "Let's go, Eva!";
		next;
		mes "[Eva]";
		mes "Wait, we have to take the children with us.";
		next;
		mes "^660000The female silhouette called Eva approached the test tubes standing in a row against a wall.^000000";
		next;
		mes "[Male]";
		mes "Eva!! We don't have time to save all of them! Come here!";
		if (barmunt_crow == 4) {
			barmunt_crow = 5;
		}
		sc_start SC_BLIND,600000,0,10000;
		close2;
		warp "que_ba",53,232;
		end;
	}
	end;
}

que_ba,104,55,3	script	Grotesque Woman#eva1	4_F_MUT1,{
	specialeffect EF_CLOAKING;
	end;
}

que_ba,99,51,7	script	Grotesque Man#zid1	4_M_MUT1,{
	specialeffect EF_CLOAKING;
	end;
}

que_ba,53,232,0	script	#garas_f_yume	HIDDEN_WARP_NPC,1,1,{
OnTouch:
	if (barmunt_crow == 5) {
		//GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0
		mes "^660000Suddenly a flash of light stung your eyes. A few seconds later, you opened your eyes and found that you were somewhere in Schwaltzvalt.^000000";
		next;
		mes "^660000And you aren't alone: you can now clearly see the man and woman that escaped the laboratory.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Umm...";
		next;
		mes "[Grotesque Man]";
		mes "Where should we go?";
		mes "No one will welcome us... We look like monsters!";
		next;
		mes "[Eva]";
		mes "...";
		mes "I know a cave that's hidden in the north.";
		mes "We can stay there for a while.";
		next;
		mes "^660000They seemed completely oblivious of your presence, and headed north.^000000";
		next;
		mes "^660000You were looking at their backs as they left, and then noticed that you were holding the book you were reading in your hands. Then....^000000";
		barmunt_crow = 6;
		specialeffect(EF_FLASHER, AREA, playerattached());
		close2;
		warp "yuno_in04",100,3;
	}
	else {
		warp "yuno_in04",100,3;
	}
	end;
}

que_ba,50,238,1	script	Grotesque Woman#eva2	4_F_MUT1,{
	specialeffect EF_CLOAKING;
	end;
}

que_ba,48,227,7	script	Grotesque Man#zid2	4_M_MUT1,{
	specialeffect EF_CLOAKING;
	end;
}

que_ba,264,186,0	script	#barmut_room1	HIDDEN_WARP_NPC,2,2,{
OnTouch:
	if (barmunt_crow == 11) {
		mes "^660000You wake up, and look around you. Somehow, you've now ended up in a huge mansion.^000000";
		next;
		mes "^660000You suddenly feel a sharp pain in your chest, as if someone were squeezing your heart.^000000";
		next;
		mes "^660000This mansion looks very elegant and expensive, but it is on fire, just like the laboratory in your first dream.^000000";
		next;
		mes "^660000You're having trouble thinking because of your chest pain and the fire, but you know that this mansion won't last long. You look around for an exit, and see a man standing downstairs in the center of flames.^000000";
		next;
		mes "^660000He didn't seem to care that he'd perish along with the mansion, and was talking slowly in a low, sad voice.^000000";
		next;
		mes "[Mysterious Man]";
		mes ".....................";
		mes "After all, God has trifled with me...";
		mes "This was his plan all long...";
		mes "Even my best friends were his puppets...";
		next;
		mes "[Mysterious Man]";
		mes "I strongly resent my fate...";
		mes "But I'm ready to accept the end... Of everything...";
		next;
		mes "^660000He could not finish his words before flames swallowed him up. At the same time, you were...^000000";
		specialeffect EF_METEORSTORM;
		barmunt_crow = 12;
		close2;
		warp "yuno_in04",108,57;
	}
	else {
		warp "yuno_in04",108,57;
	}
	end;
}

que_ba,270,181,3	script	#barmunt_fire	4_M_SAGE_C,{
	end;
}

que_ba,270,270,0	script	#barmunt_living	HIDDEN_WARP_NPC,1,1,{
OnTouch:
	mes "..................";
	mes "..................";
	mes "..................";
	mes "..................";
	next;
	mes "[Mysterious Man]";
	mes "..................";
	mes "..................";
	mes "..................";
	mes "E...Eva, no!";
	next;
	mes "[Mysterious Man]";
	mes "Was it a dream?";
	mes "..................";
	mes "...Gosh, that was strange.";
	next;
	mes "[Mysterious Man]";
	mes "Mother was... She was a regular human.";
	mes "Was I standing next to her?";
	mes "..................";
	next;
	mes "^660000He mumbled to himself, and brushed back his sweaty hair with a trembling hand.^000000";
	next;
	mes "["+ strcharinfo(PC_NAME) +"]";
	mes "A dream again.";
	mes "I guess he won't be able to see or hear me, just like the others.";
	next;
	mes "^660000You put your guard down, and stare at him.";
	mes "Suddenly his face distorted in anger as he looked right back at you.^000000";
	next;
	mes "[Mysterious Man]";
	mes "How the hell did you find me?!";
	next;
	mes "["+ strcharinfo(PC_NAME) +"]";
	mes "...Wah! He can see me! He can see me!";
	next;
	enablenpc "#barmut_onna";
	mes "[Mysterious Woman]";
	mes "You don't have to be so angry at me, sir.";
	next;
	mes "^660000As soon as you heard her voice,";
	mes "you turned around and found a woman standing there.^000000";
	next;
	mes "[Mysterious Woman]";
	mes "It was almost done, but then you broke all of them -- even ^FF00FFBEEP^000000 and ^FF00FFBEEP^000000 -- and were hiding in here.";
	next;
	mes "[Mysterious Man]";
	mes "They weren't supposed to exist in this world!";
	next;
	mes "[Mysterious Woman]";
	mes "It's his decision. Your fate is on his...";
	next;
	mes "[Mysterious Man]";
	mes "Shut up!";
	next;
	mes "^660000The raging man drew a sword, and pointed it at her. She then suddenly transformed into a crow and flew away. The echos of her laughter could be heard outside the window.^000000";
	disablenpc "#barmut_onna";
	specialeffect EF_BAT;
	next;
	mes "[Echoing Voice]";
	mes "You are bound to your fate, no matter how hard you try to escape...";
	soundeffect "loli_ruri_stand.wav",0;
	next;
	mes "..................";
	mes "..................";
	mes "..................";
	mes "..................";
	next;
	mes "..................";
	mes "..................";
	mes "..................";
	mes "..................";
	close2;
	warp "yuno_in04",165,122;
	end;
}

que_ba,263,276,3	script	#barmut_room2	4_M_SAGE_C,{
	end;
}

que_ba,266,268,3	script	#barmut_onna	4_F_SCIENCE,{
OnInit:
	disablenpc "#barmut_onna";
	end;
}

cave,82,97,3	script	Cave Settler#g1	4_M_CAVE1,3,3,{
	if (barmunt_crow == 8) {
		mes "[Cave Settler]";
		mes "No outsiders are allowed beyond this point.";
		next;
		switch(select("Step back.", "No, listen to me!")) {
		case 1:
			mes "[Cave Settler]";
			mes "Hah, I knew you would be scared of me!";
			close2;
			warp "cave",81,92;
			end;
		case 2:
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Ah... Ahchoo!";
			mes "'I'm not like other outsiders... Ahchoo!";
			mes "I have a goal to achieve in here... Ahchoo!";
			specialeffect(EF_VENOMDUST, AREA, playerattached());
			next;
			mes "^660000Although you a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "I'm here to find somebody!";
			input .@input$;
			mes "Her name is ^FF0000"+.@input$+"^000000!";
			next;
			if (compare(.@input$,"Eva") == 0) {
				mes "[Cave Settler]";
				mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
				close2;
				warp "cave",81,92;
				end;
			}
			else {
				mes "[Cave Settler]";
				mes "............!!!!";
				next;
				mes "[Cave Settler]";
				mes "Did you just say Eva?";
				mes "Hmm...";
				mes "Wait here.";
				next;
				emotion e_com;
				mes "[Cave Settler]";
				mes "Hey, Jaeda!";
				enablenpc "Jaeda#garas1";
				next;
				mes "[Cave Settler]";
				mes "Go upstairs, and tell Eva that she has a visitor.";
				disablenpc "Jaeda#garas1";
				next;
				mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
				next;
				mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
				enablenpc "Jaeda#garas1";
				next;
				mes "[Cave Settler]";
				mes "Hmm... Yeah? I see.";
				next;
				disablenpc "Jaeda#garas1";
				mes "[Cave Settler]";
				mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
				next;
				mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
				mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
				barmunt_crow = 9;
				close2;
				warp "cave",82,105;
				end;
			}
		}
	}
	else if (barmunt_crow < 8) {
		mes "[Cave Settler]";
		mes "No outsiders are allowed beyond this point.";
		next;
		mes "^660000His voice is as stern and intimidating as his appearance.^000000";
		close2;
		warp "cave",81,92;
		end;
	}
	else {
		mes "[Cave Settler]";
		mes "Do you still have business with Zid?";
		mes "You'd better finish it quickly because we don't like outsiders running around our village.";
		close;
	}

OnTouch:
	if (barmunt_crow == 8) {
		mes "[Cave Settler]";
		mes "No outsiders are allowed beyond this point.";
		next;
		switch(select("Step back.", "No, listen to me!")) {
		case 1:
			mes "[Cave Settler]";
			mes "Hah, I knew you would be scared of me!";
			close2;
			warp "cave",81,92;
			end;
		case 2:
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Ah... Ahchoo!";
			mes "'I'm not like other outsiders... Ahchoo!";
			mes "I have a goal to achieve in here... Ahchoo!";
			specialeffect(EF_VENOMDUST, AREA, playerattached());
			next;
			mes "^660000Although you're a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "I'm here to find somebody!";
			input .@input$;
			mes "Her name is ^FF0000"+.@input$+"^000000!";
			next;
			if (compare(.@input$,"Eva") == 0) {
				mes "[Cave Settler]";
				mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
				close2;
				warp "cave",81,92;
				end;
			}
			else {
				mes "[Cave Settler]";
				mes "............!!!!";
				next;
				mes "[Cave Settler]";
				mes "Did you just say Eva?";
				mes "Hmm...";
				mes "Wait here.";
				next;
				emotion e_com;
				mes "[Cave Settler]";
				mes "Hey, Jaeda!";
				enablenpc "Jaeda#garas1";
				next;
				mes "[Cave Settler]";
				mes "Go upstairs, and tell Eva that she has a visitor.";
				disablenpc "Jaeda#garas1";
				next;
				mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
				next;
				mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
				enablenpc "Jaeda#garas1";
				next;
				mes "[Cave Settler]";
				mes "Hmm... Yeah? I see.";
				next;
				disablenpc "Jaeda#garas1";
				mes "[Cave Settler]";
				mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
				next;
				mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
				mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
				barmunt_crow = 9;
				close2;
				warp "cave",82,105;
				end;
			}
		}
	}
	else if (barmunt_crow < 8) {
		mes "[Cave Settler]";
		mes "No outsiders are allowed beyond this point.";
		next;
		mes "^660000His voice is as stern and intimidating as his appearance.^000000";
		close2;
		warp "cave",81,92;
	}
	end;
}

cave,85,101,3	script	Jaeda#garas1	4_M_MUT2,{
OnInit:
	disablenpc "Jaeda#garas1";
	end;
}

ein_fild01,28,261,0	warp	cave_in1	1,1,cave,97,24
cave,97,21,0	warp	case_out1	1,1,ein_fild01,28,255

cave,86,167,0	warp	zid_in	1,1,cave,77,185
cave,79,180,0	warp	zid_out	3,3,cave,90,162

cave,22,186,3	script	Monsterous Man#zid	4_M_MUT1,{
	if (barmunt_crow == 9) {
		mes "^660000You are looking at a man who appears as hideous as a monster.";
		mes "He was the man with Eva that you saw in your dream. Of course, he's older now, and his age is showing in his face and skin.^000000";
		next;
		mes "(WHIZZ)";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Argh...";
		next;
		mes "^660000The pain in your chest suddenly hits you...";
		mes "And your lungs seem much weaker from all of the coughing and sneezing you've suffered lately.^000000";
		next;
		mes "^660000Rubbing your chest to ease the pain, you keep staring at him in surprise.^000000";
		next;
		mes "^660000Thankfully, he speaks to you first.^000000";
		next;
		mes "[Monsterous Man]";
		mes "Does my appearance bother you?";
		next;
		mes "[Monsterous Man]";
		mes "So, you know Eva... Huh?";
		next;
		mes "^660000He sounded weak, as if he did not have enough energy to talk.^000000";
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Umm... Ahchoo!";
		specialeffect(EF_VENOMDUST, AREA, playerattached());
		next;
		mes "["+ strcharinfo(PC_NAME) +"]";
		mes "Do you know a man by the name of Oliver Hilpert?";
		next;
		mes "[Monsterous Man]";
		mes "Oliver? Well, I don't think so.";
		mes "What does he have to do with anything?";
		next;
		mes "^660000You have given him Oliver's novel, <The Crow of the Fate>, explaining strange events that have happened to you.^000000";
		next;
		mes "....................";
		next;
		mes "....................";
		mes "....................";
		next;
		mes "....................";
		mes "....................";
		mes "....................";
		next;
		mes "^660000He squinted his eyes in curiosity and looked through a few pages of the book quietly. Then he opened his mouth as he handed the book back to you.^000000";
		next;
		mes "[Monsterous Man]";
		mes "I'm surprised that the story in this book is... It's similar to my life story. Very similar.";
		next;
		while(1) {
			mes "[Zid]";
			mes "My name is Zid. Tell me what you want from me. I want to know more about this book.";
			next;
			switch(select("About the Cave Village", "About Himself", "About Eva", "End Conversation")) {
			case 1:
				mes "[Zid]";
				mes "Did you notice that our villagers look different?";
				next;
				mes "[Zid]";
				mes "Human curiosity has led to great achievements and contributions, but there is a point where knowledge may be too much to handle.";
				mes "Everyone in this village is a runaway... We are victims of what happens when people play God, seek out forbidden knowledge, and toy with life.";
				next;
				mes "[Zid]";
				mes "We have no choice but hide here because they are too powerful for us to speak out against... And we know that isn't right.";
				next;
				break;
			case 2:
				mes "[Zid]";
				mes "I was a normal man once, but poverty made me lose my pride, self-esteem, and identity.";
				mes "I was sick and tired of worrying about food everyday, and I volunteered to be a test subject in some experiment.";
				mes "I no longer had to worry about starving, but my life as a 'human' ended that day.";
				next;
				mes "[Zid]";
				mes "At first, Eva and I were the only ones here, but others joined us, and we formed a small settlement.";
				mes "Now I'm the oldest villager, and feel the heavy responsibility of protecting others.";
				next;
				break;
			case 3:
				mes "[Zid]";
				mes "The laboratory in which Eva and I were being tested was not ordinary.";
				mes "It was built to test and duplicate God's power of creation.";
				next;
				mes "[Zid]";
				mes "They failed to achieve their objective, and caused a series of unfortunate events";
				mes "by trying to manipulate materials that were difficult to even examine.";
				mes "They believed their research would open a whole new world for mankind...";
				next;
				mes "[Zid]";
				mes "Eva was one of them... Although she wasn't kind, she at least sympathized for me because I sold myself out of poverty.";
				next;
				mes "[Zid]";
				mes "She had a man who loved her so much...";
				mes "His name was Sefakiest, and he always supported her research.";
				next;
				mes "[Zid]";
				mes "He... Killed himself in despair after Eva was turned into a mutant just like me... She wanted him to use her as his test subject.";
				mes "No one expected him to end his life so easily when he was the most enthusiastic researcher of all.";
				next;
				mes "[Zid]";
				mes "Then somebody set the laboratory on fire. I assume you've seen that in your dream. The fire completely burned down the building.";
				next;
				mes "[Zid]";
				mes "Eva and I were able to escape before we could be found, and then settled down here. After all, we can't just mingle with ordinary humans.";
				next;
				mes "[Zid]";
				mes "Eva managed to save one of the test subjects which actually grew up into a normal looking human, but he was actually perfect.";
				next;
				mes "[Zid]";
				mes "That boy ran away when he was about 10. I guess he hit puberty... You know boys and girls at that age.";
				next;
				mes "[Zid]";
				mes "Eva couldn't forget him. She was waiting for his return inside this dark cave. For a while, he was sending letters without his address, but then they stopped coming. That's when Eva disappeared.";
				mes "I found ^3131FFa giant black feather^000000 in her room after she left.";
				next;
				mes "[Zid]";
				mes "I don't know why, but... I believe Eva no longer exists...";
				next;
				break;
			case 4:
				.@exitloop = 1;
				break;
			}
			if (.@exitloop) break;
		}
		mes "[Zid]";
		mes "Hmm...";
		mes "Maybe Oliver is Eva's boy...";
		next;
		mes "[Zid]";
		mes "No, he's too young to be him because it happened a long time ago...";
		next;
		mes "[Zid]";
		mes ".........................";
		next;
		mes "[Zid]";
		mes "I guess it's just an old memory... Why should I care? Why should anyone?";
		next;
		mes "^660000Zid stopped talking, and then lowered his head. After the pause, he opened his mouth again.^000000";
		next;
		mes "[Zid]";
		mes "Now I'm too old to remember even Eva or the boy.";
		mes "My purpose in life is to protect the other villagers. They have lives ahead of them, living inside this dark cave.";
		next;
		mes "[Zid]";
		mes "The book was interesting, but I'm sure that guy, Oliver, experienced the same thing that happened to you.";
		next;
		mes "[Zid]";
		mes "Even if he has something to do with Eva, it's too late to do anything for her.";
		next;
		mes "[Zid]";
		mes "Think about it: who can save us from this dark cave, even if Eva or that boy is still alive? The answer is nobody.";
		next;
		mes "[Zid]";
		mes ".................................";
		next;
		mes "[Zid]";
		mes "I'm so sorry for not being much help.";
		mes "You'd better wake up from the dream, and move on with your life.";
		mes "...Sadly everything is nothing but a dream...";
		next;
		mes "[Zid]";
		mes "If you really feel sorry for us, please do not let others know where we are.";
		next;
		mes "^660000Zid turned his head away from you. You're still not sure if all of this is really happening. It's all so surreal...^000000";
		next;
		mes "^660000Frustrated by the conversation with Zid, you have decided to go back to Morroc and forget everything.^000000";
		barmunt_crow = 10;
		changequest 2066,2067;
		close;
	}
	else if (barmunt_crow == 10) {
		mes "Zid seemed to have lost his interest in the book.";
		mes "You have decided to deliver the book to Benjamin of Morroc.";
		close;
	}
	else {
		mes "[Monsterous Man]";
		mes "Don't look at my face...";
		close;
	}
}

cave,91,43,3	script	Cave Settler#f_cave1	4_M_LGTPOOR,{
	mes "[Cave Settler]";
	mes "(Startled)";
	next;
	mes "[Cave Settler]";
	mes "Mumble... Mumble...";
	close;
}

cave,72,71,5	script	Cave Settler#m_cave2	4_F_MUT2,{
	mes "[Cave Settler]";
	mes "Heh...";
	mes "You want... This?";
	next;
	mes "- She showed you Monster's Feed. -";
	close;
}

cave,134,62,1	script	Cave Settler#m_cave3	4_F_MUT2,{
	mes "[Cave Settler]";
	mes "Accessory!";
	mes "My pretty accessory!";
	mes "Waaah!";
	mes "My accessory is gone!";
	close;
}

cave,113,74,5	script	Cave Settler#f_cave4	4_M_MUT2,{
	mes "[Cave Settler]";
	mes "No one in this village welcomes you. Go back.";
	next;
	mes "[Cave Settler]";
	mes "Your eyes are so tempting... I wanna eat them! Heh heh!";
	close;
}

cave,76,39,5	shop	Cave Girl#f_cave5	1_M_SIZ,712:-1

cave,108,34,3	script	Cave Settler#f_cave6	4_F_CAVE1,{
	mes "[Cave Settler]";
	mes "Hoho, did he really say that yesterday...?";
	mes "Wah!";
	next;
	mes "[Cave Settler]";
	mes "It's a human...";
	next;
	mes "(Whisper)";
	mes "(Whisper)";
	close;
}

cave,105,32,7	script	Cave Settler#f_cave7	4_F_CAVE1,{
	mes "[Cave Settler]";
	mes "Hoho, did he really say that yesterday...?";
	mes "Wah!";
	next;
	mes "[Cave Settler]";
	mes "It's a human...";
	next;
	mes "(Whisper)";
	mes "(Whisper)";
	close;
}

//== Succession of the Prince ==============================
prontera,153,353,4	script	Messenger#prince1	8W_SOLDIER,{
	if (nk_prince == 0) {
		if (rebirth_moc_edq > 1) {
			mes "[Messenger]";
			mes "I am a messenger from the Royal court, sent to find a reliable adventurer. This is all about the very important issues of our nation.";
			next;
			if (aru_monas > 23) {
				mes "[Messenger]";
				mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
				next;
				mes "[Messenger]";
				mes "Oh, I don't want you to panic too much... Hmm... what I want to say is, Tristan the third, the ruler of Rune Midgarts...";
				next;
				switch(select("Passed away?", "Came for a celebration again?")) {
				case 1:
					emotion e_gasp;
					mes "[Messenger]";
					mes "You already know about that...";
					mes "Then, I don't need to give";
					mes "you any further explanation.";
					next;
					mes "[Messenger]";
					mes "The King's position cannot";
					mes "be empty for too long.";
					mes "Now, the debate over selecting our next King is actively in progress. Please give us a hand with this, for the tomorrow of Rune Midgarts.";
					nk_prince = 1;
					setquest 10000;
					close;
				case 2:
					mes "[Messenger]";
					mes "...";
					next;
					mes "[Messenger]";
					mes "What are you thinking?";
					mes "Do you really think a celebration is momentous for a nation right now?";
					next;
					mes "[Messenger]";
					mes "Yeah...";
					mes "It's quite natural for you to expect nothing. I still don't know how to express this to you. Don't be too perplexed.";
					next;
					mes "[Messenger]";
					mes "Tristan the 3rd, the ruler of Rune Midgarts...";
					next;
					mes "[Messenger]";
					mes "...";
					mes "has passed away.";
					next;
					mes "[Messenger]";
					mes "To prevent the people's disorder, it won't yet be announced. The Court is focused on selecting the next king right now. They are very busy considering it.";
					next;
					mes "[Messenger]";
					mes "You can learn more details in court. My mission is only to deliver this message to a reliable and brave adventurer.";
					next;
					mes "[Messenger]";
					mes "Please...Please...";
					mes "Lend a hand for the future";
					mes "of the Rune Midgarts kingdom.";
					nk_prince = 1;
					setquest 10000;
					close;
				}
			}
			else {
				mes "[Messenger]";
				mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
				next;
				mes "[Messenger]";
				mes "The King hasn't appeared";
				mes "in public for some time.";
				mes "Many are curious about the situation.";
				next;
				mes "[Messenger]";
				mes "I hate my duty to deliver";
				mes "this sorrowful reality to others.";
				mes "I think you already have a clue from my words...";
				next;
				mes "[Messenger]";
				mes "King Tristan...";
				next;
				mes "[Messenger]";
				mes "King Tristan...";
				mes "...passed away...";
				mes "...after a long time of suffering acutely from illness.";
				next;
				mes "[Messenger]";
				mes "The Royal Court is now in the process of selecting the next king. My mission is to find a devoted adventurer and send them to court.";
				next;
				mes "[Messenger]";
				mes "They will let you know what";
				mes "you have to do in court.";
				mes "I hope you will help bring";
				mes "peace to Rune Midgarts.";
				nk_prince = 1;
				setquest 10000;
				close;
			}
		}
		else {
			mes "[Messenger]";
			mes "I am a messenger of Rune Midgarts.";
			mes "Is there something special";
			mes "in this country?";
			next;
			mes "[Messenger]";
			mes "Haven't you seen something mysterious? Or heard some gossip?";
			close;
		}
	}
	else if (nk_prince == 1) {
		mes "[Messenger]";
		mes "I want you to go to the Prontera Royal Court to help in the next King's selection.";
		next;
		mes "[Messenger]";
		mes "I will stay here to find other adventurers. May your heart bring great glory to Rune Midgarts!";
		close;
	}
	else {
		mes "[Messenger]";
		mes "I am on a mission now. I think you may be looking for a different location. Ask others.";
		close;
	}
}

prt_castle,117,163,5	script	Inspector#prince	4_M_SAGE_C,{
	if (questprogress(10004) == 1) {
		mes "[Inspector]";
		mes "Judge!";
		mes "How goes it? I don't think it is easy to meet seven candidates and appraise them.";
		next;
		mes "[Inspector]";
		mes "Ha. Are you done?";
		mes "You are a fast worker, getting the job done!";
		next;
		mes "[Inspector]";
		mes "Let me have the scoop on the candidates~";
		next;
		mes "-I talked about my impression";
		mes "of the candidates for prince,";
		mes "to the Inspector, right away.";
		mes "I'm sure, I only give clear";
		mes "and concise facts to him.-";
		next;
		mes "[Inspector]";
		mes "Hmm... is that so? What you've said has helped me a lot. Thank you for your hard work.";
		next;
		mes "[Inspector]";
		mes "By the way, I happened";
		mes "to hear a rumor about";
		mes "Prince Eigen Ahrum of the Walter family. Could you appraise all the candidates, one more time? I need this done urgently.";
		next;
		mes "[Inspector]";
		mes "Now the whole picture may change... Others must probably be the same. But I worry about Eigen Ahrum because I can't neglect any rumors about any candidate.";
		next;
		mes "[Inspector]";
		mes "Okay, so... please go in there one more time.";
		completequest 10004;
		setquest 10018;
		setquest 10019;
		setquest 10020;
		setquest 10021;
		setquest 10022;
		close;
	}
	if (nk_prince < 2) {
		mes "[Inspector]";
		mes "What's wrong with you?";
		mes "This is not an open area!";
		next;
		switch(select("Alright, Alright.", "The Messenger directed me here.")) {
		case 1:
			mes "[Inspector]";
			mes "If you know it, why are you here? Get out of here!";
			close2;
			warp "prontera",155,353;
			end;
		case 2:
			if (nk_prince == 0) {
				mes "[Inspector]";
				mes "I don't think";
				mes "that he is an experienced appraiser...";
				close;
			}
			mes "[Inspector]";
			mes "......";
			next;
			if (BaseLevel > 89) {
				mes "[Inspector]";
				mes "The Messenger checked only for your physical aptitude, and simply sent a warrior to Court. That's what his duty is all about.";
				next;
				mes "[Inspector]";
				mes "Checking your qualification is a matter that concerns me.";
				next;
				mes "[Inspector]";
				mes "Hmm...";
				next;
				mes "[Inspector]";
				mes "You are an experienced traveler. You have enough strength, but... The Court doesn't choose a person based only on his or her great strength and battle experience.";
				next;
				mes "[Inspector]";
				mes "To check someone's quality";
				mes "you have to have enough";
				mes "personality about you.";
				next;
				mes "[Inspector]";
				mes "In that sense, I want to do a simple experiment.";
				mes "Let's test you.";
				next;
				mes "[Inspector]";
				mes "This won't be complicated. You are just needed to give a quick answer, frankly please, after each given situation.";
				next;
				mes "[Inspector]";
				mes "kay, let's start. Get ready. Listen carefully and answer.";
				next;
				mes "[Inspector]";
				mes "What do you think is the";
				mes "most important thing to consider";
				mes "as a leader of a hunt party?";
				next;
				switch(select("Strength and characteristics of the monster.", "Efficiency of the hunt.", "What we can get from the hunt.")) {
				case 1:
					.@int += 10;
					break;
				case 2:
					.@solid += 10;
					break;
				case 3:
					.@brave += 10;
					break;
				}
				mes "[Inspector]";
				mes "What if we lose a party member";
				mes "during battle?";
				next;
				switch(select("Keep fighting until we can do it.", "Find a new place and try differently.", "Stop hunting and replenish.")) {
				case 1:
					.@brave += 10;
					break;
				case 2:
					.@int += 10;
					break;
				case 3:
					.@solid += 10;
					break;
				}
				mes "[Inspector]";
				mes "What you get as a result of the hunt...";
				next;
				switch(select("Share it as agreed prior.", "I don't want to care for sharing.", "Give it to the member that needs it.")) {
				case 1:
					.@int += 10;
					break;
				case 2:
					.@solid += 10;
					break;
				case 3:
					.@brave += 10;
					break;
				}
				mes "[Inspector]";
				mes "What type of job class member";
				mes "has to be cured while the enemy still lives?";
				next;
				switch(select("Priest, healer class.", "Hunter, damage dealer.", "Lord Knight, tanker.")) {
				case 1:
					.@int += 10;
					break;
				case 2:
					.@brave += 10;
					break;
				case 3:
					.@solid += 10;
					break;
				}
				mes "[Inspector]";
				mes "Whom do you want to befriend the most?";
				next;
				switch(select("A strong person.", "An experienced person.", "A kind person.")) {
				case 1:
					.@brave += 10;
					break;
				case 2:
					.@int += 10;
					break;
				case 3:
					.@solid += 10;
					break;
				}
				mes "[Inspector]";
				mes "What was your ability that helped";
				mes "you the most during your training?";
				next;
				switch(select("Relationships with people.", "Plenty of information gathering.", "Discernment and driving force.")) {
				case 1:
					.@solid += 10;
					break;
				case 2:
					.@int += 10;
					break;
				case 3:
					.@brave += 10;
					break;
				}
				mes "[Inspector]";
				mes "How do you give encouragement to others, usually?";
				next;
				switch(select("Refer to a past failure.", "Hesitating is the worst thing.", "You are not alone.")) {
				case 1:
					.@int += 10;
					break;
				case 2:
					.@brave += 10;
					break;
				case 3:
					.@solid += 10;
					break;
				}
				mes "[Inspector]";
				mes "What is an ultimate virtue";
				mes "in your life?";
				next;
				switch(select("Growth of oneself.", "World peace.", "The pursuit of truth.")) {
				case 1:
					.@brave += 10;
					break;
				case 2:
					.@solid += 10;
					break;
				case 3:
					.@int += 10;
					break;
				}
				mes "[Inspector]";
				mes "What would you want to keep";
				mes "the most if you were on a ";
				mes "deserted island?";
				next;
				switch(select("Map", "Flint", "Weapon")) {
				case 1:
					.@int += 10;
					break;
				case 2:
					.@solid += 10;
					break;
				case 3:
					.@brave += 10;
					break;
				}
				mes "[Inspector]";
				mes "What type of story do you like the most?";
				next;
				switch(select("Love story.", "Heroic epic.", "Religious tale.")) {
				case 1:
					.@solid += 10;
					break;
				case 2:
					.@brave += 10;
					break;
				case 3:
					.@int += 10;
					break;
				}
				mes "[Inspector]";
				mes "You've come to engage the";
				mes "new monster in a new area.";
				mes "What do you do?";
				next;
				switch(select("Attack first.", "Observe from a distance.", "Flee away.")) {
				case 1:
					.@brave += 10;
					break;
				case 2:
					.@int += 10;
					break;
				case 3:
					.@solid += 10;
					break;
				}
				mes "[Inspector]";
				mes "What has to be done first when";
				mes "ruling the Rune Midgarts kingdom?";
				next;
				switch(select("Dominate countries by reinforcing militia.", "Advancement of economy and technology.", "Keep public security firm.")) {
				case 1:
					.@brave += 10;
					break;
				case 2:
					.@int += 10;
					break;
				case 3:
					.@solid += 10;
					break;
				}
				mes "[Inspector]";
				mes "Your humanity test is done.";
				mes "You have been living...";
				next;
				if (.@brave > 50) {
					if (.@int > 30) {
						mes "[Inspector]";
						mes "with strong conviction,";
						mes "and reasonable judgement,";
						mes "so far.";
						next;
					}
					else if (.@solid > 30) {
						mes "[Inspector]";
						mes "with strong bravery,";
						mes "but also you've had a";
						mes "temperate life.";
						next;
					}
					else {
						mes "[Inspector]";
						mes "with a decisive mind.";
						mes "You could overcome hardships with it.";
						next;
					}
				}
				else if (.@int > 50) {
					if (.@brave > 30) {
						mes "[Inspector]";
						mes "with firmness,";
						mes "and reasonable judgement,";
						mes "so far.";
						next;
					}
					else if (.@solid > 30) {
						mes "[Inspector]";
						mes "with reasonable judgement";
						mes "and a harmonic sensibility,";
						mes "so far.";
						next;
					}
					else {
						mes "[Inspector]";
						mes "with a calm and prudent decision.";
						mes "I think you could also have had many good experiences.";
						next;
					}
				}
				else if (.@solid > 50) {
					if (.@brave > 30) {
						mes "[Inspector]";
						mes "with strong bravery,";
						mes "but also you've had a";
						mes "temperate life.";
						next;
					}
					else if (.@int > 30) {
						mes "[Inspector]";
						mes "with reasonable judgement";
						mes "and peaceful sensibility,";
						mes "so far.";
						next;
					}
					else {
						mes "[Inspector]";
						mes "...Erm, actually...";
						mes "You didn't distort to either way...";
						mes "and stability and harmony were";
						mes "an important virtue in your life.";
						next;
					}
				}
				mes "[Inspector]";
				mes "I think you are";
				mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
				next;
				mes "[Inspector]";
				mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
				next;
				mes "[Inspector]";
				mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
				next;
				nk_prince = 4;
				changequest 10000,10003;
				close;
			}
			else {
				mes "[Inspector]";
				mes "I don't think you are";
				mes "an experienced adventurer...";
				mes "And this is an important issue for the nation. I can't give this job to anyone like you.";
				next;
				mes "[Inspector]";
				mes "But, if you prove yourself a strong adventurer, then I will let you pass the first qualification test.";
				next;
				mes "[Inspector]";
				mes "Have you heard of Glastheim? In that area, there are monsters named Knights of Abyss.";
				next;
				mes "[Inspector]";
				mes "After beating the knights of abyss";
				mes "bring 2 ^ff0000Reins^000000.";
				mes "If you can do this mission,";
				mes "I will respect your strength.";
				nk_prince = 2;
				changequest 10000,10001;
				next;
				mes "[Inspector]";
				mes "Let's continue our talk";
				mes "after getting the 2 Reins.";
				mes "Ciao...";
				close;
			}
		}
	}
	else if (nk_prince == 2) {
		mes "[Inspector]";
		mes "Ahh, you came to meet me before huh? I guess you've already been to Glastheim.";
		next;
		mes "[Inspector]";
		mes "Do you have the 2 reins I mentioned?";
		next;
		if (countitem(Reins) > 1) {
			mes "[Inspector]";
			mes "Ooh!";
			mes "Frankly, I didn't expect you to bring them. You are great.";
			next;
			mes "[Inspector]";
			mes "Alright, good. You proved your strength for yourself. Now you passed one exam. All but one.";
			delitem Reins,2;
			nk_prince = 3;
			changequest 10001,10002;
			next;
			mes "[Inspector]";
			mes "The judge to appraise princes should build up his character too. Strength cannot cover everything. Personality should come along with it";
			next;
			mes "[Inspector]";
			mes "In a sense, the next examination is to test your character. It is just a series of simple questions, but relax first, and be prepared mentally... then come and talk to me again.";
			close;
		}
		else {
			mes "[Inspector]";
			mes "You've never even taken such a dangerous mission before! How dare you think you could come to this place? I don't think you can take the job of evaluating princes.";
			next;
			mes "[Inspector]";
			mes "Now, you can come back later.";
			close;
		}
	}
	else if (nk_prince == 3) {
		mes "[Inspector]";
		mes "Now are you ready?";
		mes "This test is not that hard though...";
		next;
		mes "[Inspector]";
		mes "This is done to know your attitude and behavior in certain situations. Listen carefully to my questions, and answer frankly in regards to the episodes of your trip.";
		next;
		mes "[Inspector]";
		mes "Now, let me begin.";
		next;
		mes "[Inspector]";
		mes "What do you think is the";
		mes "most important thing to consider";
		mes "as a leader of a hunt party?";
		next;
		switch(select("Strength and characteristics of the monster.", "Efficiency of the hunt.", "What we can get from the hunt.")) {
		case 1:
			.@int += 10;
			break;
		case 2:
			.@solid += 10;
			break;
		case 3:
			.@brave += 10;
			break;
		}
		mes "[Inspector]";
		mes "What if we lose a party member";
		mes "during battle?";
		next;
		switch(select("Keep fighting until we can do it.", "Find a new place and try differently.", "Stop hunting and replenish.")) {
		case 1:
			.@brave += 10;
			break;
		case 2:
			.@int += 10;
			break;
		case 3:
			.@solid += 10;
			break;
		}
		mes "[Inspector]";
		mes "What you get as a result of the hunt...";
		next;
		switch(select("Share it as agreed prior.", "I don't want to care for sharing.", "Give it to the member that needs it.")) {
		case 1:
			.@int += 10;
			break;
		case 2:
			.@solid += 10;
			break;
		case 3:
			.@brave += 10;
			break;
		}
		mes "[Inspector]";
		mes "What type of job class member";
		mes "has to be cured while the enemy still lives?";
		next;
		switch(select("Priest, healer class.", "Hunter, damage dealer.", "Lord Knight, tanker.")) {
		case 1:
			.@int += 10;
			break;
		case 2:
			.@brave += 10;
			break;
		case 3:
			.@solid += 10;
			break;
		}
		mes "[Inspector]";
		mes "Whom do you want to befriend the most?";
		next;
		switch(select("A strong person.", "An experienced person.", "A kind person.")) {
		case 1:
			.@brave += 10;
			break;
		case 2:
			.@int += 10;
			break;
		case 3:
			.@solid += 10;
			break;
		}
		mes "[Inspector]";
		mes "What was your ability that helped";
		mes "you the most during your training?";
		next;
		switch(select("Relationships with people.", "Plenty of information gathering.", "Discernment and driving force.")) {
		case 1:
			.@solid += 10;
			break;
		case 2:
			.@int += 10;
			break;
		case 3:
			.@brave += 10;
			break;
		}
		mes "[Inspector]";
		mes "How do you give encouragement to others, usually?";
		next;
		switch(select("Refer to a past failure.", "Hesitating is the worst thing.", "You are not alone.")) {
		case 1:
			.@int += 10;
			break;
		case 2:
			.@brave += 10;
			break;
		case 3:
			.@solid += 10;
			break;
		}
		mes "[Inspector]";
		mes "What is an ultimate virtue";
		mes "in your life?";
		next;
		switch(select("Growth of oneself.", "World peace.", "The pursuit of truth.")) {
		case 1:
			.@brave += 10;
			break;
		case 2:
			.@solid += 10;
			break;
		case 3:
			.@int += 10;
			break;
		}
		mes "[Inspector]";
		mes "What would you want to keep";
		mes "the most if you were on a ";
		mes "deserted island?";
		next;
		switch(select("Map", "Flint", "Weapon")) {
		case 1:
			.@int += 10;
			break;
		case 2:
			.@solid += 10;
			break;
		case 3:
			.@brave += 10;
			break;
		}
		mes "[Inspector]";
		mes "What type of story do you like the most?";
		next;
		switch(select("Love story.", "Heroic epic.", "Religious tale.")) {
		case 1:
			.@solid += 10;
			break;
		case 2:
			.@brave += 10;
			break;
		case 3:
			.@int += 10;
			break;
		}
		mes "[Inspector]";
		mes "You've come to engage the";
		mes "new monster in a new area.";
		mes "What do you do?";
		next;
		switch(select("Attack first.", "Observe from a distance.", "Flee away.")) {
		case 1:
			.@brave += 10;
			break;
		case 2:
			.@int += 10;
			break;
		case 3:
			.@solid += 10;
			break;
		}
		mes "[Inspector]";
		mes "What has to be done first when";
		mes "ruling the Rune Midgarts kingdom?";
		next;
		switch(select("Dominate countries by reinforcing militia.", "Advancement of economy and technology.", "Keep public security firm.")) {
		case 1:
			.@brave += 10;
			break;
		case 2:
			.@int += 10;
			break;
		case 3:
			.@solid += 10;
			break;
		}
		mes "[Inspector]";
		mes "Your humanity test is done.";
		mes "You have been living...";
		next;
		if (.@brave > 50) {
			if (.@int > 30) {
				mes "[Inspector]";
				mes "with strong conviction,";
				mes "and reasonable judgement,";
				mes "so far.";
				next;
			}
			else if (.@solid > 30) {
				mes "[Inspector]";
				mes "with strong bravery,";
				mes "but also you've had a";
				mes "temperate life.";
				next;
			}
			else {
				mes "[Inspector]";
				mes "with a decisive mind.";
				mes "You could overcome hardships with it.";
				next;
			}
		}
		else if (.@int > 50) {
			if (.@brave > 30) {
				mes "[Inspector]";
				mes "with firmness,";
				mes "and reasonable judgement,";
				mes "so far.";
				next;
			}
			else if (.@solid > 30) {
				mes "[Inspector]";
				mes "with reasonable judgement";
				mes "and a harmonic sensibility,";
				mes "so far.";
				next;
			}
			else {
				mes "[Inspector]";
				mes "with a calm and prudent decision.";
				mes "I think you could also have had many good experiences.";
				next;
			}
		}
		else if (.@solid > 50) {
			if (.@brave > 30) {
				mes "[Inspector]";
				mes "with strong bravery,";
				mes "but also you've had a";
				mes "temperate life.";
				next;
			}
			else if (.@int > 30) {
				mes "[Inspector]";
				mes "with reasonable judgement";
				mes "and peaceful sensibility,";
				mes "so far.";
				next;
			}
			else {
				mes "[Inspector]";
				mes "...Erm, actually...";
				mes "You didn't distort to either way...";
				mes "and stability and harmony were";
				mes "an important virtue in your life.";
				next;
			}
		}
		mes "[Inspector]";
		mes "I think you are";
		mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
		next;
		mes "[Inspector]";
		mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
		next;
		mes "[Inspector]";
		mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
		next;
		nk_prince = 4;
		changequest 10002,10003;
		close;
	}
	else if (nk_prince == 4) {
		mes "[Inspector]";
		mes "Welcome...";
		mes "I will give you some";
		mes "instructions on what to do,";
		mes "and what one has to be careful with, when dealing with princes. Pay attention to me.";
		next;
		mes "[Inspector]";
		mes "I will answer your questions first.";
		next;
		while(1) {
			switch(select("What should I do, exactly?", "The King died because of his illness?", "Is my mission confidential??", "I have no more questions.")) {
			case 1:
				mes "[Inspector]";
				mes "We have seven candidates from seven families. One per each family. The candidates are all in the same place, where I will introduce them to you.";
				next;
				mes "[Inspector]";
				mes "You have to meet the candidates one by one, and ask some questions about their quality; or observe their actions, then come back to me and explain all that you observed in detail.";
				next;
				mes "[Inspector]";
				mes "The original rule is that the quality of princes has to be appraised by royal families for a long time, and one has to be elected by internal ordinance.";
				next;
				mes "[Inspector]";
				mes "Because of the resurrection of the devil Satan Morroc, people are too uneasy to follow regular announcements, and the atmosphere of the kingdom is not stable.";
				next;
				mes "[Inspector]";
				mes "Each kingdom is busy preventing the interference of Satan Morroc too.";
				next;
				mes "[Inspector]";
				mes "So this time, the Court decided to change its ways, giving the opportunity to appraise the candidates to famous and devoted adventurers like yourself. That's why you are here.";
				next;
				.@prince = 1;
				break;
			case 2:
				mes "[Inspector]";
				mes "How absurd that you ask that!! I already told you clearly that King Tristan died of illness, didn't I?";
				next;
				mes "[Inspector]";
				mes "Don't you have anything else to be curious about?";
				next;
				break;
			case 3:
				mes "[Inspector]";
				mes "Sure...";
				mes "It's natural to announce the death of the King. But the atmosphere of the nation is not ripe for it. This is our only alternative for now.";
				next;
				mes "[Inspector]";
				mes "Princes cannot go outside on their own will. People cannot go to the place where the princes are.";
				next;
				break;
			case 4:
				if (.@prince == 1) {
					mes "[Inspector]";
					mes "I think this is enough";
					mes "instruction for this.";
					mes "Now I will let you know";
					mes "where you can meet the princes.";
					next;
					mes "[Inspector]";
					mes "When you get to the medic officer's room, a soldier will be standing on a strange spot. You can find that there isn't a door there.";
					next;
					mes "[Inspector]";
					mes "Behind the soldier, you can find a secret door. If you talk to the soldier, the soldier will allow you to get in.";
					next;
					mes "[Inspector]";
					mes "As I have expressed, this is a very important issue for the Rune Midgarts kingdom. Although I've stressed this point repeatedly, I cannot stress it enough.";
					next;
					mes "[Inspector]";
					mes "Please behave accordingly.";
					mes "Thanks for your effort.";
					nk_prince = 5;
					completequest 10003;
					setquest 10005;
					setquest 10006;
					setquest 10007;
					setquest 10008;
					setquest 10009;
					setquest 10010;
					setquest 10011;
					close;
				}
				else {
					mes "[Inspector]";
					mes "You got instructions as to what you should do, didn't you? This issue is not that worthless that you can take it with ease! Pay attention to this!";
					next;
					mes "[Inspector]";
					mes "If you are not motivated to do it, I will find another adventurer. You can go back to your business, if you want to.";
					next;
				}
				break;
			}
		}
	}
	else if (nk_prince == 7) {
		mes "[Inspector]";
		mes "How is it going?";
		mes "Grading someone is not a piece of cake. It's real hard work indeed. You do the hard work for our country.";
		next;
		if (nkprince_eisen == 15 && questprogress(10025) == 1) {
			mes "-I tell him about the Ahrum and Ernst accident.-";
			next;
			mes "[Inspector]";
			mes "What!? I can't believe it!";
			mes "Wha-, that's so...";
			next;
			mes "[Inspector]";
			mes "By Ernst's hand...?";
			mes "Yes...?";
			next;
			mes "[Inspector]";
			mes "You've fulfilled the job as";
			mes "adventurer appraiser fully.";
			mes "I really appreciate your assistance thus far. Due to your help, the future of the kingdom is indebted to you.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "(He doesn't seem to be surprised too much.. Could there be a reason? Now I am suspicious...)";
			next;
			mes "[Inspector]";
			mes "Hey, the things you experienced here cannot be disclosed to others. You understand that this situation is fully confidential.";
			next;
			mes "[Inspector]";
			mes "So, keep up the good work.";
			mes "For the Kingdom of Rune Midgarts!";
			if (RENEWAL_EXP) {
				if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 40000,0;
				else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 45000,0;
				else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 50000,0;
				else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 55000,0;
				else if (BaseLevel > 99) getexp 110000,0;
				else getexp 30000,0;
			} else {
				if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 400000,0;
				else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 450000,0;
				else if ((BaseLevel > 90) && (BaseLevel < 96)) getexp 500000,0;
				else if ((BaseLevel > 95) && (BaseLevel < 99)) getexp 550000,0;
				else if (BaseLevel >= 99) getexp 1100000,0;
				else getexp 300000,0;
			}
			nk_prince = 8;
			completequest 10025;
			close;
		}
		else {
			mes "[Inspector]";
			mes "Then, let me hit the road..";
			close;
		}
	}
	else if ((nk_prince == 8) || (nk_prince == 9)) {
		mes "[Inspector]";
		mes "All for the glory";
		mes "of Rune Midgarts!";
		close;
	}
	else {
		mes "[Inspector]";
		mes "Hello, appraiser.";
		mes "I hope you are able to finish your mission perfectly. Have you met with all the princes, like I told you to?";
		if (nkprince_eisen != 10)
			close;
		next;
		switch(select("Yes.", "No.")) {
		case 1:
			if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
			 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
				mes "[Inspector]";
				mes "Very well.";
				mes "I like hearing about the princes.";
				completequest 10004;
				setquest 10004;
			} else {
				mes "[Inspector]";
				mes "Are you sure?";
				mes "Please check on all the princes.";
			}
			close;
		case 2:
			if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
			 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
				mes "[Inspector]";
				mes "Don't be coy. I'm sure you have done it already.";
				completequest 10004;
				setquest 10004;
			} else {
				mes "[Inspector]";
				mes "My investigations on all the princes are done.";
			}
			close;
		}
	}
}

prt_castle,272,375,4	script	Prince	4_M_SITDOWN,{
	if (nk_prince > 6) {
		mes "-Obsessed with making";
		mes "lock and key.-";
		close;
	}
	if (questprogress(10020) == 2) {
		mes "[Erich]";
		mes "...What bad luck I have!";
		mes "But he insists me to be corrupted, knowing how it would be...";
		close;
	}
	else if (questprogress(10020) == 1) {
		mes "[Erich]";
		mes "These days, I have bad luck... Only harassments happen to me...";
		close;
	}
	if (nk_prince < 5) {
		mes "[Prince]";
		mes "Who are you?";
		mes "I don't think you are eligible";
		mes "to be entering this room?";
		next;
		mes "[Prince]";
		mes "I order you out of";
		mes "my sight.";
		close;
	}
	else if (nk_prince == 5) {
		mes "[Prince]";
		mes "Who are you?";
		mes "Someone must have been instructed about the presence of the hidden entrance. Unless... Are you the adventurer appraiser?";
		next;
		select("Yes, I am.");
		mes "[Prince]";
		mes "Are you?... Do me a favor then. I am a legitimate son from the Nerius family. My name is Erich. You can call me Prince Erich.";
		next;
		mes "[Erich]";
		mes "My full name is...";
		next;
		mes "[Erich]";
		mes "That's enough.";
		mes "You can ask information about me to my servant. I will take a rest.";
		nk_prince = 6;
		completequest 10011;
		if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
		 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
			setquest 10012;
		}
		close;
	}
	else {
		mes "[Erich]";
		mes "......My conscience!";
		mes "It doesn't work well...";
		next;
		mes "-He seems to be so obsessed to care about anything else.-";
		close;
	}
}

prt_castle,274,372,4	script	Servant#hans	1_M_02,{
	if (questprogress(10020) == 2) {
		mes "[Hans]";
		mes "Ahh... mmm... I...";
		mes "I... am so, sorry!";
		mes "I... think I made a big mistake with the appraiser!";
		next;
		mes "[Hans]";
		mes "My prince didn't do anything wrong but, anyways, I apologize for anything to you!";
		close;
	}
	else if (questprogress(10020) == 1) {
		mes "Incessantly...-";
		mes "-He has jitters whenever I react to him. His actions give me a feeling of pity.-";
		close;
	}
	if (nk_prince == 6) {
		mes "[Hans]";
		mes "How are you doing, sir?";
		mes "My name is Hans, servant of Prince Erich.";
		next;
		mes "[Hans]";
		mes "What can I do for you?";
		next;
		switch(select("Prince Erich told me to meet you.", "Nothing much.")) {
		case 1:
			mes "[Hans]";
			mes "Did Prince Erich...?";
			next;
			select("I want to listen to a story of him.");
			mes "[Hans]";
			mes "Ahh, I see.";
			mes "Frankly, Prince Erich is not interested in regime that much.";
			next;
			mes "[Hans]";
			mes "He writes in his journal daily. On his wedding day, he jotted down: 'Like, nothing special happened today'. He doesn't care about current events or human relationships.";
			next;
			mes "[Hans]";
			mes "What he likes is making locks.";
			mes "He is eccentric, isn't he?";
			mes "He is a kind of jester.";
			next;
			mes "[Hans]";
			mes "He doesn't like classy costumes either. He didn't even bring a dress suit here. And as soon as he got here, he was immersed in making a lock and key, like that.";
			next;
			mes "[Hans]";
			mes "I don't think I have the proper expression for you... I don't think I have something special to say about him to you. You can just appraise him as you see him...";
			next;
			mes "[Hans]";
			mes "That's all I can say about this.";
			mes "Huh...~";
			next;
			emotion e_gasp;
			mes "[Hans]";
			mes "Ah, Prince!";
			mes "You can cut your finger!";
			next;
			mes "[Erich]";
			mes ".........";
			next;
			mes "[Hans]";
			mes "...Hmm he cannot even hear...";
			mes "Oooooh...";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			close;
		case 2:
			mes "[Hans]";
			mes "Did you meet the other princes?";
			next;
			mes "[Hans]";
			mes "Although you may ask something, you will not hear anything special from him now.";
			close;
		}
	}
	else {
		mes "[Hans]";
		mes "Hello?";
		mes "Are you the new adventurer appraiser??";
		close;
	}
}

prt_castle,339,202,3	script	Prince#urgen	4_M_4THPRIN1,{
	if (nk_prince > 6) {
		mes "[Urugen]";
		mes "...It is not beautiful.";
		mes "It discomforts me...";
		close;
	}
	if (questprogress(10021) == 2) {
		mes "[Urugen]";
		mes " feel very much displeased. Hey, what are you looking at? Get out!";
		next;
		mes "[Urugen]";
		mes "My beautiful body isn't in perfect condition right now. I don't want to show it to anyone today.";
		close;
	}
	else if (questprogress(10021) == 1) {
		mes "[Urugen]";
		mes "...What? What did you...";
		mes "just say to me?... Huh?";
		close;
	}
	if (nk_prince < 5) {
		mes "[Prince]";
		mes "Huuuuuuu";
		mes "The position is not suitable for you.";
		next;
		mes "[Prince]";
		mes "Get away from me, as soon as you can.";
		close;
	}
	else if (nk_prince > 4) {
		mes "[Prince]";
		mes "La~ lalalala~ lalala~";
		mes "Are you the person, supposed to look me over and appraise my quality?";
		next;
		mes "[Prince]";
		mes "The daffodil you are gazing at is called Urugen. It bloomed at Wigner family.";
		next;
		mes "[Urugen]";
		mes "I usually don't let anyone hear my beautiful voice, but this time, I will give a special service for you.";
		next;
		mes "[Urugen]";
		mes "listen...";
		mes "Let me answer with my";
		mes "unforgettable, clear and beautiful voice.";
		next;
		while(1) {
			switch(select("I want to know your background.", "Let me know your view of the nation.", "What are your hobbies or tastes?", "Let me leave.")) {
			case 1:
				mes "[Urugen]";
				mes "My dashing face from";
				mes "childhood brought envy and jealousy from men, and endless proposals from women. I felt sick with it, so I came to be away from people.";
				next;
				mes "[Urugen]";
				mes "My beautiful person";
				mes "shouldn't bear stuff like that sometimes.";
				next;
				mes "[Urugen]";
				mes "I became timid, gradually, in phases. I feel awe from men and women both, regardless of sexuality.";
				.@p_a = 1;
				next;
				break;
			case 2:
				mes "[Urugen]";
				mes "People should do what they are supposed to do. That's the source of drive for a nation. For me, my existence will be enough, for the nation.";
				next;
				mes "[Urugen]";
				mes "The presence of such a gorgeous king like me will be the light for people and the hope and reason for their lives.";
				.@p_b = 1;
				next;
				break;
			case 3:
				mes "[Urugen]";
				mes "For sure, taking care of my body. Humans should pursue beauty. It's quite natural, isn't it?";
				next;
				mes "[Urugen]";
				mes "In every case, there is an exception, like you in this court. Can you stand away from me a bit more? Because of your odor, I can hardly breathe.";
				.@p_c = 1;
				next;
				break;
			case 4:
				mes "[Urugen]";
				mes "Your spirit must be so strong. Looking over my beauty so long a time, you haven't lost your spirit yet.";
				if (.@p_a + .@p_b + .@p_c == 3) {
					completequest 10009;
				}
				completequest 10011;
				if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
				 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
					setquest 10012;
				}
				close;
			}
		}
	}
}

prt_castle,289,201,3	script	Prince#helmut	4_M_5THPRIN1,{
	if (nk_prince > 6) {
		mes "[Helmut]";
		mes "Such an idiot. I should have killed him earlier. Now I feel relieved.";
		close;
	}
	if (questprogress(10022) == 2) {
		mes "[Helmut]";
		mes "Damn... Damn it!";
		mes "Novice of Walter!!";
		mes "How can I deal with this stress? Damn! Hell!";
		close;
	}
	else if (questprogress(10022) == 1) {
		mes "-He is so blushed,";
		mes "evidently shown on his face.-";
		close;
	}
	if (nk_prince < 5) {
		mes "[Helmut]";
		mes "You are not supposed to be here!";
		mes "Can't you keep away from me!";
		close;
	}
	else if (nk_prince > 4) {
		mes "[Helmut]";
		mes "Are you the new appraiser? I am fed up with the many visitors! Let's take up the main subject!";
		next;
		mes "-What subject should I start with?-";
		next;
		switch(select("Your background...", "Your ambition...", "Your view of the nation...", "I want to meet others first.")) {
		case 1:
			mes "[Helmut]";
			mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
			next;
			mes "[Helmut]";
			mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "............";
			mes "Yes, I understand. Go ahead...";
			next;
			mes "[Helmut]";
			mes "I am Helmut from Roewenburg.";
			mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
			next;
			mes "[Helmut]";
			mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
			next;
			mes "[Helmut]";
			mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
			next;
			mes "[Helmut]";
			mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
			next;
			mes "[Helmut]";
			mes "Hey Calbern!";
			mes "Bring beer! Beer!";
			next;
			mes "[Helmut]";
			mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			completequest 10010;
			if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
			 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
				setquest 10012;
			}
			close;
		case 2:
			mes "[Helmut]";
			mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
			next;
			mes "[Helmut]";
			mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "............";
			mes "Yes, I understand. Go ahead...";
			next;
			mes "[Helmut]";
			mes "I am Helmut from Roewenburg.";
			mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
			next;
			mes "[Helmut]";
			mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
			next;
			mes "[Helmut]";
			mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
			next;
			mes "[Helmut]";
			mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
			next;
			mes "[Helmut]";
			mes "Hey Calbern!";
			mes "Bring beer! Beer!";
			next;
			mes "[Helmut]";
			mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			completequest 10010;
			if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
			 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
				setquest 10012;
			}
			close;
		case 3:
			mes "[Helmut]";
			mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
			next;
			mes "[Helmut]";
			mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "............";
			mes "Yes, I understand. Go ahead...";
			next;
			mes "[Helmut]";
			mes "I am Helmut from Roewenburg.";
			mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
			next;
			mes "[Helmut]";
			mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
			next;
			mes "[Helmut]";
			mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
			next;
			mes "[Helmut]";
			mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
			next;
			mes "[Helmut]";
			mes "Hey Calbern!";
			mes "Bring beer! Beer!";
			next;
			mes "[Helmut]";
			mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			completequest 10010;
			if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
			 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
				setquest 10012;
			}
			close;
		case 4:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "No, Prince,";
			mes "I will be back later.";
			next;
			mes "[Helmut]";
			mes "Alright, up to you.";
			mes "Hey! Hey Calbern!";
			mes "Move your ass here with beer!";
			mes "Do you want to be beaten down?";
			close;
		}
	}
}

prt_castle,288,208,4	script	Calbern	4_M_RUSCHILD,{
	mes "[Calbern]";
	mes "How are you doing, sir?";
	mes "I am the servant of Prince Helmut...";
	mes "Calbern.";
	next;
	mes "[Helmut]";
	mes "Hey Calbern!";
	mes "Bring beer! Beer!";
	next;
	mes "[Calbern]";
	mes "Oops, I am so sorry.";
	mes "I got business...";
	close;
}

prt_castle,391,205,3	script	Prince#poe	4_M_6THPRIN1,{
	if (nk_prince > 6) {
		mes "[Poe]";
		mes "Whatever the condition is, he is just a loser in the match of life.";
		close;
	}
	if (questprogress(10018) == 2) {
		mes "[Poe]";
		mes "He gave up without any challenge. That's not what the man has to do. He is not as good as me. But okay. I am disappointed in him. Eigen Ahrum.";
		close;
	}
	else if (questprogress(10018) == 1) {
		mes "[Poe]";
		mes "......";
		close;
	}
	if (nk_prince < 5) {
		mes "[Prince]";
		mes "Hi, how are you?";
		mes "I don't think you deserve";
		mes "to be here.";
		mes "What about setting straight your genealogy first and then come?";
		close;
	}
	else if (nk_prince > 4) {
		mes "[Prince]";
		mes "Come here.";
		mes "You are the adventurer!";
		mes "I love the challenge of hard trips too. Talkative old men and their adventures... You can't make me stop adventuring...";
		next;
		mes "[Prince]";
		mes "My name is Poe.";
		mes "I am the prince of the Richard family. Remember me, and be my supporter...";
		next;
		mes "[Poe]";
		mes "Above all, I want to";
		mes "test your ability as an adventurer. The ability test is not so serious. I just want to know how accurate your intuition is... That's all.";
		next;
		mes "[Poe]";
		mes "I don't want to talk with";
		mes "a person of low intuition.";
		mes "Let me explain briefly,";
		mes "and test your own intuition.";
		next;
		mes "[Poe]";
		mes "My card has numbers from 1 to 13. You give me an answer about the card number I pick, whether it's a lesser or higher number.";
		next;
		mes "[Poe]";
		mes "Ah, of course, 7 is the middle number. 7 means no success or no failure. The goal of this game is to give the right answer 2 times in a row. Let's begin!";
		next;
		while(.@wincount < 2) {
			.@card = rand(1,13);
			mes "[Poe]";
			mes "Yes, now choose one";
			mes "from higher and lower.";
			mes "Just one.";
			next;
			switch(select("Higher", "Lower")) {
			case 1:
				mes "[Poe]";
				mes "Hmm... higher?...";
				mes "I now pick a card!";
				next;
				mes "[Poe]";
				mes "It is..." + .@card + "!!";
				next;
				if (.@card > 7) {
					++.@wincount;
					mes "[Poe]";
					mes "Whooah, you gave the right answer!";
					if (.@wincount == 2) {
						mes "You won 2 times in a row right?...";
						next;
						break;
					}
					else {
						mes "But you just gave the correct answer 1 time, as of yet.";
						next;
					}
				}
				else if (.@card == 7) {
					mes "[Poe]";
					mes "This game is a draw.";
					mes "Do better next time.";
					next;
				}
				else {
					mes "[Poe]";
					mes "Wrong...";
					mes "Visit Hollgrehenn and ask him to refine your luck.";
					close;
				}
				break;
			case 2:
				mes "[Poe]";
				mes "Eh, lower?...";
				mes "Look at my card!";
				next;
				mes "[Poe]";
				mes "It is..." + .@card + "!!";
				next;
				if (.@card < 7) {
					++.@wincount;
					mes "[Poe]";
					mes "Whooah, you gave the right answer!";
					if (.@wincount == 2) {
						mes "You won 2 times in a row right?...";
						next;
						break;
					}
					else {
						mes "But you just gave the correct answer 1 time, as of yet.";
						next;
					}
				}
				else if (.@card == 7) {
					mes "[Poe]";
					mes "This game is a draw.";
					mes "Do better next time.";
					next;
				}
				else {
					mes "[Poe]";
					mes "Wrong...";
					mes "Visit Hollgrehenn and ask him to refine your luck.";
					close;
				}
				break;
			}
		}
		mes "[Poe]";
		mes "Good, it's natural for me to disclose my words to such a high-intuitive person that likes pulling out all the cards.";
		next;
		mes "[Poe]";
		mes "I could know about you with shown cards, very well, but let me share my hidden card this time! Ask me whatever you want to know.";
		next;
		mes "[Poe]";
		mes "So... What do you want to know?!";
		next;
		while(1) {
			switch(select("Your background story...", "Your view of the nation...", "Hobbies and interests...", "I will come by later.")) {
			case 1:
				mes "[Poe]";
				mes "My background...";
				mes "Past stories.";
				mes "I don't give it importance at all, so I can't remember it clearly...";
				next;
				mes "[Poe]";
				mes "Can I just say I am a survivor from many matches and battles. That is quite fit for me. Hahahahaha!";
				next;
				mes "[Poe]";
				mes "I've had to cope with many accidents and challenges... from which I have survived, and have been pursuing new things. Life means...";
				next;
				mes "[Poe]";
				mes "Never let yourself down with given cards, and aim at deadly strokes!";
				next;
				mes "[Poe]";
				mes "......";
				next;
				mes "[Poe]";
				mes "Hey it's cool, huh?";
				mes "We have same tastes, haven't we?";
				.@p_a = 1;
				next;
				break;
			case 2:
				mes "[Poe]";
				mes "My opinion is a nation should provide the minimum guard for people, to guarantee respective freedom..";
				next;
				mes "[Poe]";
				mes "Men should challenge the stuff that they can be passionate about, so the free action of people should not be obstructed by their nation.";
				next;
				mes "[Poe]";
				mes "If I were King, all the restrictions would be removed and liberal life would be allowed to everyone in an invulnerable range.";
				next;
				mes "[Poe]";
				mes "Coming to think of my family, my people are so conservative and not flexible.";
				next;
				mes "[Poe]";
				mes "They keep saying to not do this and that, that is dangerous and this is natural... The nagging has been endless all throughout my life...";
				next;
				mes "[Poe]";
				mes "Ah, those last words";
				mes "are off-the-record.";
				mes "I don't want to be bothered by my family.";
				.@p_b = 1;
				next;
				break;
			case 3:
				mes "[Poe]";
				mes "Experiencing anything new!";
				mes "I don't care what it is!";
				next;
				mes "[Poe]";
				mes "If our time is the exploring age, I possibly am the captain of an exploring group! Unexplored, pathfinding, investigating... Those are my middle names. How about you??";
				next;
				mes "[Poe]";
				mes "But many say, about my character, that I am addicted to gambling. I am just full of a challenging spirit and I like raking in money! I am a free-spirited normal man.";
				.@p_c = 1;
				next;
				break;
			case 4:
				mes "[Poe]";
				mes "Alright,";
				mes "let's meet next at some more exciting and dangerous spot.";
				if (.@p_a + .@p_b + .@p_c == 3) {
					completequest 10007;
				}
				if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
				 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
					setquest 10012;
				}
				close;
			}
		}
	}
}

prt_castle,364,375,4	script	Prince#peter	4_M_3RDPRIN1,{
	if (nk_prince > 6) {
		mes "[Peter]";
		mes "Appraiser.";
		mes "Have you met the little girl in Aldebaran?";
		next;
		switch(select("Yes, I saw her for you.", "No, I don't want to.")) {
		case 1:
			if (questprogress(10014) == 1) {
				mes "[Peter]";
				mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
				next;
				mes "[Peter]";
				mes "Anyhow, thanks for your good work. I really feel sorry about bothering you with trifle things. This is my sense of gratitude. Don't feel so much burden and take this.";
				completequest 10014;
				getitem Gift_Box,1;
				close;
			}
			mes "[Peter]";
			mes "Thinking about the little girl calms me. I still can't believe my eyes. My prince Ahrum who just passed away...~";
			close;
		case 2:
			if (questprogress(10014) == 1) {
				mes "[Peter]";
				mes "As you said.";
				mes "I've heard that her life is like a flower when I lost it.";
				mes "I will go see her on my own.";
				next;
				mes "[Peter]";
				mes "I really feel sorry about bothering you with trifle things. Please take this.";
				completequest 10014;
				getitem Gift_Box,1;
				close;
			}
			mes "[Peter]";
			mes "Never mind.";
			mes "I still can't believe my eyes. My prince Ahrum who just passed away...~~";
			close;
		}
	}
	if (questprogress(10019) == 2) {
		mes "[Peter]";
		mes "Child... What the heck happened to you?...";
		close;
	}
	else if (questprogress(10019) == 1) {
		mes "[Peter]";
		mes "......";
		close;
	}
	if (questprogress(10008) == 2) {
		.@quest = questprogress(10014);
		if (.@quest == 2) {
			mes "[Peter]";
			mes "I really appreciate it.";
			mes "You are so kind.";
			close;
		}
		else if (.@quest == 1) {
			mes "[Peter]";
			mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
			next;
			mes "[Peter]";
			mes "Anyhow, thanks for your good work. I really feel sorry about bothering you with trifle things. This is my sense of gratitude. Don't feel so much burden and take this.";
			completequest 10014;
			getitem Gift_Box,1;
			close;
		}
		else {
			mes "[Peter]";
			mes "Do you have any more";
			mes "business, appraiser?";
			close;
		}
	}
	else {
		if (nk_prince < 4) {
			mes "[Prince]";
			mes "I think you are not allowed";
			mes "to be here.";
			close;
		}
		else if (nk_prince > 4) {
			mes "[Prince]";
			mes "Hello,";
			mes "I am Peter, from the family of Heine. I am glad to meet you.";
			next;
			mes "[Peter]";
			mes "Now, where shall we start?";
			next;
			while(1) {
				switch(select("Your background story...", "Your view of the nation...", "Hobbies and interests...", "I will come by later.")) {
				case 1:
					mes "[Peter]";
					mes "My family was not that influential. My childhood was not that abundant; I had to seek jobs and make money from part-time jobs.";
					next;
					mes "[Peter]";
					mes "But it helped me to check people's lives; the full particulars. That's my good side.";
					next;
					mes "[Peter]";
					mes "Was it enough for your question?";
					next;
					break;
				case 2:
					mes "[Peter]";
					mes "I guess the important thing is if people fulfill themselves in their field, then only supplements of support is needed from the nation's side.";
					mes "What I want to say, in short, is the nation does not reign. People need to keep peace with people.";
					next;
					mes "[Peter]";
					mes "Accordingly, I will take benefits away from the difference of classes. It is not an equality issue, but for the ascension of national power.";
					next;
					break;
				case 3:
					mes "[Peter]";
					mes "I only like reading books as a hobby. I think men should go forward; they need to have a striving attitude.";
					next;
					break;
				case 4:
					mes "[Peter]";
					mes "Ah, is that it?";
					next;
					mes "[Peter]";
					mes "Then I have a favor to ask of you... Can you listen to my story?";
					next;
					mes "[Peter]";
					mes "Originally, I didn't like growing a beard... but I had one opportunity to change... My thoughts recently are that someone has offered me the chance.";
					next;
					mes "[Peter]";
					mes "It is because of an unknown girl's letter...";
					next;
					mes "[Peter]";
					mes "What she told me in the letter was that my image was too sharp, and if I grew my beard, the contour of my face would be quite hidden; and it would look far better.";
					next;
					mes "[Peter]";
					mes "I want to repay her.";
					mes "Because her words helped me much. Nothing special, but maybe a small bunch of flowers.";
					next;
					mes "[Peter]";
					mes "Would you take these flowers and give thanks to that girl somewhere in Al de Baran?";
					completequest 10008;
					next;
					switch(select("Okay, no problem.", "Please ask it of another.")) {
					case 1:
						mes "[Peter]";
						mes "Yeah, thank you very much.";
						mes "Please take care.";
						getitem Bunch_Of_Flowers,1;
						setquest 10013;
						if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
						 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
							setquest 10012;
						}
						close;
					case 2:
						mes "[Peter]";
						mes "I understand you...";
						mes "I know you have your";
						mes "own business.";
						setquest 10013;
						if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
						 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
							setquest 10012;
						}
						close;
					}
				}
			}
		}
	}
}

aldebaran,132,184,3	script	Girl#prince	4W_KID,{
	if (questprogress(10013) == 1) {
		if (countitem(Bunch_Of_Flowers) > 0) {
			mes "[Girl]";
			mes "Woah, Uncle Peter sent these flowers";
			mes "for me?";
			mes "Hmmm~ They smell really good.";
			next;
			mes "[Girl]";
			mes "Hehe~ You must be a friend of Peter's.";
			mes "When you have a chance to meet him";
			mes "later, please give my regards to uncle Peter.";
			mes "Tell him that I loved the flowers so so much...";
			mes "Okay, see you later.";
			next;
			mes "[Girl]";
			mes "I will go home early and";
			mes "Put these flowers in a vase.";
			mes "Lalala~";
			delitem Bunch_Of_Flowers,1;
			changequest 10013,10014;
			close;
		}
		else {
			mes "[Girl]";
			mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
			close;
		}
	}
	else {
		mes "[Girl]";
		mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
		close;
	}
}

prt_castle,314,373,4	script	Prince#eisen	4_M_1STPRIN1,{
	if (nkprince_eisen > 2) {
		if (nkprince_eisen == 3) {
			mes "[Ahrum]";
			mes "How is Ernst ...?";
			mes "He is so serious about everything. He doesn't make trouble or have outbursts... He can be kind of weird.";
			next;
			mes "[Ahrum]";
			mes "We were close friends. Unlike me, he is kind and compassionate; a distinct official of public affairs. When he has to be strict, he turns strict with everyone.";
			nkprince_eisen = 4;
			close;
		}
		else if (nkprince_eisen == 4) {
			mes "[Ahrum]";
			mes "I am Eigen Ahrum,";
			mes "I will be the light of Rune Midgarts.";
			close;
		}
		else if (nkprince_eisen == 5) {
			mes "[Ahrum]";
			mes "Whoever be the king, let's make Rune Midgarts... the best country in the world, by helping each other.";
			next;
			mes "[Ernst]";
			mes "We can make it.";
			mes "No, we shall make it. For Brother and I together, we shall make it.";
			next;
			mes "[Ahrum]";
			mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
			next;
			mes "[Ahrum]";
			mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
			next;
			mes "[Ernst]";
			mes "Brother, you think about hell. It will never happen, so... Don't talk that way.";
			next;
			mes "[Ahrum]";
			mes "It is an assumption.";
			mes "Don't take it too seriously.";
			next;
			mes "[Ernst]";
			mes "Alright, alright. Don't";
			mes "take it the wrong way.";
			mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
			next;
			emotion e_gasp;
			mes "[Ahrum]";
			mes "Ah, the appraiser has come.";
			mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
			next;
			mes "[Ernst]";
			mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
			next;
			mes "[Ahrum]";
			mes "You came here in good timing. We've just decided to kill the other... if one of us is corrupt.";
			next;
			mes "[Ernst]";
			mes "Brother?!";
			next;
			mes "[Ahrum]";
			mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
			next;
			mes "[Ernst]";
			mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
			next;
			mes "[Ahrum]";
			mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
			next;
			mes "[Ernst]";
			mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
			next;
			mes "[Ernst]";
			mes "Now, let me return to my room. Keep up the good work, appraiser.";
			donpcevent "Prince#another_ern::OnDisable";
			nkprince_eisen = 6;
			close;
		}
		else if (nkprince_eisen == 6) {
			mes "[Ahrum]";
			mes "I heard that one person";
			mes "from my family is coming today. But I haven't found him yet.";
			next;
			mes "[Ahrum]";
			mes "I worry about your words...";
			mes "What do you want to say this time?...";
			mes "Have you seen him, appraiser?";
			nkprince_eisen = 7;
			changequest 10012,10016;
			close;
		}
		else if (nkprince_eisen == 7) {
			mes "[Ahrum]";
			mes "Aahh...boring, boring.";
			mes "I am in real penance right now!";
			close;
		}
		else if (nkprince_eisen == 8) {
			mes "[Ahrum]";
			mes "You come here so often.";
			mes "I know you are a faithful person, engaged in a very important issue for the kingdom, but you come here more than is necessary...";
			next;
			switch(select("I have something...", "Is that so? Then, see you later.")) {
			case 1:
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "I saw a person from the Walter family.";
				next;
				mes "[Ahrum]";
				mes "Oh! really?";
				mes "why didn't he come to me?";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "-I tell Ahrum the story.-";
				next;
				mes "[Ahrum]";
				mes "......";
				next;
				mes "[Ahrum]";
				mes "What! Are you 100% sure about your story? Ahhhh...";
				next;
				mes "[Ahrum]";
				mes "......";
				next;
				mes "[Ahrum]";
				mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
				nkprince_eisen = 9;
				close2;
				warp "prt_castle",318,273;
				end;
			case 2:
				mes "[Ahrum]";
				mes "Okay, good riddance.";
				close;
			}
		}
		else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
			mes "[Ahrum]";
			mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
			close2;
			warp "prt_castle",318,273;
			end;
		}
		else if (nkprince_eisen == 13) {
			mes "[Ahrum]";
			mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
			next;
			mes "[Ernst]";
			mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
			next;
			mes "[Ahrum]";
			mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
			next;
			mes "[Ernst]";
			mes "Brother, Ahrum...?";
			next;
			mes "[Ahrum]";
			mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
			next;
			mes "[Ahrum]";
			mes "Ernst.";
			next;
			mes "[Ernst]";
			mes "Yes?... Yes?";
			next;
			mes "[Ahrum]";
			mes "Take this.";
			next;
			mes "- swish. - ";
			next;
			mes "- Ahrum casually throws a Bazerald to Ernst.-";
			next;
			mes "[Ernst]";
			mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
			next;
			mes "[Ahrum]";
			mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
			next;
			mes "[Ernst]";
			mes "What? Promise? Witness?...Ahh... Re-really...";
			next;
			mes "[Ahrum]";
			mes "Yes, really. Now is the time.";
			next;
			mes "[Ernst]";
			mes "Nonsense! Do you think I can do that to you?!";
			next;
			mes "[Ahrum]";
			mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
			next;
			mes "[Ernst]";
			mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
			next;
			mes "[Ahrum]";
			mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
			next;
			mes "[Ernst]";
			mes "Bu...but!";
			next;
			mes "[Ahrum]";
			mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
			next;
			mes "[Ahrum]";
			mes "Ghh?! Brother?!";
			next;
			mes "(dagger thrusting sound)";
			specialeffect EF_HIT2;
			nkprince_eisen = 14;
			donpcevent "Prince#another_ern::OnDisable";
			donpcevent "Prince#another_ern1::OnEnable";
			close;
		}
		else if (nkprince_eisen == 14) {
			mes "[Ernst]";
			mes "Bbb... Brother?... You... told me ";
			mes "you would kill me... You just wanted to be killed";
			mes "by me?... Bbb...brother?...";
			next;
			mes "[Ahrum]";
			mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal self-defense, killing a villain... right?";
			next;
			mes "[Ernst]";
			mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
			next;
			mes "[Ahrum]";
			mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
			next;
			mes "[Ernst]";
			mes "B..Brother....How...how could you?!";
			next;
			mes "[Ahrum]";
			mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
			next;
			mes "[Ernst]";
			mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
			next;
			mes "[Ahrum]";
			mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
			next;
			mes "[Ernst]";
			mes "I...I don't know! I don't know what's going on!";
			next;
			mes "[Ahrum]";
			mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
			next;
			mes "[Ernst]";
			mes "Idiot... Moron...";
			next;
			mes "[Ahrum]";
			mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
			next;
			mes "[Ahrum]";
			mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
			next;
			mes "[Ahrum]";
			mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
			next;
			switch(select("... Okay I will follow your will...", "......")) {
			case 1:
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "... Okay, I will follow your will. Don't worry...";
				next;
				break;
			case 2:
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "......";
				next;
				mes "[Ahrum]";
				mes "Ignorance... is positive... It means... My bid... is successful...";
				next;
				break;
			}
			mes "[Ahrum]";
			mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
			next;
			mes "[Ernst]";
			mes "Brother...";
			next;
			mes "[Ahrum]";
			mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
			next;
			mes "[Ernst]";
			mes "B...bro?";
			next;
			mes "[Ahrum]";
			mes "......";
			next;
			mes "[Ernst]";
			mes "B... bro, brother!";
			next;
			mes "[Ahrum]";
			mes "......";
			next;
			mes "[Ernst]";
			mes "Brotherrrrrrrr!!!";
			next;
			nkprince_eisen = 15;
			nk_prince = 7;
			donpcevent "Prince#another_ern1::OnDisable";
			changequest 10024,10025;
			close2;
			warp "prt_castle",318,273;
			end;
		}
	}
	if (nk_prince < 5) {
		mes "[Prince]";
		mes "You are not allowed to be here.";
		mes "Hmmm...";
		next;
		mes "[Prince]";
		mes "Get out of my way.";
		mes "I don't want to confront you.";
		close;
	}
	else if (nk_prince > 4) {
		mes "[Prince]";
		mes "Are you the new adventurer appraiser? I am Eigen Ahrum from the Walter family. You can call me Prince Ahrum, for short, at your convenience.";
		next;
		mes "[Ahrum]";
		mes "I hope you ask me short and simple questions. Long questions don't always mean special and good answers.";
		next;
		while(1) {
			mes "-What shall I ask...-";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "I'd like to ask about...";
			next;
			switch(select("Your background story...", "Your view of the nation...", "Your hobbies or interests...", "Never mind, I'll come by later.")) {
			case 1:
				mes "[Ahrum]";
				mes "You aren't just trying to dissolve your curiosity about the king's family, are you?";
				next;
				mes "[Ahrum]";
				mes "From my childhood, I liked to experience many things and learn them. As a result, I should bear interference from my family. To them, I was not a decent noble family member.";
				next;
				mes "[Ahrum]";
				mes "But I am not sensitive to that, and I think a good king should neglect those trifles.";
				next;
				mes "[Ahrum]";
				mes "Others can say that my behavior makes them embarrassed, but if something ends well, they are all satisfied in the end. Am I wrong?";
				next;
				mes "[Ahrum]";
				mes "Although I've skipped some lessons in life, I can back up missing lessons easily. Who cares who can swear to me as King! This is how I am.";
				next;
				mes "[Ahrum]";
				mes "Ern nags me a lot";
				mes "about this, but I don't make an issue in any case. Such a fastidious jerk.";
				next;
				mes "[Ahrum]";
				mes "Like I said, I've been growing up with his scolds. I feel his words were harsher than others who shut their mouth after I accomplish something.";
				next;
				mes "[Ahrum]";
				mes "He always says that results cannot be everything that matter.";
				next;
				mes "[Ahrum]";
				mes "Before everything else, it is luck and glory for me, that I could be born in Walter, a distinguished noble family.";
				next;
				mes "[Ahrum]";
				mes "Of course, my abilities";
				mes "are underestimated because of my background. In other respects, I feel sad about it.";
				next;
				mes "[Ahrum]";
				mes "In the coming age, people will talk about me as Eigen Ahrum from the Walter family, not Eigen Ahrum of Walter.";
				next;
				mes "[Ahrum]";
				mes "The Walter family itself has high distinction and fame, but I will make the name shine further, and others will be proud of me.";
				next;
				break;
			case 2:
				mes "[Ahrum]";
				mes "The nation I organize";
				mes "will not be harmonious";
				mes "with pastel color of fairy";
				mes "tales.";
				next;
				mes "[Ahrum]";
				mes "For sure, losers and depressed people have their own faults, like lesser challenges for their lives.";
				next;
				mes "[Ahrum]";
				mes "I have some belief in the benefit of unlimited competition. Frankly, I don't like this king election system from noble families.";
				next;
				mes "[Ahrum]";
				mes "Although all these";
				mes "status system fade away";
				mes "I will be the king, with my sole capability and aptitude! Hahaha.";
				emotion e_heh;
				next;
				mes "[Ahrum]";
				mes "I know quite well about";
				mes "other king candidates, personally.";
				mes "But I can't find one distinguished person who can lead this kingdom well.";
				next;
				mes "[Ahrum]";
				mes "I'm not saying they aren't outstanding, but considering the current situation of Rune-Midgarts, they don't seem to be astonishing leaders.";
				next;
				mes "[Ahrum]";
				mes "For this reason, I assure you that no candidate is fit for the position among them. If I have to pick someone who can be a match for me, I can say that one is Ernst.";
				next;
				mes "[Ahrum]";
				mes "He has a soft personality and thinks too long about things, but I admit many merits to him. I can say he is a fairly high-standard candidate.";
				next;
				mes "[Ahrum]";
				mes "........";
				next;
				mes "[Ahrum]";
				mes "Hmm, I was too talkative.";
				mes "I apologize for my redundant words, hahaha.";
				next;
				break;
			case 3:
				mes "[Ahrum]";
				mes "I enjoy activities.";
				mes "I can't stand passive games,";
				mes "like card and board games";
				mes "I think those games are";
				mes "quite fit for the scholar type people.";
				next;
				mes "[Ahrum]";
				mes "My brother Ern can stick to something for a long time, like books or study.";
				next;
				mes "[Ahrum]";
				mes "Once I become king,";
				mes "I won't handle documents";
				mes "while sitting all day.";
				next;
				mes "[Ahrum]";
				mes "It's very hard for me to do that.";
				next;
				break;
			case 4:
				mes "[Ahrum]";
				mes "Okay...";
				mes "as you please.";
				if (nkprince_eisen == 2) {
					nkprince_eisen = 3;
				}
				else {
					nkprince_eisen = 1;
				}
				completequest 10005;
				if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
				 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
					setquest 10012;
				}
				close;
			}
		}
	}
}

prt_castle,368,312,4	script	Prince#ern	4_M_2NDPRIN1,{
	if (questprogress(10024) == 2) {
		mes "[Ernst]";
		mes "...brother, if you want...";
		mes "...Ah, please leave here.";
		mes "I don't want to see anyone.";
		close;
	}
	else if (questprogress(10024) == 1) {
		mes "[Ernst]";
		mes "...Brother Ahrum...";
		close;
	}
	if (nkprince_eisen > 2) {
		if (nkprince_eisen == 3) {
			mes "[Ernst]";
			mes "Did you meet my brother Ahrum? He is a great man. Really.";
			next;
			mes "He tries to deal with things too tough that sometimes makes things into a problem. But even at those moments, he is willing to listen to my words; so we seldom seem to be in serious trouble.";
			next;
			mes "[Ernst]";
			mes "That can only be that way, because we two have been so close to each other.";
			next;
			mes "[Ernst]";
			mes "Brother Ahrum has been blaming me for that, I think unnecessarily too long. But he listens to me and acts as I advise.";
			next;
			mes "[Ernst]";
			mes "Isn't he a great person?";
			mes "He is a trustworthy and instructive person.";
			close;
		}
		else if (nkprince_eisen == 5) {
			mes "[Ernst]";
			mes "Ah, now I am going to have a plan with Bro Ahrum";
			mes "If you don't have a important issue with me, I shall go. ";
			close;
		}
		else if (nkprince_eisen == 6) {
			mes "[Ernst]";
			mes "Ah, I heard person from Walter came in here. Have you seen him?";
			next;
			mes "[Ernst]";
			mes "It seems that even brother Ahrum hasn't met with him. Hmm...";
			nkprince_eisen = 7;
			changequest 10012,10016;
			close;
		}
		else if (nkprince_eisen == 9) {
			mes "[Ernst]";
			mes "Welcome, judge.";
			mes "We meet quite open";
			mes "Why don't you slow down your work?";
			next;
			mes "[Ernst]";
			mes "Hmm...I don't have any more words to say. Moreover, Ahrum seems to be strange these days. I worry about that. I hope it's not a big deal.";
			nkprince_eisen = 10;
			changequest 10017,10004;
			close;
		}
		else if ((nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
			mes "[Ernst]";
			mes "Ahrum is getting weird.";
			mes "It's not a normal change, but a real corruption. I feel uneasy about it.";
			next;
			mes "[Ernst]";
			mes "This isn't happening.";
			mes "I believe Ahrum will be restored as he was. However, I don't feel good.";
			close;
		}
		else if (nkprince_eisen == 15) {
			mes "[Ernst]";
			mes "Ah...";
			mes "Brother Ahrum...";
			mes "Eigen Ahrum...yes, sir.";
			next;
			mes "[Ernst]";
			mes "......";
			next;
			mes "[Ernst]";
			mes "Please leave here. I don't want to see anyone.";
			close;
		}
		else {
			mes "[Ernst]";
			mes "Welcome, appraiser.";
			mes "Thank you for your hard work. It's hard to judge others, isn't it?";
			close;
		}
	}
	if (nk_prince < 5) {
		mes "[Prince]";
		mes "You are not a adventurer judge";
		mes "I think you shouldn't be here.";
		close;
	}
	else if (nk_prince > 4) {
		mes "[Prince]";
		mes "Hi";
		mes "you are the judge.";
		mes "I am Ernst, prince of Geoborg.";
		next;
		mes "[Ernst]";
		mes "I think it's hard work that judges people's talents. I will do my best to help you.";
		next;
		mes "[Ernst]";
		mes "Well, thank you.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "(He seems to have a polite personality as a candidate for King)";
		next;
		while(1) {
			mes "-Well, what questions.-";
			next;
			switch(select("background first.", "I want to know your spirit of nationalism.", " Your habit and tastes.", "I will be back.")) {
			case 1:
				mes "[Ernst]";
				mes "Since I was young, I have grown up with a royal education. I haven't quarreled with others seriously, but I was not very polite either.";
				next;
				mes "[Ernst]";
				mes "People thought that I was timid, but that's because I didn't want to be shun from others.";
				next;
				mes "[Ernst]";
				mes "Of course, we got an exception... Eigen.";
				next;
				mes "[Ernst]";
				mes "Eigen Ahrum can be the exception. He is not polite, but he makes sense from others with exact confirmation.";
				next;
				mes "[Ernst]";
				mes "I think that is a great ability, and I should learn it. But, it is not only about results, but also a courtesy matter. We should keep something that we have to do.";
				next;
				mes "[Ernst]";
				mes "For me, the process was more important than the result. Now, I take them as equal virtue. I didn't take results significantly. Ahrum taught me, who used to consider the result as nothing.";
				break;
			case 2:
				mes "[Ernst]";
				mes "The spirit of nationalism when I become King?";
				next;
				mes "[Ernst]";
				mes "You might believe the power of a king is unlimited, but as one man, it has a limitation.";
				next;
				mes "[Ernst]";
				mes "Both normal public and prominent people take charge of the society that gathers that wisdom is easier than doing things on your own.";
				next;
				mes "[Ernst]";
				mes "Ahrum will help me to supplement any shortcomings. Not only Ahrum, but all ministers and cabinet members; and the public is my master.";
				next;
				mes "[Ernst]";
				mes "It is my fortune that I got many masters beside Ahrum. It is also good for my country.";
				next;
				break;
			case 3:
				mes "[Ernst]";
				mes "II don't have special habits. I am just willing to learn and read books.";
				next;
				mes "[Ernst]";
				mes "And I also love to talk with Ahrum. Ahrum is clever enough to generate new ideas that I can follow.";
				next;
				mes "[Ernst]";
				mes "Well, to tell the truth, going fishing with Ahrum is better. Although, we are too busy to go fishing because of all these kingdom issues.";
				next;
				mes "[Ernst]";
				mes "We promised to go fishing after the taking of the throne... Let's see...";
				next;
				mes "[Ernst]";
				mes "Hmm...is that enough?";
				next;
				break;
			case 4:
				mes "[Ernst]";
				mes "Yes, then, see you later.";
				if (nkprince_eisen == 1) {
					nkprince_eisen = 3;
				}
				else {
					nkprince_eisen = 2;
				}
				completequest 10006;
				if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2
				 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) {
					setquest 10012;
				}
				close;
			}
		}
	}
}

prt_castle,163,319,0	script	#twonoble	FAKE_NPC,3,3,{
OnTouch:
	if (nkprince_eisen == 7) {
		donpcevent "Young Noble#valter::OnEnable";
		donpcevent "Aged Noble#rihart::OnEnable";
		mes "[Aged Noble]";
		mes "You don't have to worry.";
		mes "Once my Eigen Ahrum is chosen to be king, the Richard family will be a second magnate.";
		next;
		mes "[A man of Riehart Family]";
		mes "Hehe, Ahrum is the most favorable and influential candidate already. You would be so amazing were you to fulfill this.";
		next;
		mes "[A man of Walter Family]";
		mes "Although Ahrum is a strong candidate, the prince of Gaebolg has a high reputation for his virtues too. For sure, it is better to confirm things.";
		next;
		mes "[A man of Walter Family]";
		mes "So, are you on the project of Prince Ernst's poisoning?";
		next;
		mes "[A man of Riehart Family]";
		mes "Of course. Even an autopsy will not find it. ... You don't have to worry.";
		next;
		mes "[A man of Walter Family]";
		mes "Ahrum will be elected, once the termination of prince Ernst happens, and then...";
		next;
		mes "[A man of Riehart Family]";
		mes "both family will lead this country, huhuhu.";
		next;
		mes "[A man of Walter Family]";
		mes "You must know what Walter and Gaebolg did. Both families stayed on top of the country.";
		next;
		mes "[A man of Riehart Family]";
		mes "The weakest one of the seven families, Gaebolg Family, took power by uniting with Schmidt and Walter.";
		next;
		mes "[A man of Walter Family]";
		mes "Yes, that's why the union of Walter and Gaebolg is perfect. Moreover, Ahrum and Ernst... It's obviously the second coming of Schmidt and Heinrich.";
		next;
		mes "[A man of Walter Family]";
		mes "That's why the Walter family and the Gaebolg Family can't exist together. Their co-existence will bring destruction as it has done in the past.";
		next;
		mes "[A man of Riehart Family]";
		mes "Thanks for that. It's good to go. All the people who know of the past will deny to be in league with Ahrum or Ernst.";
		next;
		mes "[A man of Walter Family]";
		mes "Anyway, we got a little bit more time. Keep the secret thoroughly; not to tell anyone.";
		next;
		mes "[A man of Riehart Family]";
		mes "Yes. For the glory of Rune-Midgarts.";
		next;
		mes "[A man of Walter Family]";
		mes "All the glory for Rune-Midgarts...";
		mes "Hmm?";
		next;
		emotion e_gasp;
		mes "[A man of Walter Family]";
		mes "Quiet... Someone comes.";
		mes "Ok... take care.";
		next;
		mes "[A man of Riehart Family]";
		mes "Never mind...";
		donpcevent "YoungNoble#valter::OnDisable";
		donpcevent "Aged Noble#rihart::OnDisable";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "(Walter is the name of Ahrum.";
		mes "Richard is the name of Poe.)";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "(Is this the conspiracy of two families? What the hell..)";
		changequest 10016,10017;
		nkprince_eisen = 8;
		close;
	}
}

prt_castle,156,325,4	script	Young Noble#valter	4_M_04,{
	mes "[Young Noble Walter]";
	mes "Step aside.";
	mes "How dare you talk to him.";
	close;

OnInit:
	disablenpc "Young Noble#valter";
	end;

OnEnable:
	enablenpc "Young Noble#valter";
	end;

OnDisable:
	disablenpc "Young Noble#valter";
	end;
}

prt_castle,157,323,3	script	Aged Noble#rihart	4_M_MASKMAN,{
	mes "[Aged Noble Richard]";
	mes "Hmm-hmm.";
	mes "What an indecorous person!";
	close;

OnInit:
	disablenpc "Aged Noble#rihart";
	end;

OnEnable:
	enablenpc "Aged Noble#rihart";
	end;

OnDisable:
	disablenpc "Aged Noble#rihart";
	end;
}

prt_castle,314,371,0	script	Prince#another_ern	4_M_2NDPRIN1,{
	if (nkprince_eisen == 13) {
		mes "[Ahrum]";
		mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
		next;
		mes "[Ernst]";
		mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
		next;
		mes "[Ahrum]";
		mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
		next;
		mes "[Ernst]";
		mes "Brother, Ahrum...?";
		next;
		mes "[Ahrum]";
		mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
		next;
		mes "[Ahrum]";
		mes "Ernst.";
		next;
		mes "[Ernst]";
		mes "Yes?... Yes?";
		next;
		mes "[Ahrum]";
		mes "Take this.";
		next;
		mes "- swish. - ";
		next;
		mes "- Ahrum casually throws a Bazerald to Ernst.-";
		next;
		mes "[Ernst]";
		mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
		next;
		mes "[Ahrum]";
		mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
		next;
		mes "[Ernst]";
		mes "What? Promise? Witness?...Ahh... Re-really...";
		next;
		mes "[Ahrum]";
		mes "Yes, really. Now is the time.";
		next;
		mes "[Ernst]";
		mes "Nonsense! Do you think I can do that to you?!";
		next;
		mes "[Ahrum]";
		mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
		next;
		mes "[Ernst]";
		mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
		next;
		mes "[Ahrum]";
		mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
		next;
		mes "[Ernst]";
		mes "Bu...but!";
		next;
		mes "[Ahrum]";
		mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
		next;
		mes "[Ahrum]";
		mes "Ghh?! Brother?!";
		next;
		mes "(dagger thrusting sound)";
		specialeffect EF_HIT2;
		nkprince_eisen = 14;
		donpcevent "Prince#another_ern::OnDisable";
		donpcevent "Prince#another_ern1::OnEnable";
		close;
	}
	if (nkprince_eisen == 5) {
		mes "[Ahrum]";
		mes "Whoever be the king,";
		mes "let's make Rune Midgarts...";
		mes "the best country in the world, by helping each other.";
		next;
		mes "[Ernst]";
		mes "We can make it.";
		mes "No, we shall make it. For Brother and I together, we shall make it.";
		next;
		mes "[Ahrum]";
		mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
		next;
		mes "[Ahrum]";
		mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
		next;
		mes "[Ernst]";
		mes "Brother, you think about hell.";
		mes "It will never happen, so...";
		mes "Don't talk that way.";
		next;
		mes "[Ahrum]";
		mes "It is an assumption.";
		mes "Don't take it too seriously.";
		next;
		mes "[Ernst]";
		mes "Alright, alright. Don't";
		mes "take it the wrong way.";
		mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
		next;
		emotion e_gasp;
		mes "[Ahrum]";
		mes "Ah, the appraiser has come.";
		mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
		next;
		mes "[Ernst]";
		mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
		next;
		mes "[Ahrum]";
		mes "You came here in good timing.";
		mes "We've just decided to kill";
		mes "the other... if one of us is";
		mes "corrupt.";
		next;
		mes "[Ernst]";
		mes "Brother?!";
		next;
		mes "[Ahrum]";
		mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
		next;
		mes "[Ernst]";
		mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
		next;
		mes "[Ahrum]";
		mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
		next;
		mes "[Ernst]";
		mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
		next;
		mes "[Ernst]";
		mes "Now, let me return to my room. Keep up the good work, appraiser.";
		donpcevent "Prince#another_ern::OnDisable";
		nkprince_eisen = 6;
		close;
	}

OnInit:
	disablenpc "Prince#another_ern";
	end;

OnEnable:
	enablenpc "Prince#another_ern";
	end;

OnDisable:
	disablenpc "Prince#another_ern";
	end;
}

prt_castle,314,372,0	script	Prince#another_ern1	4_M_2NDPRIN1,{
	if (nkprince_eisen == 14) {
		mes "[Ernst]";
		mes "Bbb... Brother?... You... told me you would kill me... You just wanted to be killed by me??... Bbb...brother?...";
		next;
		mes "[Ahrum]";
		mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal, self-defense; killing a villain... right?";
		next;
		mes "[Ernst]";
		mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
		next;
		mes "[Ahrum]";
		mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
		next;
		mes "[Ernst]";
		mes "B..Brother....How...how could you?!";
		next;
		mes "[Ahrum]";
		mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
		next;
		mes "[Ernst]";
		mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
		next;
		mes "[Ahrum]";
		mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
		next;
		mes "[Ernst]";
		mes "I...I don't know! I don't know what's going on!";
		next;
		mes "[Ahrum]";
		mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
		next;
		mes "[Ernst]";
		mes "Idiot... Moron...";
		next;
		mes "[Ahrum]";
		mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
		next;
		mes "[Ahrum]";
		mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
		next;
		mes "[Ahrum]";
		mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
		next;
		switch(select("... Okay I will follow your will...", "......")) {
		case 1:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "... Okay, I will follow your will. Don't worry...";
			next;
			break;
		case 2:
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			next;
			mes "[Ahrum]";
			mes "Ignorance... is positive... It means... My bid... is successful...";
			next;
			break;
		}
		mes "[Ahrum]";
		mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
		next;
		mes "[Ernst]";
		mes "Brother...";
		next;
		mes "[Ahrum]";
		mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
		next;
		mes "[Ernst]";
		mes "B...bro?";
		next;
		mes "[Ahrum]";
		mes "......";
		next;
		mes "[Ernst]";
		mes "B... bro, brother!";
		next;
		mes "[Ahrum]";
		mes "......";
		next;
		mes "[Ernst]";
		mes "Brotherrrrrrrr!!!";
		next;
		nkprince_eisen = 15;
		nk_prince = 7;
		donpcevent "Prince#another_ern1::OnDisable";
		changequest 10024,10025;
		close2;
		warp "prt_castle",318,273;
		end;
	}

OnInit:
	disablenpc "Prince#another_ern1";
	end;

OnEnable:
	enablenpc "Prince#another_ern1";
	end;

OnDisable:
	disablenpc "Prince#another_ern1";
	end;
}

prt_castle,272,372,1	script	Prince#eisen1	4_M_1STPRIN1,{
	mes "[Ahrum]";
	mes "Moron. You'll never be a king. All throughout your life... Don't you know it? Such a junk addict!!";
	next;
	mes "[Erich]";
	mes "...I am not trying to be, but swear words don't make me feel very good. What's wrong with you all of a sudden?";
	next;
	mes "[Ahrum]";
	mes "I am just fed up with you. Even a jerk like you is a candidate for king? I feel sick and nauseated about this king succession.";
	next;
	mes "[Erich]";
	mes "Yeah, it's not that wrong. But I am the representative of the Nerious family. I cannot stand for your insults.";
	next;
	mes "[Erich]";
	mes "Is your family aware of your crazy actions? You are ruining your name, and of your family.";
	next;
	mes "[Ahrum]";
	mes "...! Yes... I give a crap. No... My existence too! Kukuku...hahahahaha!";
	next;
	mes "[Ahrum]";
	mes "Yes, you and I are both disqualified! Hahahaha!! The freaking addict reveals the truth! Yes, hahahahahaha!!";
	next;
	mes "[Erich]";
	mes "... Crazy jerk. Beat it. I don't want to talk with you anymore.";
	next;
	mes "[Ahrum]";
	mes "Yes, I am going now. Family shame?!! Hahahaha... What is a family!! Kkkkkk!! Very interesting!";
	next;
	mes "-Ahrum, seems to be out of his mind, as he approaches the door-";
	next;
	mes "[Erich]";
	mes "...Nuts.";
	completequest 10020;
	if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
	 && questprogress(10021) == 2 && questprogress(10022) == 2) {
		setquest 10023;
		nkprince_eisen = 11;
	}
	donpcevent "Prince#eisen1::OnDisable";
	close;

OnInit:
	disablenpc "Prince#eisen1";
	end;

OnEnable:
	enablenpc "Prince#eisen1";
	end;

OnDisable:
	disablenpc "Prince#eisen1";
	end;
}

prt_castle,336,202,7	script	Prince#eisen2	4_M_1STPRIN1,{
	mes "[Urugen]";
	mes "What did you say? Ahrum?";
	mes "Hey! What did you just say to me? Ahrum?!";
	next;
	mes "[Ahrum]";
	mes "I can say it a zillion times! Urugen, you are not beautiful at all! Not even a bit! In fact, your look is very ugly and obscene!";
	next;
	mes "[Urugen]";
	mes "That's very rude! How could a dirty germ like you talk like that to me!";
	mes "you like germ can talk like that";
	mes "to me!";
	next;
	mes "[Ahrum]";
	mes "Dirty? Yes, I am. I am dirty. But it is not a problem of mine. Everything is dirty! I cannot stand it anymore!";
	next;
	mes "[Urugen]";
	mes "Hm! I can agree with your words, the world is obscene, but you cannot bring me down to that level! I cannot forgive your words! Never, ever!";
	next;
	mes "[Ahrum]";
	mes "What if you can't forgive me? What shall you do? That's good. Are you gonna kill me? Will you kill me? Kill me? Haha? You are being called beautiful only when calling yourself!";
	next;
	mes "[Urugen]";
	mes "Akk! I cannot stand this! Such low behavior and words ...? You are no prince. I don't want to face you anymore! Get out of here!";
	next;
	mes "[Ahrum]";
	mes "You don't have enough quality. You don't have belief to eliminate evil. By will, you are rubbish. I don't want to be with rubbish either! Stay in your world forever and never come out of it!";
	next;
	mes "-Ahrum strides out of the room, grumbling...-";
	next;
	mes "[Urugen]";
	mes "...You are so low. I misjudged you. You are not of the few that have an artistic view. I totally saw you the wrong way.";
	completequest 10021;
	if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
	 && questprogress(10021) == 2 && questprogress(10022) == 2) {
		setquest 10023;
		nkprince_eisen = 11;
	}
	donpcevent "Prince#eisen2::OnDisable";
	close;

OnInit:
	disablenpc "Prince#eisen2";
	end;

OnEnable:
	enablenpc "Prince#eisen2";
	end;

OnDisable:
	disablenpc "Prince#eisen2";
	end;
}

prt_castle,286,201,7	script	Prince#eisen3	4_M_1STPRIN1,{
	mes "[Ahrum]";
	mes "Military maniac! Jerk! Do you think power can solve everything? In all situations, do you think people can live peacefully?!";
	next;
	mes "[Helmut]";
	mes "You are fully violent now.";
	mes "By your theory, you are also not eligible for the king's quality!";
	next;
	mes "[Ahrum]";
	mes "Yes, you talk well. Bah!";
	mes "I don't have quality!!";
	mes "But you are worse than me! King candidate?? You are just a war monger!";
	next;
	mes "[Helmut]";
	mes "You have come here to offend me? Do you think you can beat me, Eigen Ahrum?!";
	next;
	mes "[Ahrum]";
	mes "Fight? That's so rubbish. I don't care for it. I just came here to shoot what I want to say to you. I don't even feel like fighting with you. I am leaving!";
	next;
	mes "[Helmut]";
	mes "Hold on, coward! Are you fleeing now?! Such a coward! Let's finish our battle!";
	next;
	mes "[Ahrum]";
	mes "Coward.. that's a very nice word. Yes, I am. I am leaving. Ta-tah! You are worse than a bad coward...like me! Bye-bye war monger!";
	next;
	mes "-Ahrum grins with a vague feeling towards an irritated Helmut, and leaves the room.-";
	next;
	mes "[Helmut]";
	mes "That is... such a villain!!!";
	completequest 10022;
	if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
	 && questprogress(10021) == 2 && questprogress(10022) == 2) {
		setquest 10023;
		nkprince_eisen = 11;
	}
	donpcevent "Prince#eisen3::OnDisable";
	close;

OnInit:
	disablenpc "Prince#eisen3";
	end;

OnEnable:
	enablenpc "Prince#eisen3";
	end;

OnDisable:
	disablenpc "Prince#eisen3";
	end;
}

prt_castle,388,205,6	script	Prince#eisen4	4_M_1STPRIN1,{
	mes "[Ahrum]";
	mes "You always care about gambling. But, why don't you care about your surroundings first, eh? Young master of Richard?";
	next;
	mes "[Poe]";
	mes "Why are you teasing me, now? At least I feel I have dice with higher numbers than you... You don't think so?";
	next;
	mes "[Ahrum]";
	mes "Posh! You keep talking about dice. Listen. You can feel that I roll lower numbers of dice than you... But you have already failed before the roll of your dice! Do you know that?!";
	next;
	mes "[Poe]";
	mes "What are you talking about? I can't get you. I've lost to whom? I don't know why you are talking like that.";
	next;
	mes "[Ahrum]";
	mes "You can't know it! So what?! If you know, what can you do? You have too much pride over everything. Do you think you can foster a deeply rotten tree, to become a healthy tree?!";
	next;
	mes "[Poe]";
	mes "If you want to say something, you have to say it clearly. Are you announcing a loss and defeat? Is my luck so dreadful, Eigen Ahrum?";
	next;
	mes "[Ahrum]";
	mes "Yes, I announce my defeat. But it is not to you. You are a loser like me. Before getting into important business, you are ruined by an environmental element.";
	next;
	mes "[Poe]";
	mes "...What the hell are you talking about? Environment? I totally don't get you. It is never clear.";
	next;
	mes "[Ahrum]";
	mes "You'd better not understand it. If you know this, you will lose your health. Don't care for it... for the rest of your life!!";
	next;
	mes "[Poe]";
	mes "Ho- hold! Look, Ahrum!";
	mes "Hold on! Eigen Ahrum! Hey!";
	next;
	mes "-Ahrum totally neglects the";
	mes "voice calling him and leaves the room, with a lonely countenance.-";
	next;
	mes "[Poe]";
	mes "What... What. It's not fun.";
	mes "I totally couldn't get him.";
	completequest 10018;
	if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
	 && questprogress(10021) == 2 && questprogress(10022) == 2) {
		setquest 10023;
		nkprince_eisen = 11;
	}
	donpcevent "Prince#eisen4::OnDisable";
	close;

OnInit:
	disablenpc "Prince#eisen4";
	end;

OnEnable:
	enablenpc "Prince#eisen4";
	end;

OnDisable:
	disablenpc "Prince#eisen4";
	end;
}

prt_castle,364,372,1	script	Prince#eisen5	4_M_1STPRIN1,{
	mes "[Ahrum]";
	mes "Peter, what will you do if your work doesn't mean anything?";
	next;
	mes "[Peter]";
	mes "...I don't know what you are talking about, but meaningless things do not exist. I don't think you know about that.";
	next;
	mes "[Ahrum]";
	mes "Buzzzz. You are wrong. There is a thing that is meaningless itself. Clearly speaking, the action becomes meaningless without knowing its meaning...";
	next;
	mes "[Peter]";
	mes "Are you trying to explain... clearly? It's getting more complicated. What exactly do you want to say? Let me get it directly.";
	next;
	mes "[Ahrum]";
	mes "...Whatever I do or do not do, I am just being manipulated by some thing. To make it worse, I hurt others as I am in that some thing only.";
	next;
	mes "[Peter]";
	mes "......";
	next;
	mes "[Ahrum]";
	mes "The worst thing is, I feel I just become timid with knowing and understanding the some thing itself..";
	next;
	mes "[Ahrum]";
	mes "But it is the same with you. If you really want to express gratitude towards the girl, you should have visited her in person. You couldn't do it, could you?";
	next;
	mes "[Peter]";
	mes "...Ahrum, what's wrong with you? You are not the Ahrum I know. What's made you like this?";
	next;
	mes "[Ahrum]";
	mes "Hmph..The some thing. Nothing. It's meaningless. Reality, that's all. It was nice talking to you. Bye-bye, and live like what you used to live like, ever after.";
	next;
	mes "[Peter]";
	mes "......Eigen Ahrum. You...";
	next;
	mes "-Ahrum shows a gloomy facial expression and leaves the room.-";
	next;
	mes "[Peter]";
	mes "......";
	completequest 10019;
	if (questprogress(10018) == 2 && questprogress(10019) == 2 && questprogress(10020) == 2
	 && questprogress(10021) == 2 && questprogress(10022) == 2) {
		setquest 10023;
		nkprince_eisen = 11;
	}
	donpcevent "Prince#eisen5::OnDisable";
	close;

OnInit:
	disablenpc "Prince#eisen5";
	end;

OnEnable:
	enablenpc "Prince#eisen5";
	end;

OnDisable:
	disablenpc "Prince#eisen5";
	end;
}

prt_castle,368,310,1	script	Prince#eisen6	4_M_1STPRIN1,{
	mes "[Ernst]";
	mes "Bro, tell me again. You just said something?";
	next;
	mes "[Ahrum]";
	mes "Ok. Let me tell you. This Rune-Midgarts is rubbish. You and I struggle in the dump of trash, and we are all same with it, even if it cannot be recycled.";
	next;
	mes "[Ernst]";
	mes "Brother, what's wrong? Are you insane?";
	next;
	mes "[Ahrum]";
	mes "Insane? I am fully sane....J.m...I am just fed up with this disgusting reality, my lovely brother.";
	next;
	mes "[Ernst]";
	mes "Reality? What reality? What did you perceive? You are not like as you are. I totally can't help you!";
	next;
	mes "[Ahrum]";
	mes "I am as I usually am, Ernst. Just, reality is dirty, and I realized that I am trapped in the crap. I can't get out of here.";
	next;
	mes "[Ernst]";
	mes "Liar! You always told me that you have possibilities in your book! You always behaved proudly!";
	next;
	mes "[Ahrum]";
	mes "Shut up.";
	next;
	mes "[Ernst]";
	mes "It's dirty and not good. That's why we should correct it. We already know about this situation, but why do you act like this!!";
	next;
	mes "[Ahrum]";
	mes "...I told you, don't make noise!";
	next;
	mes "[Ernst]";
	mes "No. Corruption is mutually agreed, and you brought me here, and because of your presence, I can depend on you!";
	next;
	mes "[Ahrum]";
	mes "Shut up Shut up!!!!!!!!!!!!";
	next;
	mes "[Ernst]";
	mes "......!";
	next;
	mes "[Ahrum]";
	mes "Meaningless actions cannot be welcomed! Being manipulated by dirt is disgusting. I was ignorant, I felt that I acted by my will, but now I realize I was manipulated!";
	next;
	mes "[Ahrum]";
	mes "King?! What's that for?! That's nothing! Even if we make a new world, nothing is changed!! We are like in a play. A picture is someone's intention... only drawn!! Right?!";
	next;
	mes "[Ernst]";
	mes "What are you talking about? I totally can't understand! Are you saying you are not in the status quo? Yes? What the heck are you talking about!";
	next;
	mes "[Ahrum]";
	mes "Shut up! Without knowing anything, you don't know when you can be killed. You don't get me yet.... ah...! You need to not know this!";
	next;
	mes "[Ernst]";
	mes "Br...Brother, will you keep insisting on this? Our relationship is this short?";
	next;
	mes "[Ahrum]";
	mes "Shut up! If you are not contented, you can kill me as we promised! You... me... me...!! I don't wanna talk about it any more, I am going back to my room!";
	next;
	mes "[Ernst]";
	mes "Ah. Hold on a moment Brother! Ahrum!";
	next;
	mes "[Ahrum]";
	mes "I... don't know! King... you!";
	next;
	mes "-Ahrum blushes";
	mes "and leaves the room. He seems to be utterly fatigued.-";
	next;
	mes "[Ernst]";
	mes "Ahrum... Ahrum...";
	changequest 10023,10024;
	nkprince_eisen = 13;
	donpcevent "Prince#eisen6::OnDisable";
	close;

OnInit:
	disablenpc "Prince#eisen6";
	end;

OnEnable:
	enablenpc "Prince#eisen6";
	end;

OnDisable:
	disablenpc "Prince#eisen6";
	end;
}

prt_castle,318,276,0	script	#eisen	WARPNPC,1,1,{
OnTouch:
	if ((nkprince_eisen == 4) || (nkprince_eisen == 5)) {
		donpcevent "Prince#another_ern::OnEnable";
		nkprince_eisen = 5;
		warp "prt_castle",318,368;
	}
	else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
		.@armkoe = rand(1,4);
		if (.@armkoe == 1) {
			mes "-You can hear Ahrum's voice";
			mes "before going into his room";
			mes "It's coming from inside.-";
			next;
			mes "[Ahrum]";
			mes "I cannot have that qualification. I was raised in such a dirty place. I was so ignorant!";
			next;
			mes "[Ahrum]";
			mes "What's the capacity of a king? And what is clean politics...? Ahhhhhhhhhhh!!";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			close2;
		}
		else if (.@armkoe == 2) {
			mes "-You can hear Ahrum's voice";
			mes "before going into his room";
			mes "It's coming from inside.-";
			next;
			mes "[Ahrum]";
			mes "Proud family?... Famous...";
			mes "Birth?... King's family? ...What's all that about?";
			next;
			mes "[Ahrum]";
			mes "To brother Ernst, from my family. It's sin. And I am a part of the sin. As a part of the family. Family's sin. Equal to my sin.";
			next;
			mes "[Ahrum]";
			mes "I cannot... cover it anymore... Ern... I hope even you...";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			close2;
		}
		else if (.@armkoe == 3) {
			mes "-You can hear Ahrum's voice";
			mes "before going into his room";
			mes "It's coming from inside.-";
			next;
			mes "[Ahrum]";
			mes "In the end, I am just being used... I make the most of my exertions and become the lead. That's all a part of the scenario...";
			next;
			mes "[Ahrum]";
			mes "Damn it! Damn...!!";
			mes "I cannot accept it. Never. Never!";
			next;
			mes "[Ahrum]";
			mes "My ancestor ^FF0000Schmidt^000000... What shall you do with this situation? No...were you just used like me... by others?";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			close2;
		}
		else if (.@armkoe == 4) {
			mes "- I could hear Ahrum's voice ";
			mes "before getting into his room";
			mes "It was coming from inside.-";
			next;
			mes "[Ahrum]";
			mes "No, it's no good... No... In this phase, I will be the king. I shouldn't be the king... Ern... You should not forget the meaning of a real king.";
			next;
			mes "[Ahrum]";
			mes "For the real king's appearance... I am going tonight.... to darkness for you. ...Ahhhhhhhh!!!";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "......";
			close2;
		}
		warp "prt_castle",318,368;
	}
	else if (nkprince_eisen == 13) {
		donpcevent "Prince#another_ern::OnEnable";
		warp "prt_castle",318,368;
	}
	else if (nkprince_eisen == 15) {
		warp "prt_castle",318,309;
	}
	else {
		warp "prt_castle",318,368;
	}
	end;
}

prt_castle,336,276,0	script	#ern	WARPNPC,1,1,{
OnTouch:
	if (questprogress(10023) == 1) {
		donpcevent "Prince#eisen6::OnEnable";
	}
	warp "prt_castle",368,308;
	end;
}

prt_castle,300,276,0	script	#erich	WARPNPC,1,1,{
OnTouch:
	if (questprogress(10020) == 1) {
		donpcevent "Prince#eisen1::OnEnable";
	}
	warp "prt_castle",274,368;
	end;
}

prt_castle,330,271,0	script	#helmut	WARPNPC,1,1,{
OnTouch:
	if (questprogress(10022) == 1) {
		donpcevent "Prince#eisen3::OnEnable";
	}
	warp "prt_castle",290,208;
	end;
}

prt_castle,348,271,0	script	#poe	WARPNPC,1,1,{
OnTouch:
	if (questprogress(10018) == 1) {
		donpcevent "Prince#eisen4::OnEnable";
	}
	warp "prt_castle",390,208;
	end;
}

prt_castle,354,276,0	script	#peter	WARPNPC,1,1,{
OnTouch:
	if (questprogress(10019) == 1) {
		donpcevent "Prince#eisen5::OnEnable";
	}
	warp "prt_castle",366,368;
	end;
}

prt_castle,310,271,0	script	#urgen	WARPNPC,1,1,{
OnTouch:
	if (questprogress(10021) == 1) {
		donpcevent "Prince#eisen2::OnEnable";
	}
	warp "prt_castle",340,208;
	end;
}

prt_castle,317,364,0	warp	#eisen2	1,1,prt_castle,318,273
prt_castle,317,304,0	warp	eisen22	1,1,prt_castle,318,273
prt_castle,367,304,0	warp	#ern2	1,1,prt_castle,336,273
prt_castle,273,364,0	warp	#erich2	1,1,prt_castle,300,273
prt_castle,289,213,0	warp	#helmut2	1,1,prt_castle,330,274
prt_castle,389,213,0	warp	#poe2	1,1,prt_castle,348,274
prt_castle,365,364,0	warp	#peter2	1,1,prt_castle,354,273
prt_castle,340,213,0	warp	#urgen2	1,1,prt_castle,310,274
prt_castle,163,312,0	warp	#class2	1,1,prt_castle,221,343
prt_castle,221,347,0	warp	#class	1,1,prt_castle,163,316
prt_castle,225,338,0	warp	#room11	1,1,prt_castle,275,283
prt_castle,273,284,0	warp	#room21	1,1,prt_castle,221,338
prt_castle,225,318,0	warp	#room12	1,1,prt_castle,276,263
prt_castle,273,264,0	warp	#room22	1,1,prt_castle,221,318
prt_castle,221,308,0	warp	#princeout	1,1,prt_castle,176,167

prt_castle,176,170,5	script	Guard#princein	8W_SOLDIER,{
	if (nk_prince > 4) {
		mes "[Guard of a strange place]";
		mes "You can go to the room where princes gather, through the hidden door. For security reasons, it is totally guarded and hidden.";
		next;
		mes "[Guard of a strange place]";
		mes "Let me open the door.";
		close2;
		warp "prt_castle",220,312;
		end;
	}
	else {
		mes "[Guard of a strange place]";
		mes "I just came here to rest. For location information, you can ask it of others.";
		close;
	}
}

prt_castle,121,168,0	script	#arm	HIDDEN_NPC,4,4,{
OnTouch:
	if (nk_prince == 8) {
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "..............";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Milk is all spilt.";
		mes "Just forget about it.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Who is going to have the throne instead of him?";
		next;
		nk_prince = 9;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Oh no...";
		close;
	}
}

prt_castle,316,313,0	script	#arm1	HIDDEN_NPC,3,3,{
OnTouch:
	if (nkprince_eisen > 14) {
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "..............";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "What thoughts did he have, and how did he decide to become King in this room?";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "What situation...";
		mes "pulled him back to an irreparable place?";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "I can't ask him anymore, and there are no clues left. Just what's left is...";
		next;
		mes "[Ahrum]";
		mes "~~If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?~~";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "..............";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "...Keeping silent for him.";
		mes "Taking the burden that he left... all throughout my life.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "...Rest in peace.";
		close;
	}
	end;
}