summaryrefslogtreecommitdiff
path: root/npc/re/quests/eden/eden_quests.txt
blob: a1337519837804c5cba60fa4492ed96ee9e16db1 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
//===== rAthena Script =======================================
//= Eden Group Quest - Quests NPCs
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= Eden Group Headquarter NPC's.
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Removed unencoded comments (Korean -> Gibberish)
//=     Readded the GM helper NPC, commented out.
//= 1.2 Some little optimization here and there. [Masao]
//= 1.3 Added Instructor Ur and the new Quests which come
//= alongside him. Special thanks to Chilly for the base. [Masao]
//= 1.4 Partial cleaning and bug fixing. [Euphy]
//============================================================

moc_para01,25,35,4	script	Instructor Boya#para01	469,{

	if (countitem(6219) > 0) {
		if (para_suv01 == 0) {
			mes "[Boya]";
			mes "What's up?";
			mes "If you have any normal missions use the bulletin board.";
			next;
			switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
			case 1:
				mes "[Boya]";
				mes "I give training missions to members.";
				mes "That's why they participate in it.";
				mes "If they don't want to get in trouble, it's essential.";
				next;
				mes "[Boya]";
				mes "Through battle training they can improve their real experience.";
				mes "The members that prove themselves will even get a reward.";
				next;
				mes "[Boya]";
				mes "We gave them special equipmant that we have made.";
				mes "These gifts are for people who are really doing their best.";
				next;
				mes "[Boya]";
				mes "If you are curious, you can join.";
				mes "The training battle course is not very difficult.";
				mes "There's nothing to worry about.";
				next;
				mes "[Boya]";
				mes "If you want to join, don't hesitate.";
				next;
				switch (select("Participate in the training.:Ignore.")) {
				case 1:
					mes "[Boya]";
					mes "Really? You already seem ready.";
					mes "We have a total of 3 steps for the training.";
					mes "Let me see...";
					next;
					if (BaseLevel < 12) {
						mes "[Boya]";
						mes "Umm. You should raise your level more!";
						mes "You need to be at least level 12!";
						mes "I'm sorry but those are the rules.";
						close;
					}
					if ((BaseLevel > 11) && (BaseLevel < 20)) {
						mes "[Boya]";
						mes "Really? You already seem ready.";
						mes "We have a total of 3 steps for the training.";
						mes "Let me see...";
						next;
						mes "[Boya]";
						mes "The first step is course A.";
						mes "Course A is called 'Conquer the Desert!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "^4d4dffThere is a desert town called Morroc.";
						mes "From there go south and then east. There is small oasis in the center of that field.^000000";
						next;
						mes "[Boya]";
						mes "If you go there, you will find a dog around the oasis.";
						mes "He is really mysterious and he can speak so don't be suprised.";
						next;
						mes "[Boya]";
						mes "Tell the dog ^4d4dffBoya is really great.^000000";
						mes "If you have any questions ask that dog.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "I had to come up with a password right?";
						mes "What's wrong with that password?";
						next;
						mes "[Boya]";
						mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
						mes "Ok, may Freya bless you~!";
						set para_suv01,1;
						setquest 7128;
						close;
					}
					if ((BaseLevel > 19) && (BaseLevel < 26)) {
						mes "[Boya]";
						mes "I'll send you to the first step of course B.";
						mes "Course B is called 'Conquer the Culvert!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
						mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
						next;
						mes "[Boya]";
						mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
						next;
						mes "[Boya]";
						mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
						mes "He is really mysterious and he can speak so don't be suprised.";
						mes "He will give you a battle target when you tell him that.";
						mes "If you have any questions ask the cat.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me like that?";
						mes "It's just a password that I made up.";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
						mes "Ok, may Freya bless you~!";
						set para_suv01,6;
						setquest 7133;
						close;
					}
					if ((BaseLevel > 25) && (BaseLevel < 33)) {
						mes "[Boya]";
						mes "Cool.";
						mes "Let me choose a proper place for you.";
						next;
						mes "[Boya]";
						mes "I'll send you to the second step of course A.";
						mes "This course is called 'Conquer the Ghost Cave!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "There is a small archer village north of Payon.";
						mes "There is a cave on the western hill of the archer village.";
						next;
						mes "[Boya]";
						mes "We have dispatched someone in front of the cave.";
						mes "His name is... um...";
						mes "...";
						next;
						mes "[Boya]";
						mes "Anyway he is one of us so he will know me.";
						mes "He will give you a mission.";
						mes "If you have questions ask him.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "We haven't met for a long time that's why I can't remember his name!";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is not far from here so, come back quickly.";
						mes "Ok, may Freya bless you~!";
						set para_suv01,13;
						setquest 7138;
						close;
					}
					if ((BaseLevel > 32) && (BaseLevel < 40)) {
						mes "[Boya]";
						mes "I'll send you to the 2nd step of course B.";
						mes "This course is called 'Conquer Anthell!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "Travel just southwest of Morroc City.";
						mes "There you will find a hole in the ground to a cave called Anthell.";
						next;
						mes "[Boya]";
						mes "There are lots of ants in there. kk?";
						mes "It is also covered in sand so be careful in there ok.";
						next;
						mes "[Boya]";
						mes "That's why it's called ant hell.";
						mes "One of our members will be waiting there.";
						mes "His name is... K? M? Hmm? Anyway I can't remember.";
						next;
						mes "[Boya]";
						mes "He is one of us so he will know me.";
						mes "He will give you a mission.";
						mes "If you have any questions ask him.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "We haven't met for a long time that's why I can't remember his name!";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is not far from here so, come back quickly.";
						mes "Ok, blessing you~!!";
						set para_suv01,17;
						setquest 7142;
						close;
					}
					if ((BaseLevel > 39) && (BaseLevel < 50)) {
						mes "[Boya]";
						mes "You are on the third step of course A.";
						mes "This course is called 'Conquer Orc village!'.";
						mes "Let me see...";
						next;
						mes "[Boya]";
						mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
						mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
						next;
						mes "[Boya]";
						mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
						mes "It's up to you.";
						next;
						mes "[Boya]";
						mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
						next;
						mes "[Boya]";
						mes "She will explain what needs to be done there.";
						mes "If you have any questions ask her.";
						next;
						mes "[Boya]";
						mes "Ok, may Freya bless you!";
						set para_suv01,24;
						setquest 7147;
						close;
					}
					if ((BaseLevel > 49) && (BaseLevel < 60)) {
						mes "[Boya]";
						mes "You are on the third step of course B.";
						mes "This course is called 'Conquer Orc dungeon!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
						mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
						next;
						mes "[Boya]";
						mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
						mes "It's up to you.";
						next;
						mes "[Boya]";
						mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
						next;
						mes "[Boya]";
						mes "She will explain what needs to be done there.";
						mes "If you have any questions ask her.";
						next;
						mes "[Boya]";
						mes "Ok, may Freya bless you!";
						set para_suv01,29;
						setquest 7152;
						close;
					}
					if (BaseLevel > 59) {
						mes "[Boya]";
						mes "You are on the last step.";
						mes "This course is called 'Conquer the Ocean City!'.";
						mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
						next;
						mes "[Boya]";
						mes "First take a ship to to Byalan Island from Izlude!";
						mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
						next;
						mes "[Boya]";
						mes "Although it's underwater, you can breath so don't worry.";
						mes "There is a dispatched trainee around the entrance of the Ocean City.";
						next;
						mes "[Boya]";
						mes "Tell him that I sent you and follow his directions.";
						mes "Ok, may Freya bless you!";
						set para_suv01,33;
						setquest 7156;
						close;
					}
				case 2:
					mes "[Boya]";
					mes "It's all your decision.";
					mes "It's not my business but you should probably reconsider.";
					close;
				}
			case 2:
				mes "[Boya]";
				mes "Huh?";
				mes "You are so honest!";
				mes "Gosh. You wanted to know something about equipment?";
				next;
				mes "[Boya]";
				mes "I have a uniform set which is free for our group members.";
				mes "But, I can't give it for free.";
				next;
				mes "[Boya]";
				mes "We give it to great participants who do their best in the training.";
				next;
				mes "-Boya eyes you from top to bottom.";
				mes "Hmm... he seems to think something is wrong.-";
				next;
				mes "[Boya]";
				mes "Due to emotion.";
				next;
				select("What?!");
				mes "[Boya]";
				mes "So, will you join the training or not?";
				mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
				mes "Make a decision, hurry.";
				next;
				switch (select("Participate in the training.:Refuse!!")) {
				case 1:
					mes "[Boya]";
					mes "Really? You already seem ready.";
					mes "We have a total of 3 steps for the training.";
					mes "Let me see...";
					next;
					if (BaseLevel < 12) {
						mes "[Boya]";
						mes "Umm. You should raise your level more!";
						mes "You need to be at least level 12!";
						mes "I'm sorry but those are the rules.";
						close;
					}
					if ((BaseLevel > 11) && (BaseLevel < 20)) {
						mes "[Boya]";
						mes "Really? You already seem ready.";
						mes "We have a total of 3 steps for the training.";
						mes "Let me see...";
						next;
						mes "[Boya]";
						mes "The first step is course A.";
						mes "Course A is called 'Conquer the Desert!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "^4d4dffThere is a desert town called Morroc.";
						mes "From there go south and then east. There is small oasis in the center of that field.^000000";
						next;
						mes "[Boya]";
						mes "If you go there, you will find a dog around the oasis.";
						mes "He is really mysterious and he can speak so don't be suprised.";
						next;
						mes "[Boya]";
						mes "Tell the dog ^4d4dffBoya is really great.^000000";
						mes "If you have any questions ask that dog.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "I had to come up with a password right?";
						mes "What's wrong with that password?";
						next;
						mes "[Boya]";
						mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
						mes "Ok, may Freya bless you~!";
						set para_suv01,1;
						setquest 7128;
						close;
					}
					if ((BaseLevel > 19) && (BaseLevel < 26)) {
						mes "[Boya]";
						mes "I'll send you to the first step of course B.";
						mes "Course B is called 'Conquer the Culvert!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
						mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
						next;
						mes "[Boya]";
						mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
						next;
						mes "[Boya]";
						mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
						mes "He is really mysterious and he can speak so don't be suprised.";
						mes "He will give you a battle target when you tell him that.";
						mes "If you have any questions ask the cat.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me like that?";
						mes "It's just a password that I made up.";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
						mes "Ok, may Freya bless you~!";
						set para_suv01,6;
						setquest 7133;
						close;
					}
					if ((BaseLevel > 25) && (BaseLevel < 33)) {
						mes "[Boya]";
						mes "Cool.";
						mes "Let me choose a proper place for you.";
						next;
						mes "[Boya]";
						mes "I'll send you to the second step of course A.";
						mes "This course is called 'Conquer the Ghost Cave!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "There is a small archer village north of Payon.";
						mes "There is a cave on the western hill of the archer village.";
						next;
						mes "[Boya]";
						mes "We have dispatched someone in front of the cave.";
						mes "His name is... um...";
						mes "...";
						next;
						mes "[Boya]";
						mes "Anyway he is one of us so he will know me.";
						mes "He will give you a mission.";
						mes "If you have questions ask him.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "We haven't met for a long time that's why I can't remember his name!";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is not far from here so, come back quickly.";
						mes "Ok, may Freya bless you~!";
						set para_suv01,13;
						setquest 7138;
						close;
					}
					if ((BaseLevel > 32) && (BaseLevel < 40)) {
						mes "[Boya]";
						mes "I'll send you to the 2nd step of course B.";
						mes "This course is called 'Conquer Anthell!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "Travel just southwest of Morroc City.";
						mes "There you will find a hole in the ground to a cave called Anthell.";
						next;
						mes "[Boya]";
						mes "There are lots of ants in there. kk?";
						mes "It is also covered in sand so be careful in there ok.";
						next;
						mes "[Boya]";
						mes "That's why it's called ant hell.";
						mes "One of our members will be waiting there.";
						mes "His name is... K? M? Hmm? Anyway I can't remember.";
						next;
						mes "[Boya]";
						mes "He is one of us so he will know me.";
						mes "He will give you a mission.";
						mes "If you have any questions ask him.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "We haven't met for a long time that's why I can't remember his name!";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is not far from here so, come back quickly.";
						mes "Ok, blessing you~!!";
						set para_suv01,17;
						setquest 7142;
						close;
					}
					if ((BaseLevel > 39) && (BaseLevel < 50)) {
						mes "[Boya]";
						mes "You are on the third step of course A.";
						mes "This course is called 'Conquer Orc village!'.";
						mes "Let me see...";
						next;
						mes "[Boya]";
						mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
						mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
						next;
						mes "[Boya]";
						mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
						mes "It's up to you.";
						next;
						mes "[Boya]";
						mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
						next;
						mes "[Boya]";
						mes "She will explain what needs to be done there.";
						mes "If you have any questions ask her.";
						next;
						mes "[Boya]";
						mes "Ok, may Freya bless you!";
						set para_suv01,24;
						setquest 7147;
						close;
					}
					if ((BaseLevel > 49) && (BaseLevel < 60)) {
						mes "[Boya]";
						mes "You are on the third step of course B.";
						mes "This course is called 'Conquer Orc dungeon!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
						mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
						next;
						mes "[Boya]";
						mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
						mes "It's up to you.";
						next;
						mes "[Boya]";
						mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
						next;
						mes "[Boya]";
						mes "She will explain what needs to be done there.";
						mes "If you have any questions ask her.";
						next;
						mes "[Boya]";
						mes "Ok, may Freya bless you!";
						set para_suv01,29;
						setquest 7152;
						close;
					}
					if (BaseLevel > 59) {
						mes "[Boya]";
						mes "You are on the last step.";
						mes "This course is called 'Conquer the Ocean City!'.";
						mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
						next;
						mes "[Boya]";
						mes "First take a ship to to Byalan Island from Izlude!";
						mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
						next;
						mes "[Boya]";
						mes "Although it's underwater, you can breath so don't worry.";
						mes "There is a dispatched trainee around the entrance of the Ocean City.";
						next;
						mes "[Boya]";
						mes "Tell him that I sent you and follow his directions.";
						mes "Ok, may Freya bless you!";
						set para_suv01,33;
						setquest 7156;
						close;
					}
				case 2:
					mes "[Boya]";
					mes "You are so rude!";
					specialeffect2 EF_HIT1;
					percentheal -50,0;
					next;
					mes "-Beats quickly and this shining Rune Knight turns invisible.";
					mes "It hurts too much-";
					close;
				}
			case 3:
				mes "[Boya]";
				mes "Don't bother me.";
				close;
			}
		}
		if ((para_suv01 > 0) && (para_suv01 < 5)) {
			mes "[Boya]";
			mes "Hey, I already talked all about the training areas.";
			mes "I will explain again please concentrate.";
			next;
			mes "[Boya]";
			mes "An oasis souteast of Morroc.";
			mes "There is a big dog in the center.";
			mes "The detailed story is written in the log, see?";
			close;
		}
		if (para_suv01 == 5) {
			mes "[Boya]";
			mes "Oh you've come back.";
			mes "Good job.";
			mes "Now you are adapting.";
			next;
			mes "[Boya]";
			mes "Completed step 1.";
			mes "Congratulations.";
			mes "We will give you a uniform and some equipment.";
			next;
			mes "[Boya]";
			mes "Can you see a large blue gate next to the board?";
			mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
			next;
			mes "[Boya]";
			mes "Inform the manager that I sent you. He will give you some stuff.";
			mes "Go go go!";
			set para_suv01,11;
			completequest 7132;
			close;
		}
		if ((para_suv01 > 5) && (para_suv01 < 10)) {
			mes "[Boya]";
			mes "The training name was 'Conquer the Culvert!.";
			mes "Did you explore the culvert fully?";
			next;
			mes "[Boya]";
			mes "Come back when you've completed all the courses from the local trainer.";
			close;
		}
		if (para_suv01 == 10) {
			mes "[Boya]";
			mes "Oh you're back.";
			mes "Good job.";
			mes "Now you are adapting.";
			next;
			mes "[Boya]";
			mes "Completed step 1.";
			mes "Congratulations.";
			mes "My team will give you a uniform and some equipment.";
			next;
			mes "[Boya]";
			mes "Can you see a large blue gate next to the board?";
			mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
			next;
			mes "[Boya]";
			mes "Inform the manager that I sent you. He will give you some stuff.";
			mes "Go go go!";
			set para_suv01,11;
			completequest 7137;
			close;
		}
		if (para_suv01 == 11) {
			mes "[Boya]";
			mes "What are you doing?";
			mes "Get the equipment from the storage manager.";
			mes "Our uniform is pretty awesome haha.";
			close;
		}
		if (para_suv01 == 12) {
			mes "[Boya]";
			mes "Um, did you like the supplies?";
			mes "I like the red hat.";
			mes "The red ribbon is really cute.";
			next;
			if (BaseLevel > 25) {
				mes "[Boya]";
				mes "And you seem to.";
				mes "Able to take upper class, now.";
				mes "What about it, do you want?";
				next;
				switch (select("No, way.:Absolutely, I will.")) {
				case 1:
					mes "[Boya]";
					mes "Really?";
					mes "Actually I don't care but the uniform will be changed as upper class.";
					close;
				case 2:
					mes "[Boya]";
					mes "Cool.";
					mes "Let me choose a proper place for you.";
					next;
					if ((BaseLevel > 25) && (BaseLevel < 33)) {
						mes "[Boya]";
						mes "Cool.";
						mes "Let me choose a proper place for you.";
						next;
						mes "[Boya]";
						mes "I'll send you to the second step of course A.";
						mes "This course is called 'Conquer the Ghost Cave!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "There is a small archer village north of Payon.";
						mes "There is a cave on the western hill of the archer village.";
						next;
						mes "[Boya]";
						mes "We have dispatched someone in front of the cave.";
						mes "His name is... um...";
						mes "...";
						next;
						mes "[Boya]";
						mes "Anyway he is one of us so he will know me.";
						mes "He will give you a mission.";
						mes "If you have questions ask him.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "We haven't met for a long time that's why I can't remember his name!";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is not far from here so, come back quickly.";
						mes "Ok, may Freya bless you~!";
						set para_suv01,13;
						setquest 7138;
						close;
					}
					if ((BaseLevel > 32) && (BaseLevel < 40)) {
						mes "[Boya]";
						mes "I'll send you to the 2nd step of course B.";
						mes "This course is called 'Conquer Anthell!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "Travel just southwest of Morroc City.";
						mes "There you will find a hole in the ground to a cave called Anthell.";
						next;
						mes "[Boya]";
						mes "There are lots of ants in there. kk?";
						mes "It is also covered in sand so be careful in there ok.";
						next;
						mes "[Boya]";
						mes "That's why it's called ant hell.";
						mes "One of our members will be waiting there.";
						mes "His name is... K? M? Hmm? Anyway I can't remember.";
						next;
						mes "[Boya]";
						mes "He is one of us so he will know me.";
						mes "He will give you a mission.";
						mes "If you have any questions ask him.";
						next;
						mes "[Boya]";
						mes "Why are you staring at me?";
						mes "We haven't met for a long time that's why I can't remember his name!";
						next;
						mes "[Boya]";
						mes "Anyway...";
						mes "That place is not far from here so, come back quickly.";
						mes "Ok, blessing you~!!";
						set para_suv01,17;
						setquest 7142;
						close;
					}
					if ((BaseLevel > 39) && (BaseLevel < 50)) {
						mes "[Boya]";
						mes "You are on the third step of course A.";
						mes "This course is called 'Conquer Orc village!'.";
						mes "Let me see...";
						next;
						mes "[Boya]";
						mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
						mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
						next;
						mes "[Boya]";
						mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
						mes "It's up to you.";
						next;
						mes "[Boya]";
						mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
						next;
						mes "[Boya]";
						mes "She will explain what needs to be done there.";
						mes "If you have any questions ask her.";
						next;
						mes "[Boya]";
						mes "Ok, may Freya bless you!";
						set para_suv01,24;
						setquest 7147;
						close;
					}
					if ((BaseLevel > 49) && (BaseLevel < 60)) {
						mes "[Boya]";
						mes "You are on the third step of course B.";
						mes "This course is called 'Conquer Orc dungeon!'.";
						mes "It's the most proper mission for your level.";
						next;
						mes "[Boya]";
						mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
						mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
						next;
						mes "[Boya]";
						mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
						mes "It's up to you.";
						next;
						mes "[Boya]";
						mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
						next;
						mes "[Boya]";
						mes "She will explain what needs to be done there.";
						mes "If you have any questions ask her.";
						next;
						mes "[Boya]";
						mes "Ok, may Freya bless you!";
						set para_suv01,29;
						setquest 7152;
						close;
					}
					if (BaseLevel > 59) {
						mes "[Boya]";
						mes "You are on the last step.";
						mes "This course is called 'Conquer the Ocean City!'.";
						mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
						next;
						mes "[Boya]";
						mes "First take a ship to to Byalan Island from Izlude!";
						mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
						next;
						mes "[Boya]";
						mes "Although it's underwater, you can breath so don't worry.";
						mes "There is a dispatched trainee around the entrance of the Ocean City.";
						next;
						mes "[Boya]";
						mes "Tell him that I sent you and follow his directions.";
						mes "Ok, may Freya bless you!";
						set para_suv01,33;
						setquest 7156;
						close;
					}
				}
			}
			mes "[Boya]";
			mes "The battle training is organized into steps.";
			mes "When you able to join next step come back again after leveling more.";
			next;
			mes "[Boya]";
			mes "The next training step is available for those over Level 26.";
			mes "When you reach that level, come by again. get it?";
			close;
		}
		if ((para_suv01 > 12) && (para_suv01 < 16)) {
			mes "[Boya]";
			mes "The training area is at the north cave of Payon.";
			mes "A staff member is already dispatched there.";
			mes "Find him and follow his directions.";
			close;
		}
		if (para_suv01 == 16) {
			mes "[Boya]";
			mes "You finished the second step of training.";
			mes "Now do you understand how this world is organized?";
			next;
			mes "[Boya]";
			mes "I will certify that you completed the training.";
			mes "The person in charge of equipment storage will supply you with what you need.";
			next;
			mes "[Boya]";
			mes "Choose an equipment that fits your particular set of skills.";
			set para_suv01,22;
			completequest 7141;
			close;
		}
		if ((para_suv01 > 16) && (para_suv01 < 21)) {
			mes "[Boya]";
			mes "The training area is southwest of Morroc.";
			mes "Enter the Saint Darmain Fortress to reach it directly.";
			next;
			mes "[Boya]";
			mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
			close;
		}
		if (para_suv01 == 21) {
			mes "[Boya]";
			mes "You finished the second step of training.";
			mes "Now do you understand how this world is organized?";
			next;
			mes "[Boya]";
			mes "I will certify that you completed the training.";
			mes "The person in charge of equipment storage will supply you with what you need.";
			next;
			mes "[Boya]";
			mes "The person in charge of equipment storage will supply you with what you need.";
			set para_suv01,22;
			completequest 7146;
			close;
		}
		if (para_suv01 == 22) {
			mes "[Boya]";
			mes "We serve trainees with equipment and armor after passing the second step of training.";
			mes "Go to the storage and meet the person in charge there.";
			next;
			mes "[Boya]";
			mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
			close;
		}
		if (para_suv01 == 23) {
			mes "[Boya]";
			mes "Hey long time no see.";
			mes "So what's up?";
			next;
			switch (select("I want to join training.:Nothing.")) {
			case 1:
				mes "[Boya]";
				mes "Hmm... really?";
				mes "Let me see... which step is good for you...";
				next;
				if ((BaseLevel > 39) && (BaseLevel < 50)) {
					mes "[Boya]";
					mes "You are on the third step of course A.";
					mes "This course is called 'Conquer Orc village!'.";
					mes "Let me see...";
					next;
					mes "[Boya]";
					mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
					mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
					next;
					mes "[Boya]";
					mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
					mes "It's up to you.";
					next;
					mes "[Boya]";
					mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
					next;
					mes "[Boya]";
					mes "She will explain what needs to be done there.";
					mes "If you have any questions ask her.";
					next;
					mes "[Boya]";
					mes "Ok, may Freya bless you!";
					set para_suv01,24;
					setquest 7147;
					close;
				}
				if ((BaseLevel > 49) && (BaseLevel < 60)) {
					mes "[Boya]";
					mes "You are on the third step of course B.";
					mes "This course is called 'Conquer Orc dungeon!'.";
					mes "It's the most proper mission for your level.";
					next;
					mes "[Boya]";
					mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
					mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
					next;
					mes "[Boya]";
					mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
					mes "It's up to you.";
					next;
					mes "[Boya]";
					mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
					next;
					mes "[Boya]";
					mes "She will explain what needs to be done there.";
					mes "If you have any questions ask her.";
					next;
					mes "[Boya]";
					mes "Ok, may Freya bless you!";
					set para_suv01,29;
					setquest 7152;
					close;
				}
				if (BaseLevel > 59) {
					mes "[Boya]";
					mes "You are on the last step.";
					mes "This course is called 'Conquer the Ocean City!'.";
					mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
					next;
					mes "[Boya]";
					mes "First take a ship to to Byalan Island from Izlude!";
					mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
					next;
					mes "[Boya]";
					mes "Although it's underwater, you can breath so don't worry.";
					mes "There is a dispatched trainee around the entrance of the Ocean City.";
					next;
					mes "[Boya]";
					mes "Tell him that I sent you and follow his directions.";
					mes "Ok, may Freya bless you!";
					set para_suv01,33;
					setquest 7156;
					close;
				}
				mes "[Boya]";
				mes "Sooo sorry but to join this training You need to be at least level 40.";
				mes "Concentrate to become higher level then come back.";
				close;
			case 2:
				mes "[Boya]";
				mes "Did you come to see me?";
				mes "Just that? Without anything?";
				mes "At could have least brought some chocolate...";
				next;
				mes "[Boya]";
				mes "Banana roll or stripe straw... anything.";
				mes "Oh, I don't eat snacks with cinnamon...";
				close;
			}
		}
		if ((para_suv01 > 23) && (para_suv01 < 28)) {
			mes "[Boya]";
			mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
			next;
			mes "[Boya]";
			mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
			close;
		}
		if (para_suv01 == 28) {
			mes "[Boya]";
			mes "Cool! You passed the third step of training.";
			mes "I will certify that you completed the training.";
			mes "The person in charge of equipment storage will supply you with some equipment.";
			next;
			mes "[Boya]";
			mes "We serve trainees with equipment and armor after passing the second step of training.";
			mes "Go to the storage and meet the person in charge there.";
			next;
			mes "[Boya]";
			mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
			set para_suv01,37;
			completequest 7151;
			close;
		}
		if ((para_suv01 > 28) && (para_suv01 < 32)) {
			mes "[Boya]";
			mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
			next;
			mes "[Boya]";
			mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
			close;
		}
		if (para_suv01 == 32) {
			mes "[Boya]";
			mes "Cool! You passed the third step of training.";
			mes "I will certify that you completed the training.";
			mes "The person in charge of equipment storage will supply you with some equipment.";
			next;
			mes "[Boya]";
			mes "We serve trainees with equipment and armor after passing the second step of training.";
			mes "Go to the storage and meet the person in charge there.";
			next;
			mes "[Boya]";
			mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
			set para_suv01,37;
			completequest 7155;
			close;
		}
		if ((para_suv01 > 32) && (para_suv01 < 36)) {
			mes "[Boya]";
			mes "First take a ship toward to Bayalan from Izlude!";
			mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
			next;
			mes "[Boya]";
			mes "There is a dispatched trainee around the entrance of the Ocean City.";
			close;
		}
		if (para_suv01 == 36) {
			mes "[Boya]";
			mes "Cool! You passed the third step of training.";
			mes "I will certify that you completed the training.";
			mes "The person in charge of equipment storage will supply you with some equipment.";
			next;
			mes "[Boya]";
			mes "We serve trainees with equipment and armor after passing the second step of training.";
			mes "Go to the storage and meet the person in charge there.";
			next;
			mes "[Boya]";
			mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
			set para_suv01,37;
			completequest 7159;
			close;
		}
		if (para_suv01 == 37) {
			mes "[Boya]";
			mes "If you finish all of the steps go and get your supplies.";
			mes "We offer equipment to those who complete the training.";
			next;
			mes "[Boya]";
			mes "We might serve you other things.";
			mes "If you have any questions, ask the person in charge of the arsenal.";
			next;
			mes "[Boya]";
			mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
			close;
		}
		if (para_suv01 >= 38) {
			mes "[Boya]";
			mes "My boss created all the courses for the training.";
			mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
			next;
			mes "[Boya]";
			mes "People who show their effort for my team and the world can get some supplies.";
			mes "That's why these courses were made.";
			next;
			mes "[Boya]";
			mes "Basically we are supposed to offer these supplies for beginners";
			mes "but if experts want to participate this training, we accept them.";
			next;
			mes "[Boya]";
			mes "Although the uniform and equipment might be useless.";
			mes "participating in this training means they want to become a member of our group.";
			next;
			mes "[Boya]";
			mes "Yes that's all.";
			mes "That's why when we decided a hat design it was really difficult.";
			next;
			mes "[Boya]";
			mes "Remember this when you use the equipment.";
			mes "But if you decide to sell or trade them off, it is none of our concern.";
			close;
		}
		mes "[Boya]";
		mes "What do you want?";
		mes "I doubt that you need more training.";
		next;
		mes "[Boya]";
		mes "There is nothing more I can teach a battle master such as yourself.";
		close;
	}
	mes "[Boya]";
	mes "You are not in my group are you?";
	mes "I don't have anything to say to outsiders.";
	mes "If you want something register with my group.";
	next;
	mes "[Boya]";
	mes "To register with the Eden Group ask Laime Evenor next to me.";
	close;
}

moc_fild11,180,253,5	script	Talking Dog#para03	972,{

	if (para_suv01 == 1) {
		mes "[Talking Dog]";
		mes "kkkkuuuuahhh.";
		mes "rrrrrruuuuhh.";
		mes "bowwow..";
		next;
		mes "[Talking Dog]";
		mes "What's up?";
		mes "You are!";
		mes "A member of the Eden Group.";
		mes "Have you come to give me a meal? I don't like drinks.";
		next;
		switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) {
		case 1:
			mes "[Talking Dog]";
			mes "Uhh...";
			mes "What are you saying.";
			close;
		case 2:
			mes "[Talking Dog]";
			mes "Ahh... um...";
			mes "Gosh, did you come here to participate in the training?";
			mes "If Boya sent you then you know that it's battle training.";
			mes "Bow wow...";
			next;
			mes "[Talking Dog]";
			mes "If so, should I start securing this oasis more clearly?";
			mes "Can you see a Condor flying?";
			next;
			mes "[Talking Dog]";
			mes "Can you scare them away for me?";
			mes "So people can use this oasis safer and more comfortably.";
			next;
			mes "[Talking Dog]";
			mes "We should hunt at least 10 Condors, ok?";
			mes "I will sleep for a while.";
			mes "Krrrr woo bow...";
			set para_suv01,2;
			changequest 7128,7129;
			close;
		case 3:
			mes "[Talking Dog]";
			mes "Are you ok?";
			mes "Haven't you seen a talking dog before?";
			mes "What are you talking about?";
			close;
		}
	}
	if (para_suv01 == 2) {
		if (checkquest(7129,HUNTING) == 2) {
			mes "[Talking Dog]";
			mes "Woooohh...";
			mes "Great!";
			mes "I can feel my youth from you.";
			next;
			mes "[Talking Dog]";
			mes "Nevermind.";
			mes "Let's find the next target kk!";
			mes "Ok. Let's drive the Desert Wolves out of here.";
			next;
			mes "[Talking Dog]";
			mes "If they grow up they will become dangerous.";
			mes "......";
			next;
			mes "[Talking Dog]";
			mes "Why, why are you looking at me like that?";
			mes "They are wolves and I am a nice dog.";
			mes "But I haven't always been a dog my entire life.";
			next;
			mes "[Talking Dog]";
			mes "I will show you that don't have to pity me at all.";
			next;
			mes "[Talking Dog]";
			mes "They pee wherever and have no shame.";
			mes "Just waving their tails when they grow up and biting people without any care!";
			next;
			mes "[Talking Dog]";
			mes "You must hunt at least 10!";
			mes "Exactly 10!";
			mes "Go go go!";
			set para_suv01,3;
			changequest 7129,7130;
			close;
		}
		mes "[Talking Dog]";
		mes "First lets follow the bald and noisy bird.";
		mes "Yes Condors.";
		mes "Kill 10 Condors. It seems to easy, right?";
		mes "Oh, if you are tired I will help you.";
		next;
		mes "-When the dog barked, your HP and SP recovered.-";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 3) {
		if (checkquest(7130,HUNTING) == 2) {
			mes "[Talking Dog]";
			mes "You are so perfect.";
			next;
			mes "[Talking Dog]";
			mes "Or not. Hehe, anyway thanks for your help.";
			mes "The oasis has almost been secured now.";
			mes "Ok, it's the last step!";
			next;
			mes "[Talking Dog]";
			mes "There's an annoying monster that hides in the sand and poisons people out of nowhere.";
			next;
			mes "[Talking Dog]";
			mes "All beautiful things have some poison inside but these actually kill.";
			mes "Kill Scorpions which are called the poison of the desert!";
			next;
			mes "[Talking Dog]";
			mes "It's the last step so let's make it simple";
			mes "Just hunt 5!";
			mes "Bow wow!";
			set para_suv01,4;
			changequest 7130,7131;
			close;
		}
		mes "[Talking Dog]";
		mes "I don't want you to show any pity.";
		mes "I am dog with a golden heart.";
		next;
		mes "[Talking Dog]";
		mes "After hunting the 10 Desert Wolves come back again.";
		mes "Oh, if you are tired I will help you.";
		next;
		mes "-When the dog barked, your HP and SP recovered.-";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 4) {
		if (checkquest(7131,HUNTING) == 2) {
			mes "[Talking Dog]";
			mes "Um. Excellent.";
			mes "You are awesome!";
			next;
			mes "[Talking Dog]";
			mes "Thanks to your effort the oasis is secure.";
			mes "Don't look around!";
			mes "If I say it's secure!";
			mes "Uhuhuhuh aaaang!";
			next;
			mes "[Talking Dog]";
			mes "Here here here.";
			mes "If I dig more and more, I can find Scorpions but";
			mes "this oasis will be safer for sure.";
			next;
			mes "[Talking Dog]";
			mes "You can be proud and confident by yourself and do your best.";
			mes "You've helped a lot to make my rest comfortable.";
			next;
			mes "[Talking Dog]";
			mes "You've helped to conquer the desert,";
			mes "and passed the beginner training steps so I will stamp my feet.";
			mes "krrrrreuung. hup.";
			next;
			mes "[Talking Dog]";
			mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight.";
			mes "Let me say again that you are great!";
			mes "Hooooohooo~";
			set para_suv01,5;
			changequest 7131,7132;
			close;
		}
		mes "[Talking Dog]";
		mes "Let's hunt only 5 Scorpions.";
		mes "So we can make peace in this oasis.";
		next;
		mes "[Talking Dog]";
		mes "When I take a nap they won't chew my tail any more.";
		mes "Due to his mistake my feet won't be hurt at all.";
		next;
		mes "[Talking Dog]";
		mes "You can fight.";
		mes "I can rest more comfortably.";
		mes "Other people are going to be safer too.";
		next;
		mes "[Talking Dog]";
		mes "Everyone will think fondly of the Eden Group.";
		mes "Oh, if you are tired I will help you.";
		next;
		mes "-When the dog barked, your HP and SP recovered.-";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 5) {
		mes "[Talking Dog]";
		mes "kkkkkaaaaauuuunnng.";
		mes "oopssss kup.";
		next;
		mes "[Talking Dog]";
		mes "Why are you still here?";
		mes "You are done here.";
		mes "Hooooo bow wow.";
		close;
	}
	if (para_suv01 > 5) {
		mes "[Talking Dog]";
		mes "Hey man~ What's going on?";
		mes "What about the Rune Knight?";
		mes "Krrrrr...";
		mes "Hyuk huk...";
		next;
		mes "[Talking Dog]";
		mes "The Eden Group is cool.";
		mes "They're a really good group.";
		mes "They accepted a wandering talking dog.";
		mes "Take care and good luck.";
		close;
	}
	mes "Hey look.";
	mes "I'm a talking dog.";
	mes "Not a wolf.";
	mes "I wasn't a dog originally...";
	next;
	if (countitem(6219) > 0) {
		mes "[Talking Dog]";
		mes "Anyway are you a Eden Group member?";
		mes "Oh good to see you.";
		mes "I am also a member of Eden Group.";
		mes "Take care and good luck.";
		close;
	}
	mes "[Talking Dog]";
	mes "Why are you looking at me like that?";
	mes "......";
	close;
}

prt_sewb1,131,262,3	script	Timid Cat#para04	422,{
	if (para_suv01 < 6) {
		mes "[Timid Cat]";
		mes "Meow...";
		mes "Who are you meow?";
		mes "Why are you here meow?";
		close;
	}
	if (para_suv01 == 6) {
		mes "[Timid Cat]";
		mes "Come on meow...";
		mes "I may be standing here and talking to you like this meow but I am a still a cat meow...";
		next;
		mes "[Timid Cat]";
		mes "Dear human you are";
		mes "a member of my group?";
		mes "Re... really...!";
		mes "Dear Boya's help is like a giant and...";
		next;
		switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) {
		case 1:
			mes "[Timid Cat]";
			mes "Big and beautiful Saury...";
			mes "I am shy.";
			close;
		case 2:
			mes "[Timid Cat]";
			mes "I want to eat mackerel.";
			mes "Where are the big and fresh mackerel meow?";
			close;
		case 3:
			mes "[Timid Cat]";
			mes "Do you know the big and beautiful tuna?";
			mes "Dear Boya sent you here for sure.";
			mes "How do I explain this...?";
			next;
			mes "[Timid Cat]";
			mes "Did something pass under my feet just now meow?";
			mes "Do you want to kill a cat.";
			mes "The environment here is terrible.";
			next;
			mes "[Timid Cat]";
			mes "Anyway I'm doing what I was assigned to do.";
			mes "So hi, hello and welcome.";
			next;
			mes "[Timid Cat]";
			mes "Did you come here to have a battle?";
			mes "Hunt those Thief Bugs, hurry up!";
			mes "Hunt at least 10!";
			mes "Meooow!";
			next;
			mes "[Timid Cat]";
			mes "I really don't like those nasty crawlers...";
			mes "Meow~!";
			next;
			mes "^4d4dffThe cat was suprised by";
			mes "a thief bug and froze in";
			mes "place. Hunt those";
			mes "Thief Bugs around here.^000000";
			set para_suv01,7;
			changequest 7133,7134;
			close;
		}
	}
	if (para_suv01 == 7) {
		if (checkquest(7134,HUNTING) == 2) {
			mes "[Timid Cat]";
			mes "Now do you understand the dirty and humid underground sewers?";
			mes "Eeeh look what's next meow.";
			next;
			mes "[Timid Cat]";
			mes "It's a symbol of dirt next to those Thief Bugs.";
			mes "Hunt some Tarou to make the sewers cleaner.";
			next;
			mes "[Timid Cat]";
			mes "For our members joining this mission.";
			mes "Hunt 10 Tarou.";
			mes "Easy, ain't it?";
			next;
			mes "[Timid Cat]";
			mes "Why didn't I ask you at once? kkk..??";
			mes "Umm........";
			mes "Because it's just a training mission.";
			next;
			mes "[Timid Cat]";
			mes "Training missions are hard and anoying.";
			mes "So go hurry and hunt 10 Tarou.";
			set para_suv01,8;
			changequest 7134,7135;
			close;
		}
		mes "[Timid Cat]";
		mes "Clean the sewers. Now the first step is hunting Thief Bugs.";
		mes "Isn't that simple, meow?";
		next;
		mes "[Timid Cat]";
		mes "Take care to check your map so you don't get lost.";
		mes "It's a service meeow.";
//		UseSkillToPC 28 10 99 60;
		percentheal 0,100;
		close;
	}
	if (para_suv01 == 8) {
		if (checkquest(7135,HUNTING) == 2) {
			mes "[Timid Cat]";
			mes "Great job~!";
			mes "How'd you get rid of those dirty bugs and Tarou. You are brave.";
			next;
			mes "[Timid Cat]";
			mes "Now have courage because I'm sending you to a stronger opponent.";
			mes "But first in order to test your courage, hunt Familiars.";
			next;
			mes "[Timid Cat]";
			mes "Familiars will bite you so be careful.";
			mes "They are mean.";
			mes "They scare me so just hunt 5 and that should be enough.";
			next;
			mes "[Timid Cat]";
			mes "That will show me that you are brave.";
			mes "Meow~!";
			next;
			mes "[Timid Cat]";
			mes "I don't have anything...";
			mes "......";
			mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!";
			set para_suv01,9;
			changequest 7135,7136;
			close;
		}
		mes "[Timid Cat]";
		mes "If you can't kill the Tarou you might get all kinds of dirty diseases.";
		mes "So be proud of yourself and do your best to kill them.";
		next;
		mes "[Timid Cat]";
		mes "I will help you a little.";
		mes "Here, I have recovered your strengh meow..";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 9) {
		if (checkquest(7136,HUNTING) == 2) {
			mes "[Timid Cat]";
			mes "You are great meow~";
			mes "You killed them so quickly!";
			mes "Meow...";
			next;
			mes "[Timid Cat]";
			mes "Now you are not scared of bugs and tarou at all.";
			mes "Thanks for participating in the Conquer the Culvert training mission.";
			next;
			mes "[Timid Cat]";
			mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna...";
			mes "I will be waiting here.";
			next;
			mes "[Timid Cat]";
			mes "Do you know how to get to the Eden Group Headquarters?";
			mes "Prontera is the closest city from here.";
			mes "Go to Prontera and find an Eden Group Teleporter.";
			set para_suv01,10;
			changequest 7136,7137;
			close;
		}
		mes "[Timid Cat]";
		mes "Familiars are really scary.";
		mes "They're always flying.";
		next;
		mes "[Timid Cat]";
		mes "It's the last course so cheer up.";
		mes "I will help you a little.";
		mes "Here, I have recovered your strengh meow..";
//		UseSkillToPC 28 10 99 60;
		percentheal 0,100;
		close;
	}
	if (para_suv01 >= 10) {
		mes "[Timid Cat]";
		mes "You've completed 'Conquer the Culvert'.";
		mes "Go back to the Eden Group headquarters to report to Boya.";
		next;
		mes "[Timid Cat]";
		mes "Boya might eat my tuna while he is waiting for you.";
		close;
	}
	mes "[Timid Cat]";
	mes "How are you meeow?";
	mes "Did you volunteer to conquer the Culvert?";
	mes "You are a member of the Edgen Group for sure.";
	mes "You are helping to make the world a better place.";
	close;
}

pay_arche,41,136,3	script	Eden Member Karl#para05	904,{
	if (para_suv01 < 13) {
		if (countitem(6219) > 0) {
			mes "[Karl]";
			mes "Hey, how are you?";
			mes "Good to see you~";
			mes "Are you going inside?";
			close;
		}
		mes "[Karl]";
		mes "Umm...?";
		mes "You are not the one I am waiting for.";
		close;
	}
	if (para_suv01 == 13) {
		mes "[Karl]";
		mes "Hello?";
		mes "Since I got a report, I was waiting for you.";
		mes "You came here to join the training mission, right?";
		next;
		mes "[Karl]";
		mes "Have you ever entered this cave before?";
		mes "I don't know if you already heard some stories in this village.";
		next;
		mes "[Karl]";
		mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks.";
		mes "It's too bad, isn't it?";
		next;
		mes "[Karl]";
		mes "That's why we chose this place as step 2 of the battle training mission.";
		mes "This step is called 'Conquer Ghost Cave~'.";
		mes "Help people to enjoy their nights comfortably.";
		next;
		mes "[Karl]";
		mes "There are many dangerous things there. Hmm...";
		mes "To you the 1st floor is enough.";
		next;
		mes "[Karl]";
		mes "Lets conquer the dangerous ghost cave...";
		mes "Kill the bone Skeletons in there.";
		next;
		mes "[Karl]";
		mes "The bones are from Skeletons.";
		mes "Actually Skeletons or just normal bones are all the same but...";
		next;
		mes "[Karl]";
		mes "Skeletons are one of the basic undead classes.";
		mes "Undead never ever. Hunt 15 undead Skeletons.";
		next;
		mes "[Karl]";
		mes "If you feel like you're in danger don't hesitate to just leave.";
		mes "You're not worried about getting hurt are you?";
		set para_suv01,14;
		changequest 7138,7139;
		close;
	}
	if (para_suv01 == 14) {
		if (checkquest(7139,HUNTING) == 2) {
			mes "[Karl]";
			mes "Did you get how the undead work?";
			mes "As you know undead never die so, blessing of live person it's same as curse to them.";
			next;
			mes "[Karl]";
			mes "So... skills which can save people like Heal and Resurrection.";
			mes "Those things are really strong attacks to undead class.";
			next;
			mes "[Karl]";
			mes "Anyway... that's it..";
			mes "Next... I guess you already see while you were killing Skeletons.";
			mes "Some green things are picking up all of the stuff dropped by the dead monsters.";
			next;
			mes "[Karl]";
			mes "Do you know Porings? Maybe they are related to them.";
			mes "They look really bad, maybe they have been eating poison or something.";
			next;
			mes "[Karl]";
			mes "Ok if you're ready go and kill those Poporings.";
			mes "You should hunt 10 of them.";
			next;
			set para_suv01,15;
			changequest 7139,7140;
			close;
		}
		mes "[Karl]";
		mes "Skeletons are basic undead.";
		mes "Use the Heal or Resurrection skill.";
		mes "If you can.";
		next;
		mes "[Karl]";
		mes "Just in case I will recover all your energy.";
		mes "It's the last step so be careful.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 15) {
		if (checkquest(7140,HUNTING) == 2) {
			mes "[Karl]";
			mes "Did you get back what the Poporing stole?";
			mes "This cave is really deep and there are lots of precious things that they could have picked up.";
			next;
			mes "[Karl]";
			mes "You did really great job. Excellent.";
			mes "The 1st floor is safer now. Thanks for helping.";
			next;
			mes "[Karl]";
			mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight.";
			next;
			mes "[Karl]";
			mes "You might get a new uniform.";
			mes "Haha. I will keep tabs on your progression.";
			set para_suv01,16;
			changequest 7140,7141;
			close;
		}
		mes "[Karl]";
		mes "Poporings are stronger than you expect.";
		mes "If you treat them the same as a normal Poring it will get you in trouble.";
		next;
		mes "[Karl]";
		mes "Just in case I will recover all your energy.";
		mes "It's the last step so be careful.";
//		UseSkillToPC 28 10 99 60;
		percentheal 0,100;
		close;
	}
	if (para_suv01 >= 16) {
		mes "[Karl]";
		mes "I already informed Boya at the Eden Group headquarters.";
		mes "If you go there he will give you a big welcome.";
		next;
		mes "[Karl]";
		mes "You will get a new uniform, aren't you excited?";
		mes "Hahaha..";
		close;
	}
	mes "[Karl]";
	mes "Killing undead?";
	mes "Do your best to make the world safer.";
	mes "It's one of the goals of the Eden Group.";
	close;
}

anthell01,29,264,5	script	Eden Member Cloud#para06	899,{

	if (para_suv01 < 17) {
		if (countitem(6219) > 0) {
			mes "[Cloud]";
			mes "Oops.";
			mes "You are a member of my group.";
			mes "Why did you come here, are you looking for danger?";
			next;
			mes "[Cloud]";
			mes "One of the strongest boss monsters is in here.";
			mes "Be careful when exploring here.";
			close;
		}
		mes "[Cloud ]";
		mes "What are you looking at?";
		mes "We are not related to each other, are we...";
		close;
	}
	if (para_suv01 == 17) {
		mes "[Cloud]";
		mes "Hello?";
		mes "Why did you come here, looking for danger?";
		next;
		switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) {
		case 1:
			mes "[Cloud]";
			mes "Uh. Conquer Ant Hell? Did you say that?";
			mes "You are a trainee.";
			mes "You have come to the right place.";
			next;
			mes "[Cloud]";
			mes "At first I will explain about Ant Hell.";
			mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell.";
			next;
			mes "[Cloud]";
			mes "Sand flowed into the hole gradually.";
			mes "If anyone steps on the hole they will fall into the cave through the hole in the sand..";
			next;
			mes "[Cloud]";
			mes "It's hard to survive from there.";
			mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people.";
			next;
			mes "[Cloud]";
			mes "Many kinds of ants have come to live here.";
			mes "There is a boss monster named Maya so you should be more cautious.";
			next;
			mes "[Cloud]";
			mes "Ok let's try to hunt the weakest ant first.";
			mes "Pierre is the name of the weakest ant.";
			mes "They are just down here.";
			next;
			mes "[Cloud]";
			mes "In the case of ants, they assist eachother when attacked.";
			mes "Be careful and kill 15 Pierre ants.";
			set para_suv01,18;
			changequest 7142,7143;
			close;
		case 2:
			mes "[Cloud]";
			mes "......";
			mes "Haha... are you joking?";
			mes "You are exhausted from the extremely hot weather in the desert.";
			next;
			mes "[Cloud]";
			mes "I am a busy man.";
			mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous.";
			close;
		case 3:
			mes "[Cloud]";
			mes "Where you are?";
			mes "You are in Anth Hell southwest of Morroc.";
			mes "Morroc is the closest city, northeast of here.";
			close;
		}
	}
	if (para_suv01 == 18) {
		if (checkquest(7143,HUNTING) == 2) {
			mes "[Cloud]";
			mes "Hey, what was it?";
			mes "Maybe you saw an Andre when you were hunting Pierre.";
			next;
			mes "[Cloud]";
			mes "Well, now let's hunt Andre aswel.";
			mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?";
			next;
			mes "[Cloud]";
			mes "Ain't it more fun this way?";
			mes "Hey, now your next target is 15 Andre!";
			mes "You are strong so it will be fine!";
			next;
			mes "[Cloud]";
			mes "If you can't find Andre go deeper into the cave.";
			mes "Ah, and be careful of Maya.";
			set para_suv01,19;
			changequest 7143,7144;
			close;
		}
		mes "[Cloud]";
		mes "What do you think of Ant Hell?";
		mes "Can you stay longer?";
		mes "Ok, I will recover your strengh so, keep going.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 19) {
		if (checkquest(7144,HUNTING) == 2) {
			mes "[Cloud]";
			mes "Great. You seem to have killed all of the Andre.";
			mes "How do you think about fighting ants?";
			mes "Was it good?";
			next;
			mes "[Cloud]";
			mes "Hey, cheer up.";
			mes "To conquer Ant Hell you have one step left.";
			mes "You might have guessed your next target already.";
			next;
			mes "[Cloud]";
			mes "Vitata!";
			mes "How can I say... He seems like honey.";
			mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother.";
			next;
			mes "[Cloud]";
			mes "They are really kind to kids and women but don't show any pity to ants.";
			mes "Hunt the Vitata who takes care of the ant eggs.";
			next;
			mes "[Cloud]";
			mes "If somebody falls into Ant Hell it might be a bit safer than before.";
			mes "Now it's the last step so cheer up and let's kill 10 Vitata.";
			next;
			mes "[Cloud]";
			mes "If you feel you're in too much danger. Just come back.";
			mes "I will heal you.";
			set para_suv01,20;
			changequest 7144,7145;
			close;
		}
		mes "[Cloud]";
		mes "See, to cheer you up I will heal you until you finish the training.";
		mes "Chin up and cheer up.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 20) {
		if (checkquest(7145,HUNTING) == 2) {
			mes "[Cloud]";
			mes "Oh... it might have been an anoying fight.";
			mes "You finished so fast.";
			next;
			mes "[Cloud]";
			mes "Good job. Go back to the headquarters and report.";
			mes "You've completed the training quickly.";
			next;
			mes "[Cloud]";
			mes "You will get good news.";
			mes "You did a really good job even under the hot weather.";
			set para_suv01,21;
			changequest 7145,7146;
			close;
		}
		mes "[Cloud]";
		mes "See, to cheer up I will heal you until you finish the training.";
		mes "Chin up and cheer up.";
		next;
		mes "[Cloud]";
		mes "Just Vitata, isn't that an easy opponent?";
		mes "If you see Maya just run away.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 >= 21) {
		mes "[Cloud]";
		mes "It's enough to say that you've conquered Ant Hell.";
		mes "Aren't you getting used to it here?";
		next;
		mes "[Cloud]";
		mes "Go back to the headquarters and report that you completed the mission, hurry up";
		mes "you will receive good news.";
		mes "You will receive the Eden Group uniform aswel.";
		close;
	}
	mes "[Cloud]";
	mes "I am really proud of the Eden Group.";
	mes "Does the uniform look good on me?";
	mes "Haha...";
	close;
}

in_orcs01,38,175,3	script	Eden Member Hooksha	803,{
	if (para_suv01 < 24) {
		if (countitem(6219) > 0) {
			mes "[Hooksha]";
			mes "Unbelievable why did you come here?";
			mes "Um... You are not on the third step of the training?";
			mes "Yeeee~ I'm excited~";
			next;
			mes "[Hooksha]";
			mes "I am a little bored waiting for trainees. Where are they?";
			close;
		}
		mes "[Hooksha]";
		mes "Hello.";
		mes "Why did you come here?";
		mes "Umm... Aaaaa...";
		next;
		mes "[Hooksha]";
		mes "Why don't you join my group?";
		mes "If you have interest in joining us,";
		mes "you won't regret your decision.";
		close;
	}
	if (para_suv01 == 24) {
		mes "[Hooksha]";
		mes "Hello.";
		mes "Are you a trainee?";
		mes "Yeah I can tell.";
		mes "So shall we begin?";
		next;
		mes "[Hooksha]";
		mes "Actually I don't like this training mission much but anyway let me explain it to you.";
		next;
		mes "[Hooksha]";
		mes "As you know this is Orc Village.";
		mes "Orcs don't like humans.";
		mes "They don't try to communicate with us. When they see humans they immediately attack us.";
		next;
		mes "[Hooksha]";
		mes "Sadly humans don't want to communicate with them either.";
		mes "So we decided to take a strong approach towards them.";
		mes "Actually we'd like to get rid of them all.";
		next;
		mes "[Hooksha]";
		mes "We're trying to conquer Orc Village.";
		mes "It's the proper place to finish the beginners training mission for an adventurer like you.";
		next;
		mes "[Hooksha]";
		mes "That's why we've chosen this place for this mission.";
		mes "Ok, we don't have a lot of time so let's begin.";
		mes "First let's eliminate the weakest one.";
		next;
		mes "[Hooksha]";
		mes "It's better to kill them before they grow up.";
		mes "Hunt 10 Orc Babies.";
		mes "Don't pity them because when they grow up they become aggressive Orc Warriors.";
		next;
		mes "[Hooksha]";
		mes "Good or bad this is how it is going to be.";
		mes "Even if they are babies don't hesitate.";
		set para_suv01,25;
		changequest 7147,7148;
		close;
	}
	if (para_suv01 == 25) {
		if (checkquest(7148,HUNTING) == 2) {
			mes "[Hooksha]";
			mes "Great. Awesome.";
			mes "It's not very pleasant so let's move on.";
			next;
			mes "[Hooksha]";
			mes "On the next step we will fight with Orc Warriors.";
			mes "When Orc Babies grow up they become strong Orc Warriors.";
			next;
			mes "[Hooksha]";
			mes "They all are powerful warriors.";
			mes "When you were fighting Orc Babies, you probably have been attacked by them.";
			next;
			mes "[Hooksha]";
			mes "Now it's time to hunt 10 Orc Warriors.";
			mes "If you are in trouble just come back here to safety.";
			mes "Do you understand?";
			set para_suv01,26;
			changequest 7148,7149;
			close;
		}
		mes "[Hooksha]";
		mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village.";
		mes "They are really aggressive.";
		next;
		mes "[Hooksha]";
		mes "You look tired I will recover your health.";
		mes "If you are in trouble just come back here to safety.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 26) {
		if (checkquest(7149,HUNTING) == 2) {
			mes "[Hooksha]";
			mes "Now you can move on to the next step.";
			next;
			mes "[Hooksha]";
			mes "Exactly... now it's time to hunt Orc Ladies.";
			mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies.";
			next;
			mes "[Hooksha]";
			mes "But you don't need to kill all of them.";
			mes "Go and hunt 10 Orc Ladies.";
			next;
			mes "[Hooksha]";
			mes "You can already feel the strong power from outside...";
			mes "Don't hesitate to attack them.";
			set para_suv01,27;
			changequest 7149,7150;
			close;
		}
		mes "[Hooksha]";
		mes "You should be exhausted by now.";
		mes "But you still have more targets, understand.";
		next;
		mes "[Hooksha]";
		mes "You look tired, I will recover your health.";
		mes "If you are in trouble just come back here to safety.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 27) {
		if (checkquest(7150,HUNTING) == 2) {
			mes "[Hooksha]";
			mes "Great job.";
			mes "Now you should understand how the orc tribe works here in Orc Village.";
			mes "You've followed the training mission well under hot and humid circumstances.";
			mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations.";
			next;
			mes "[Hooksha]";
			mes "Go back and report to the Eden Group headquarters.";
			mes "I'm sure they will have good news for you.";
			set para_suv01,28;
			changequest 7150,7151;
			close;
		}
		mes "[Hooksha]";
		mes "Orc Lady is the last target.";
		mes "Cheer up~!";
		next;
		mes "[Hooksha]";
		mes "You look tired, I will recover your health.";
		mes "If you are in trouble just come back here to safety.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 28) {
		mes "[Hooksha]";
		mes "You have completed the training mission.";
		mes "Go back to the Eden Group headquarters and report there.";
		close;
	}
	if (para_suv01 == 29) {
		mes "[Hooksha]";
		mes "Have you come here to join in the training?";
		mes "You look like an expert.";
		next;
		mes "[Hooksha]";
		mes "This isn't a good place to talk so let's hurry.";
		mes "This place is linked with the dungeon of Orc Village.";
		next;
		mes "[Hooksha]";
		mes "Can you see that way.";
		mes "There is a cave under the ground, normal orcs don't come here.";
		next;
		mes "[Hooksha]";
		mes "The safest place is in here.";
		mes "There are many undead monsters down there.";
		next;
		mes "[Hooksha]";
		mes "The undead monsters are dangerous and threatening.";
		mes "Don't hesitate when fighting them.";
		next;
		mes "[Hooksha]";
		mes "Now hunt those undead monsters down there.";
		next;
		mes "[Hooksha]";
		mes "Try to hunt 20 Orc zombies in the dungeon.";
		mes "They are really well organized.";
		next;
		mes "[Hooksha]";
		mes "They will attack you anywhere without hesitating.";
		mes "May Freya bless you.";
		set para_suv01,30;
		changequest 7152,7153;
		close;
	}
	if (para_suv01 == 30) {
		if (checkquest(7153,HUNTING) == 2) {
			mes "[Hooksha]";
			mes "It's different from what you saw in Payon, right?";
			mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger..";
			next;
			mes "[Hooksha]";
			mes "So don't go deeper into that cave or you will die for sure.";
			next;
			mes "[Hooksha]";
			mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies.";
			mes "Hunt 20 Orc Skeletons.";
			next;
			mes "[Hooksha]";
			mes "It's the last step of the training mission in the Orc Dungeon.";
			mes "It's all up to you.";
			next;
			mes "[Hooksha]";
			mes "Ok, cheer up and see you again.";
			mes "Hunt 20 Orc Skeletons.";
			set para_suv01,31;
			changequest 7153,7154;
			close;
		}
		mes "[Hooksha]";
		mes "Can you stay longer?";
		mes "You look tired, I will recover your health.";
		mes "If you are in trouble just come back here to safety.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 31) {
		if (checkquest(7154,HUNTING) == 2) {
			mes "[Hooksha]";
			mes "Your training mission has been completed.";
			mes "Go back to the Eden Group headquarters and report.";
			mes "I would like to say more in detail but I'm getting so tired.";
			next;
			mes "[Hooksha]";
			mes "Recently trainees have come here more and more so, I can't sleep at all.";
			mes "I mean not due to you.";
			mes "Anyway I will inform the group so go there and report.";
			next;
			set para_suv01,32;
			changequest 7154,7155;
			close;
		}
		mes "[Hooksha]";
		mes "Can you stay longer?";
		mes "You look tired I will recover your health.";
		mes "If you are in trouble just come back here to safety.";
//		UseSkillToPC 28 10 99 60;
		percentheal 100,100;
		close;
	}
	if (para_suv01 == 32) {
		mes "[Hooksha]";
		mes "Don't you have to report back to the Eden Group headquarters?";
		mes "I am so tired leave me alone.";
		close;
	}
	if (para_suv01 > 32) {
		mes "[Hooksha]";
		mes "Uh? What Orc? Explore the dungeon?";
		mes "You are having such a hard time.";
		next;
		mes "[Hooksha]";
		mes "This place is really good to take a rest because Orcs don't come here.";
		mes "Ho hum...";
		close;
	}
}

iz_dun04,43,46,3	script	Eden Member Callandiva	745,{

	if (para_suv01 < 33) {
		if (countitem(6219) > 0) {
			mes "[Callandiva]";
			mes "How did you get so deep in this ocean city?";
			mes "Ah, that symbol is of our group.";
			mes "You're a trainee for sure.";
			next;
			mes "[Callandiva]";
			mes "What? You aren't?";
			mes "I... see... I see...";
			mes "Ok... keep going.";
			close;
		}
		mes "[Callandiva]";
		mes "Mysteriously although we're under the sea you can still breathe here.";
		mes "Do you know why?";
		next;
		mes "[Callandiva]";
		mes "Let's see due to the moisture my skin is so soft.";
		mes "My fingers and toes are not attached to each other amazing.";
		next;
		mes "[Callandiva]";
		mes "I was really shocked and scared when the Eden Group dispatched me here.";
		mes "Now I love this environment so much.";
		mes "It's really calm...";
		close;
	}
	if (para_suv01 == 33) {
		mes "[Callandiva]";
		mes "How did you get so deep in this ocean city?";
		mes "Ah, that symbol is of our group.";
		mes "You're a trainee for sure.";
		next;
		mes "[Callandiva]";
		mes "Good to see you!";
		mes "Alright, look down.";
		mes "Ancient buildings are sleeping under the water. They were actually built under the sea.";
		next;
		mes "[Callandiva]";
		mes "As you know we don't have any trouble living here.";
		mes "But if you see over there... yes right there.";
		next;
		mes "[Callandiva]";
		mes "Can you see a humanoid fish with a very threatening spear?";
		mes "He is called a Merman and is a really professional warrior.";
		next;
		mes "[Callandiva]";
		mes "Okay, go and hunt 15 Merman.";
		mes "That will be your 1st training mission here.";
		set para_suv01,34;
		changequest 7156,7157;
		close;
	}
	if (para_suv01 == 34) {
		if (checkquest(7157,HUNTING) == 2) {
			mes "[Callandiva]";
			mes "Oh, you came back~!";
			mes "What did you think of those threatening Mermans?";
			mes "Actually, I thought that you would chicken out~";
			next;
			mes "[Callandiva]";
			mes "Good your next opponent will be...~";
			mes "Yes, this one...";
			mes "The monster that is holding a trident.";
			next;
			mes "[Callandiva]";
			mes "His main abilities are magical.";
			mes "The monster is called Strouf!";
			mes "Now, it's time to fight with a real magician!";
			next;
			mes "[Callandiva]";
			mes "Try avoiding the Mermans and hunt 10 Strouf, kill them.";
			set para_suv01,35;
			changequest 7157,7158;
			close;
		}
		mes "[Callandiva]";
		mes "Oh are you tired?";
		mes "Mermans are not easy opponents.";
		mes "I will help you recover so cheer up.";
//		UseSkillToPC 28 10 99 60;
		percentheal 0,100;
		close;
	}
	if (para_suv01 == 35) {
		if (checkquest(7158,HUNTING) == 2) {
			mes "[Callandiva]";
			mes "Did you kill all the Strouf already?";
			mes "I wasn't counting that you'd make it.";
			mes "I have eyes on the top of my head haha.";
			next;
			mes "[Callandiva]";
			mes "Of course I'm just kidding.";
			mes "Don't look at me like that~ it was a joke~!";
			mes "Now you're feeling more at ease about this.";
			next;
			mes "[Callandiva]";
			mes "Go back to the headquarters and report it.~";
			mes "You will receive the last uniform from the Eden Group headquarters.";
			next;
			mes "[Callandiva]";
			mes "This training mission is made for beginners.";
			mes "So it might be useless to you or not.";
			next;
			mes "[Callandiva]";
			mes "Anyway you did great job!";
			set para_suv01,36;
			changequest 7158,7159;
			close;
		}
		mes "[Callandiva]";
		mes "Oh are you tired?";
		mes "Strouf are not easy opponents.";
		mes "I can help you recover so cheer up.";
//		UseSkillToPC 28 10 99 60
		percentheal 100,100;
		close;
	}
	if (para_suv01 >= 36) {
		mes "[Callandiva]";
		mes "I won't give help to you anymore.";
		mes "Go back to our headquarters and report about this training mission.";
		close;
	}
	mes "[Callandiva]";
	mes "Mysteriously although we're under the sea you can still breathe here.";
	mes "Do you know why?";
	next;
	mes "[Callandiva]";
	mes "Let's see due to the moisture my skin is so soft.";
	mes "My fingers and toes are not attached to each other amazing.";
	next;
	mes "[Callandiva]";
	mes "I was really shocked and scared when the Eden Group dispatched me here.";
	mes "Now I love this environment so much.";
	mes "It's really calm...";
	close;
}

moc_para01,112,96,5	script	Administrator Michael	967,{

	mes "[Michael]";
	mes "Why did you come here?";
	next;
	switch (select("To get supplies:Where is here?:Upgrade equipment")) {
	case 1:
		if (para_suv01 == 11) {
			mes "[Michael]";
			mes "If you've completed step 1";
			mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
			mes "^4d4dffCheck your inventory first.^000000";
			next;
			switch (select("Let me check my inventory:I have enough room.")) {
			case 1:
				mes "[Michael]";
				mes "Make sure you have enough room for the supplies.";
				close;
			case 2:
				mes "[Michael]";
				mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
				mes "will only be given out once.";
				mes "So treat them with caution and care.";
				next;
				mes "[Michael]";
				mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
				next;
				mes "[Michael]";
				mes "One Eden Group Hat.";
				mes "One Eden Group Uniform I.";
				mes "One pair of Eden Group Boots I.";
				mes "One Eden Group Manteau.";
				mes "A total of 4 supplies, that's all.";
				set para_suv01,12;
				set para_suv02,1;
				getitem 5583,1; //Para_Team_Hat1
				getitem 2560,1; //Para_Team_Manteau1
				getitem 2456,1; //Para_Team_Boots1
				getitem 15009,1; //Para_Team_Uniform1
				next;
				mes "[Michael]";
				mes "Is that correct?";
				mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
				next;
				mes "[Michael]";
				mes "We made them especially for the Eden Group.";
				close;
			}
		}
		if (para_suv01 == 22) {
			mes "[Michael]";
			mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
			next;
			mes "[Michael]";
			mes "We have chosen the proper weapon for each class.";
			mes "But we can't support some classes that can't join us.";
			next;
			mes "[Michael]";
			mes "We can't manufacture all of the weapons in the world, don't you agree?";
			next;
			mes "[Michael]";
			mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things.";
			mes "Also we supply extra things to consider some members who can't use some of the supplies.";
			next;
			mes "[Michael]";
			mes "^4d4dffPlease check your inventory to get those items.^000000";
			next;
			switch (select("I will make more space.:I have got enough space.")) {
			case 1:
				mes "[Michael]";
				mes "Make enough space.";
				close;
			case 2:
				if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader){
					mes "[Michael]";
					mes "What kind of weapon do you want?";
					mes "We have one and Two-handed swords.";
					mes "Here are the options.";
					next;
					mes "[Michael]";
					mes "Eden Slayer I: Two-handed sword. attack 162.";
					mes "Eden Saber I: One-handed sword. attack 147.";
					mes "Both are Lv. 2 and the required level is 26.";
					next;
					mes "[Michael]";
					mes "They also can't be traded with other players or be refined.";
					next;
					switch (select("Eden Slayer I:Eden Sabre I")) {
					case 1:
						mes "[Michael]";
						mes "You've chosen the Eden Slayer I.";
						mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01,23;
							set para_suv02,2;
							getitem 1192,1; //P_Slayer1
							getitem 18514,1; //Para_Team_Hat2
							getitem 2571,1; //Para_Team_Manteau2
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,23;
						set para_suv02,2;
						getitem 1192,1; //P_Slayer1
						getitem 2457,1; //Para_Team_Boots2
						getitem 15010,1; //Para_Team_Uniform2
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					case 2:
						mes "[Michael]";
						mes "You've chosen the Eden Sabre I.";
						mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01, 23;
							set para_suv02, 2;
							getitem 13423,1; //P_Sabre1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A One-handed sword, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,23;
						set para_suv02,2;
						getitem 13423,1; //P_Sabre1
						getitem 2457,1; //Para_Team_Boots2
						getitem 15010,1; //Para_Team_Uniform2
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						mes "This is what we strive for.";
						close;
					}
				}	if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
						mes "[Michael]";
						mes "We only have 1 weapon for you.";
						next;
						mes "[Michael]";
						mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
						mes "It is Lv. 2 and the required level is 26.";
						next;
						mes "[Michael]";
						mes "It also can't be traded with other players or be refined.";
						next;
						mes "[Michael]";
						mes "You'll receive the Eden Dagger I.";
						next;
						mes "[Michael]";
						mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01,23;
							set para_suv02,2;
							getitem 13050,1; //P_Dagger1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Dagger, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,23;
						set para_suv02,2;
						getitem 13050,1; //P_Dagger1
						getitem 2457,1; //Para_Team_Boots2
						getitem 15010,1; //Para_Team_Uniform2
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						mes "This is what we strive for.";
						close;
					}
					if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
						mes "[Michael]";
						mes "What kind of weapon do you want?";
						mes "We have a mace and a One-handed sword.";
						mes "Here are the options.";
						next;
						mes "[Michael]";
						mes "Eden Saber I: One-handed sword. attack 147.";
						mes "Eden Mace I: Mace. attack 142.";
						mes "Both are level 2 and the required level is 26.";
						next;
						mes "[Michael]";
						mes "They also can't be traded with other players or be refined.";
						next;
						switch (select("Eden Sabre I:Eden Mace I")) {
						case 1:
							mes "[Michael]";
							mes "You've chosen the Eden Sabre I.";
							mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
							next;
							if (para_suv02 == 0) {
								mes "[Michael]";
								mes "You don't have a record of receiving any supplies";
								mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
								set para_suv01,23;
								set para_suv02,2;
								getitem 13423,1; //P_Sabre1
								getitem 2457,1; //Para_Team_Boots2
								getitem 15010,1; //Para_Team_Uniform2
								getitem 5583,1; //Para_Team_Hat
								getitem 2560,1; //Para_Team_Manteau
								next;
								mes "[Michael]";
								mes "Check your supplies again and look after it.";
								close;
							}
							mes "[Michael]";
							mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
							mes "Please check it again.";
							set para_suv01,23;
							set para_suv02,2;
							getitem 13423,1; //P_Sabre1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							next;
							mes "[Michael]";
							mes "I hope they're useful to you.";
							mes "This is what we strive for.";
							close;
						case 2:
							mes "[Michael]";
							mes "You've chosen the Eden Mace I.";
							mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
							next;
							if (para_suv02 == 0) {
								mes "[Michael]";
								mes "You don't have a record of receiving any supplies";
								mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
								set para_suv01,23;
								set para_suv02,2;
								getitem 16004,1; //P_Mace1
								getitem 2457,1; //Para_Team_Boots2
								getitem 15010,1; //Para_Team_Uniform2
								getitem 5583,1; //Para_Team_Hat
								getitem 2560,1; //Para_Team_Manteau
								next;
								mes "[Michael]";
								mes "Check your supplies again and look after it.";
								close;
							}
							mes "[Michael]";
							mes "A Mace, Uniform and Boots all 3 supplies.";
							mes "Please check it again.";
							set para_suv01,23;
							set para_suv02,2;
							getitem 16004,1; //P_Mace1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							next;
							mes "[Michael]";
							mes "I hope they're useful to you.";
							close;
						}
					}
					if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
						mes "[Michael]";
						mes "We only have 1 weapon for you.";
						next;
						mes "[Michael]";
						mes "Eden Bow I: Bow. attack 82.";
						mes "It is Lv. 2 and the required level is 26.";
						next;
						mes "[Michael]";
						mes "It also can't be traded with other players or be refined.";
						next;
						mes "[Michael]";
						mes "You'll receive the Eden Bow I.";
						next;
						mes "[Michael]";
						mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01, 23;
							set para_suv02, 2;
							getitem 1747,1; //P_Bow1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Bow, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,23;
						set para_suv02,2;
						getitem 1747,1; //P_Bow1
						getitem 2457,1; //Para_Team_Boots2
						getitem 15010,1; //Para_Team_Uniform2
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					}
					if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
						mes "[Michael]";
						mes "What kind of weapon do you want?";
						mes "We have a mace and a staff.";
						mes "Here are the options.";
						next;
						mes "[Michael]";
						mes "Eden Mace I: Mace. attack 142.";
						mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
						mes "Both are Lv. 2 and the required level is 26.";
						next;
						mes "[Michael]";
						mes "They also can't be traded with other players or be refined.";
						next;
						switch (select("Eden Staff I:Eden Mace I")) {
						case 1:
							mes "[Michael]";
							mes "You've chosen the Eden Staff I.";
							mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
							next;
							if (para_suv02 == 0) {
								mes "[Michael]";
								mes "You don't have a record of receiving any supplies";
								mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
								set para_suv01,23;
								set para_suv02,2;
								getitem 1650,1; //P_Staff1
								getitem 2457,1; //Para_Team_Boots2
								getitem 15010,1; //Para_Team_Uniform2
								getitem 5583,1; //Para_Team_Hat
								getitem 2560,1; //Para_Team_Manteau
								next;
								mes "[Michael]";
								mes "Check your supplies again and look after it.";
								close;
							}
							mes "[Michael]";
							mes "A Staff, Uniform and Boots all 3 supplies.";
							mes "Please check it again.";
							set para_suv01,23;
							set para_suv02,2;
							getitem 1650,1; //P_Staff1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							next;
							mes "[Michael]";
							mes "I hope they're useful to you.";
							close;
						case 2:
							mes "[Michael]";
							mes "You've chosen the Eden Mace I.";
							mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
							next;
							if (para_suv02 == 0) {
								mes "[Michael]";
								mes "You don't have a record of receiving any supplies";
								mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
								set para_suv01,23;
								set para_suv02,2;
								getitem 16004,1; //P_Mace1
								getitem 2457,1; //Para_Team_Boots2
								getitem 15010,1; //Para_Team_Uniform2
								getitem 5583,1; //Para_Team_Hat
								getitem 2560,1; //Para_Team_Manteau
								next;
								mes "[Michael]";
								mes "Check your supplies again and look after it.";
								close;
							}
							mes "[Michael]";
							mes "A Mace, Uniform and Boots all 3 supplies.";
							mes "Please check it again.";
							set para_suv01,23;
							set para_suv02,2;
							getitem 16004,1; //P_Mace1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							next;
							mes "[Michael]";
							mes "I hope they're useful to you.";
							close;
						}
					}
					if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
						mes "[Michael]";
						mes "We only have 1 weapon for you.";
						next;
						mes "[Michael]";
						mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
						mes "It is Lv. 2 and the required level is 26.";
						next;
						mes "[Michael]";
						mes "It also can't be traded with other players or be refined.";
						next;
						mes "[Michael]";
						mes "You'll receive the Eden Staff I.";
						next;
						mes "[Michael]";
						mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01, 23;
							set para_suv02, 2;
							getitem 1650,1; //P_Staff1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Staff, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,23;
						set para_suv02,2;
						getitem 1650,1; //P_Staff1
						getitem 2457,1; //Para_Team_Boots2
						getitem 15010,1; //Para_Team_Uniform2
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					}
					if (Class == Job_Gunslinger) {
						mes "[Michael]";
						mes "We only have 1 weapon for you.";
						next;
						mes "[Michael]";
						mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
						mes "It is Lv. 2 and the required level is 26.";
						next;
						mes "[Michael]";
						mes "It also can't be traded with other players or be refined.";
						next;
						mes "[Michael]";
						mes "You'll receive the Eden Revolver I.";
						next;
						mes "[Michael]";
						mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01, 23;
							set para_suv02, 2;
							getitem 13112,1; //P_Revolver1
							getitem 2457,1; //Para_Team_Boots2
							getitem 15010,1; //Para_Team_Uniform2
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Revolver, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,23;
						set para_suv02,2;
						getitem 13112,1; //P_Revolver1
						getitem 2457,1; //Para_Team_Boots2
						getitem 15010,1; //Para_Team_Uniform2
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					}
				mes "[Michael]";
				mes "Let me see... you will receive..";
				mes "the Eden Group Boots II and Uniform II.";
				next;
				if (para_suv02 == 0) {
					mes "[Michael]";
					mes "I don't know what weapon will suit you so, you'll get a Dagger.";
					mes "You don't have a record of receiving any supplies";
					mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
					set para_suv01,23;
					set para_suv02,2;
					getitem 13050,1; //P_Dagger1
					getitem 2457,1; //Para_Team_Boots2
					getitem 15010,1; //Para_Team_Uniform2
					getitem 5583,1; //Para_Team_Hat
					getitem 2560,1; //Para_Team_Manteau
					next;
					mes "[Michael]";
					mes "Check your supplies again and look after it.";
					close;
				}
				mes "[Michael]";
				mes "A Weapon, Uniform and Boots all 3 supplies.";
				mes "I don't know what weapon will suit you so, you'll get a Dagger.";
				mes "Please check it again.";
				set para_suv01,23;
				set para_suv02,2;
				getitem 13050,1; //P_Dagger1
				getitem 2457,1; //Para_Team_Boots2
				getitem 15010,1; //Para_Team_Uniform2
				next;
				mes "[Michael]";
				mes "I hope they're useful to you.";
				close;
			}
		}
		if (para_suv01 == 37) {
			mes "[Michael]";
			mes "You've completed the last training course.";
			mes "It's time for you to receive a new weapon.";
			next;
			mes "[Michael]";
			mes "We have more upgraded weapons, uniforms and boots.";
			mes "Ah, in case of the weapon that was made only for 1st jobs.";
			mes "So, I can't offer them to higher jobs.";
			next;
			mes "[Michael]";
			mes "^4d4dffPlease check you inventory to get those supplies.^000000";
			next;
			switch (select("I'll come back.:I have enough room.")) {
			case 1:
				mes "[Michael]";
				mes "Make sure you have enough room.";
				close;
			case 2:
				if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
					mes "[Michael]";
					mes "What kind of weapon do you want?";
					mes "We have one and Two-handed swords.";
					mes "Here are the options.";
					next;
					mes "[Michael]";
					mes "Eden Saber II: One-handed sword. attack 170.";
					mes "Eden Slayer II: Two-handed sword. attack 185.";
					mes "Both of them are Lv. 2 weapons and the required level is 40.";
					next;
					mes "[Michael]";
					mes "They also can't be traded with other players or be refined.";
					next;
					switch (select("Eden Saber II:Eden Slayer II")) {
					case 1:
						mes "[Michael]";
						mes "You've chosen the Eden Sabre II.";
						mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01, 38;
							set para_suv02, 3;
							getitem 13424,1; //P_Sabre2
							getitem 2458,1; //Para_Team_Boots3
							getitem 15011,1; //Para_Team_Uniform3
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 13424,1; //P_Sabre2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					case 2:
						mes "[Michael]";
						mes "You've chosen the Eden Slayer II.";
						mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01,38;
							set para_suv02,3;
							getitem 1193,1; //P_Slayer2
							getitem 2458,1; //Para_Team_Boots3
							getitem 15011,1; //Para_Team_Uniform3
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 1193,1; //P_Slayer2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					}
				}
				if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
					mes "[Michael]";
					mes "We only have 1 weapon for you.";
					next;
					mes "[Michael]";
					mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
					mes "It is Lv. 2 and the required level is 40.";
					next;
					mes "[Michael]";
					mes "It also can't be traded with other players or be refined.";
					next;
					mes "[Michael]";
					mes "You'll receive the Eden Dagger II.";
					next;
					mes "[Michael]";
					mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
					next;
					if (para_suv02 == 0) {
						mes "[Michael]";
						mes "You don't have a record of receiving any supplies";
						mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
						set para_suv02, 3;
						getitem 13051,1; //P_Dagger2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						getitem 5583,1; //Para_Team_Hat
						getitem 2560,1; //Para_Team_Manteau
						next;
						mes "[Michael]";
						mes "Check your supplies again and look after it.";
						close;
					}
					mes "[Michael]";
					mes "A Dagger, Uniform, and Boots all 3 supplies.";
					mes "Please check it again.";
					set para_suv01,38;
					set para_suv02,3;
					getitem 13051,1; //P_Dagger2
					getitem 2458,1; //Para_Team_Boots3
					getitem 15011,1; //Para_Team_Uniform3
					next;
					mes "[Michael]";
					mes "I hope they're useful to you.";
					close;
				}
				if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
					mes "[Michael]";
					mes "What kind of weapon do you want?";
					mes "We have a mace and a staff.";
					mes "Here are the options.";
					next;
					mes "[Michael]";
					mes "Eden Mace II: Mace. attack 163.";
					mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
					mes "Both of them are Lv. 2 weapons and the required level is 40.";
					next;
					mes "[Michael]";
					mes "They also can't be traded with other players or be refined.";
					next;
					switch (select("Eden Staff II:Eden Mace II")) {
					case 1:
						mes "[Michael]";
						mes "You've chosen the Eden Staff II.";
						mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01,38;
							set para_suv02,3;
							getitem 1651,1; //P_Staff2
							getitem 2458,1; //Para_Team_Boots3
							getitem 15011,1; //Para_Team_Uniform3
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Staff, Uniform, and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 1651,1; //P_Staff2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					case 2:
						mes "[Michael]";
						mes "You've chosen the Eden Mace II.";
						mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01,38;
							set para_suv02,3;
							getitem 16005,1; //P_Mace2
							getitem 2458,1; //Para_Team_Boots3
							getitem 15011,1; //Para_Team_Uniform3
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Mace, Uniform, and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 16005,1; //P_Mace2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					}
				}
				if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
					mes "[Michael]";
					mes "We only have 1 weapon for you.";
					next;
					mes "[Michael]";
					mes "Eden Bow II: Bow. attack 82.";
					mes "It is Lv. 2 and the required level is 40.";
					next;
					mes "[Michael]";
					mes "It also can't be traded with other players or be refined.";
					next;
					mes "[Michael]";
					mes "You'll receive the Eden Bow II.";
					next;
					mes "[Michael]";
					mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
					next;
					if (para_suv02 == 0) {
						mes "[Michael]";
						mes "You don't have a record of receiving any supplies";
						mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 1748,1; //P_Bow2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						getitem 5583,1; //Para_Team_Hat
						getitem 2560,1; //Para_Team_Manteau
						next;
						mes "[Michael]";
						mes "Check your supplies again and look after it.";
						close;
					}
					mes "[Michael]";
					mes "A Bow, Uniform, and Boots all 3 supplies.";
					mes "Please check it again.";
					set para_suv01,38;
					set para_suv02,3;
					getitem 1748,1; //P_Bow2
					getitem 2458,1; //Para_Team_Boots3
					getitem 15011,1; //Para_Team_Uniform3
					next;
					mes "[Michael]";
					mes "I hope they're useful to you.";
					close;
				}
				if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
					mes "[Michael]";
					mes "We only have 1 weapon for you.";
					next;
					mes "[Michael]";
					mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
					mes "It is Lv. 2 and the required level is 40.";
					next;
					mes "[Michael]";
					mes "It also can't be traded with other players or be refined.";
					next;
					mes "[Michael]";
					mes "You'll receive the Eden Dagger II.";
					next;
					mes "[Michael]";
					mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
					next;
					if (para_suv02 == 0) {
						mes "[Michael]";
						mes "You don't have a record of receiving any supplies";
						mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 13051,1; //P_Dagger2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						getitem 5583,1; //Para_Team_Hat
						getitem 2560,1; //Para_Team_Manteau
						next;
						mes "[Michael]";
						mes "Check your supplies again and look after it.";
						close;
					}
					mes "[Michael]";
					mes "A Dagger, Uniform, and Boots all 3 supplies.";
					mes "Please check it again.";
					set para_suv01, 38;
					set para_suv02, 3;
					getitem 13051,1; //P_Dagger2
					getitem 2458,1; //Para_Team_Boots3
					getitem 15011,1; //Para_Team_Uniform3
					next;
					mes "[Michael]";
					mes "I hope they're useful to you.";
					close;
				}
				if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
					mes "[Michael]";
					mes "We only have 1 weapon for you.";
					next;
					mes "[Michael]";
					mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
					mes "It is Lv. 2 and the required level is 40.";
					next;
					mes "[Michael]";
					mes "It also can't be traded with other players or be refined.";
					next;
					mes "[Michael]";
					mes "You'll receive the Eden Staff II.";
					next;
					mes "[Michael]";
					mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
					next;
					if (para_suv02 == 0) {
						mes "[Michael]";
						mes "You don't have a record of receiving any supplies";
						mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 1651,1; //P_Staff2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						getitem 5583,1; //Para_Team_Hat
						getitem 2560,1; //Para_Team_Manteau
						next;
						mes "[Michael]";
						mes "Check your supplies again and look after it.";
						close;
					}
					mes "[Michael]";
					mes "A Staff, Uniform, and Boots all 3 supplies.";
					mes "Please check it again.";
					set para_suv01,38;
					set para_suv02,3;
					getitem 1651,1; //P_Staff2
					getitem 2458,1; //Para_Team_Boots3
					getitem 15011,1; //Para_Team_Uniform3
					next;
					mes "[Michael]";
					mes "I hope they're useful to you.";
					close;
				}
				if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
					mes "[Michael]";
					mes "What kind of weapon do you want?";
					mes "We have a mace and a one-handed sword.";
					mes "Here are the options.";
					next;
					mes "[Michael]";
					mes "Eden Saber II: One-handed sword. attack 170.";
					mes "Eden Mace II: Mace. attack 163.";
					mes "Both of them are Lv. 2 weapons and the required level is 40.";
					next;
					mes "[Michael]";
					mes "They also can't be traded with other players or be refined.";
					next;
					switch (select("Eden Saber II:Eden Mace II")) {
					case 1:
						mes "[Michael]";
						mes "You've chosen the Eden Sabre II.";
						mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01,38;
							set para_suv02,3;
							getitem 13424,1; //P_Sabre2
							getitem 2458,1; //Para_Team_Boots3
							getitem 15011,1; //Para_Team_Uniform3
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A One-handed sword, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 13424,1; //P_Sabre2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					case 2:
						mes "[Michael]";
						mes "You've chosen the Eden Mace II.";
						mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
						next;
						if (para_suv02 == 0) {
							mes "[Michael]";
							mes "You don't have a record of receiving any supplies";
							mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
							set para_suv01, 38;
							set para_suv02, 3;
							getitem 16005,1; //P_Mace2
							getitem 2458,1; //Para_Team_Boots3
							getitem 15011,1; //Para_Team_Uniform3
							getitem 5583,1; //Para_Team_Hat
							getitem 2560,1; //Para_Team_Manteau
							next;
							mes "[Michael]";
							mes "Check your supplies again and look after it.";
							close;
						}
						mes "[Michael]";
						mes "A Mace, Uniform and Boots all 3 supplies.";
						mes "Please check it again.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 16005,1; //P_Mace2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						next;
						mes "[Michael]";
						mes "I hope they're useful to you.";
						close;
					}
				}
				if (Class == Job_Gunslinger) {
					mes "[Michael]";
					mes "We only have 1 weapon for you.";
					next;
					mes "[Michael]";
					mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
					mes "It is Lv. 2 and the required level is 40.";
					next;
					mes "[Michael]";
					mes "It also can't be traded with other players or be refined.";
					next;
					mes "[Michael]";
					mes "You'll receive the Eden Revolver II.";
					next;
					mes "[Michael]";
					mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
					next;
					if (para_suv02 == 0) {
						mes "[Michael]";
						mes "You don't have a record of receiving any supplies";
						mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
						set para_suv01,38;
						set para_suv02,3;
						getitem 13113,1; //P_Revolver2
						getitem 2458,1; //Para_Team_Boots3
						getitem 15011,1; //Para_Team_Uniform3
						getitem 5583,1; //Para_Team_Hat
						getitem 2560,1; //Para_Team_Manteau
						next;
						mes "[Michael]";
						mes "Check your supplies again and look after it.";
						close;
					}
					mes "[Michael]";
					mes "A Revolver, Uniform and Boots all 3 supplies.";
					mes "Please check it again.";
					set para_suv01,38;
					set para_suv02,3;
					getitem 13113,1; //P_Revolver2
					getitem 2458,1; //Para_Team_Boots3
					getitem 15011,1; //Para_Team_Uniform3
					next;
					mes "[Michael]";
					mes "I hope they're useful to you.";
					close;
				}
				mes "[Michael]";
				mes "Let me see... you will receive..";
				mes "the Eden Group Boots III and Uniform III.";
				next;
				if (para_suv02 == 0) {
					mes "[Michael]";
					mes "You don't have a record of receiving any supplies";
					mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
					set para_suv01,38;
					set para_suv02,3;
					getitem 2458,1; //Para_Team_Boots3
					getitem 15011,1; //Para_Team_Uniform3
					getitem 5583,1; //Para_Team_Hat
					getitem 2560,1; //Para_Team_Manteau
					next;
					mes "[Michael]";
					mes "Check your supplies again and look after it.";
					close;
				}
				mes "[Michael]";
				mes "A Uniform and Boots all 2 supplies.";
				mes "Please check it again.";
				set para_suv01,38;
				set para_suv02,3;
				getitem 2458,1; //Para_Team_Boots3
				getitem 15011,1; //Para_Team_Uniform3
				next;
				mes "[Michael]";
				mes "I hope they're useful to you.";
				close;
			}
			mes "[Michael]";
			mes "Wait...I will check the record...";
			mes "...";
			mes "...hummmm.";
			next;
			mes "[Michael]";
			mes "Sorry, but I can't find any record that you can obtain supplies.";
			mes "Are you sure?";
			close;
		}
	case 2:
		mes "[Michael]";
		mes "We store weapons, armor and other goods which were created by the Eden Group here.";
		mes "We also have a lot of special stuff.";
		next;
		mes "[Michael]";
		mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army.";
		mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc.";
		next;
		mes "[Michael]";
		mes "Just take a look around and don't touch anything.";
		next;
		mes "[Michael]";
		mes "If I make a mistake, Reke will punish me.";
		close;
	case 3:
		mes "[Michael]";
		mes "You mean upgrading equipment, right?";
		mes "We can only upgrade the Eden Group Hat.";
		if (para_suv02 == 3) {
			if (countitem(5583) > 0) {
				mes "[Michael]";
				mes "What status bonus do you want to upgrade?";
				next;
				switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
				case 1:
					mes "[Michael]";
					mes "I see.";
					mes "I will ^4d4dffUpgrade STR^000000.";
					mes "Are you sure?";
					next;
					switch (select("Yes I am.:No wait.")) {
					case 1:
						mes "[Michael]";
						mes "I will start to upgrade.";
						next;
						mes "[Michael]";
						mes "Here you are.";
						set para_suv02,4;
						delitem 5583,1;
						getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
						close;
					case 2:
						mes "[Michael]";
						mes "Don't you want to upgrade?";
						close;
					}
				case 2:
					mes "[Michael]";
					mes "I see.";
					mes "I will ^4d4dffUpgrade AGI^000000.";
					mes "Are you sure?";
					next;
					switch (select("Yes I am.:No wait.")) {
					case 1:
						mes "[Michael]";
						mes "I will start to upgrade.";
						next;
						mes "[Michael]";
						mes "Here you are.";
						set para_suv02,4;
						delitem 5583,1;
						getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
						close;
					case 2:
						mes "[Michael]";
						mes "Don't you want to upgrade?";
						close;
					}
				case 3:
					mes "[Michael]";
					mes "I see.";
					mes "I will ^4d4dffUpgrade VIT^000000.";
					mes "Are you sure?";
					next;
					switch (select("Yes I am.:No wait.")) {
					case 1:
						mes "[Michael]";
						mes "I will start to upgrade.";
						next;
						mes "[Michael]";
						mes "Here you are.";
						set para_suv02,4;
						delitem 5583,1;
						getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
						close;
					case 2:
						mes "[Michael]";
						mes "Don't you want to upgrade?";
						close;
					}
				case 4:
					mes "[Michael]";
					mes "I see.";
					mes "I will ^4d4dffUpgrade INT^000000.";
					mes "Are you sure?";
					next;
					switch (select("Yes I am.:No wait.")) {
					case 1:
						mes "[Michael]";
						mes "I will start to upgrade.";
						next;
						mes "[Michael]";
						mes "Here you are.";
						set para_suv02,4;
						delitem 5583,1;
						getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
						close;
					case 2:
						mes "[Michael]";
						mes "Don't you want to upgrade?";
						close;
					}
				case 5:
					mes "[Michael]";
					mes "I see.";
					mes "I will ^4d4dffUpgrade DEX^000000.";
					mes "Are you sure?";
					next;
					switch (select("Yes I am.:No wait.")) {
					case 1:
						mes "[Michael]";
						mes "I will start to upgrade.";
						next;
						mes "[Michael]";
						mes "Here you are.";
						set para_suv02, 4;
						delitem 5583,1;
						getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
						close;
					case 2:
						mes "[Michael]";
						mes "Don't you want to upgrade?";
						close;
					}
				case 6:
					mes "[Michael]";
					mes "I see.";
					mes "I will ^4d4dffUpgrade LUK^000000.";
					mes "Are you sure?";
					next;
					switch (select("Yes I am.:No wait.")) {
					case 1:
						mes "[Michael]";
						mes "I will start to upgrade.";
						next;
						mes "[Michael]";
						mes "Here you are.";
						set para_suv02, 4;
						delitem 5583,1;
						getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
						close;
					case 2:
						mes "[Michael]";
						mes "Don't you want to upgrade?";
						close;
					}
				case 7:
					mes "[Michael]";
					mes "Why? It'll be beter than it is.";
					mes "Anyway, we can only offer you one Hat.";
					next;
					mes "[Michael]";
					mes "What you do with it is up to you.";
					close;
				}
			}
			mes "[Michael]";
			mes "First come with a Hat that you want me to upgrade.";
			mes "Make sure that it's in your inventory, got it?";
			close;
		}
		if (para_suv02 == 4) {
			mes "[Michael]";
			mes "Umm, didn't you upgrade this already?";
			mes "According to the records";
			mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
			next;
			mes "[Michael]";
			mes "We can only offer 1 upgrade.";
			mes "Sorry but I can't do it twice.";
			close;
		}
		mes "[Michael]";
		mes "You haven't received all the supplies up to step 3.";
		mes "Upgrading your Hat is a special service.";
		next;
		mes "[Michael]";
		mes "Sorry but I can't help you.";
		close;
	}
}

moc_para01,179,44,3	script	Chef	820,{

	mes "[Chef]";
	mes "What's up?";
	mes "Do you want a Meal? Or do you have other business?";
	next;
	switch (select("Order a meal.:Talk.")) {
	case 1:
		mes "[Chef]";
		mes "Choose one of the three course meals A, B or C.";
		mes "Do you want a explanation?";
		next;
		switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) {
		case 1:
			mes "[Chef]";
			mes "Uh? what do you want to know?";
			next;
			switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) {
			case 1:
				mes "[Chef]";
				mes "Course meal A is for nomal people.";
				mes "It has three kinds of dishes and the main is....";
				mes " ";
				mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
				next;
				mes "[Chef]";
				mes "It's made of sea grass so, it's dry like paper.";
				mes "It's a roll with steamed rice, vegetables and meat inside.";
				mes "It seems simple but it is really good and healthy.";
				next;
				mes "[Chef]";
				mes "The ingredients mix well with the spicy sauce.";
				mes "It is also mixed with chopped meat like sausages.";
				next;
				mes "[Chef]";
				mes "It's simple and cheap so it is really popular with everyone.";
				mes "Just 3,000 Zeny.";
				mes "You will feel satisfied after eating it.";
				close;
			case 2:
				mes "[Chef]";
				mes "Um course meal B is.";
				mes "I make a sauce with aromatic vegetables and meat in a soup.";
				next;
				mes "[Chef]";
				mes "The meat is boiled so it is fork tender in the soup.";
				mes "When the soup is almost done I add noodles for the finishing touch.";
				next;
				mes "[Chef]";
				mes "It's a good dish to share with your friends.";
				mes "It's 4,000 Zeny.";
				mes "It's a very fun dish to enjoy.";
				close;
			case 3:
				mes "[Chef]";
				mes "Now for course meal C...";
				mes "It's a masterpiece of meat... Legend of the meat class!";
				next;
				mes "[Chef]";
				mes "Beef, bacon,";
				mes "strip loin,";
				mes "rib eye roll";
				mes "...";
				next;
				mes "[Chef]";
				mes "Do you need more information?";
				mes "Don't worry.";
				mes "I use the besk oak to smoke it.";
				mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
				close;
			case 4:
				mes "[Chef]";
				mes "I don't have enough time to chat with you...";
				close;
			}
		case 2:
			mes "[Chef]";
			mes "Course meal A?";
			mes "Ah, Kim-dduck-soon.";
			mes "It's the representative meal for normal citizens.";
			next;
			if (countitem(6219) > 0) {
				if (Zeny > 2699) {
					mes "[Chef]";
					mes "Hey, here you are.";
					mes "Enjoy your meal.";
					next;
					mes "- After eating the meal, You feel a little bit full.";
					mes "You've recovered some HP and SP. -";
					set Zeny, Zeny - 2700;
					percentheal 50,0;
					percentheal 0,50;
					close;
				}
				mes "[Chef]";
				mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
				mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
				close;
			}
			if (Zeny > 2999) {
				mes "[Chef]";
				mes "Hey, here you are.";
				mes "Enjoy your meal.";
				next;
				mes "- After eating the meal, You feel a little bit full.";
				mes "You've recovered some HP and SP. -";
				set Zeny, Zeny - 3000;
				percentheal 50,0;
				percentheal 0,50;
				close;
			}
			mes "[Chef]";
			mes "This meal costs 3,000 zeny.";
			mes "How many times do I have to tell you?";
			close;
		case 3:
			mes "[Chef]";
			mes "Course meal B?";
			mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
			next;
			if (countitem(6219) > 0) {
				if (Zeny > 3599) {
					mes "[Chef]";
					mes "Hey, here you are.";
					mes "Enjoy your meal.";
					next;
					mes "- After eating the meal, You feel a little bit full.";
					mes "You've recovered some HP and SP. -";
					set Zeny, Zeny - 3600;
					percentheal 75,0;
					percentheal 0,75;
					close;
				}
				mes "[Chef]";
				mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
				mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
				close;
			}
			if (Zeny > 3999) {
				mes "[Chef]";
				mes "Hey, here you are.";
				mes "Enjoy your meal.";
				next;
				mes "- After eating the meal, You feel a little bit full.";
				mes "You've recovered some HP and SP. -";
				set Zeny, Zeny - 4000;
				percentheal 75,0;
				percentheal 0,75;
				close;
			}
			mes "[Chef]";
			mes "This meal costs 4,000 zeny.";
			mes "How many times do I have to tell you?";
			close;
		case 4:
			if (countitem(6219) > 0) {
				if (Zeny > 4499) {
					mes "[Chef]";
					mes "Hey, here you are.";
					mes "Enjoy your meal.";
					next;
					mes "- The Rib Eye Roll is grilled on the oak.";
					mes "- After eating the meal, You feel a little bit full.";
					mes "You've recovered your HP and SP. -";
					set Zeny, Zeny - 4500;
					percentheal 100,0;
					percentheal 0,100;
					close;
				}
				mes "[Chef]";
				mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
				mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
				close;
			}
			if (Zeny > 4999) {
				mes "[Chef]";
				mes "Hey, here you are.";
				mes "Enjoy your meal.";
				next;
				mes "Hey, here you are.";
				mes "- The Rib Eye Roll is grilled on the oak.";
				mes "- After eating the meal, You feel a little bit full.";
				mes "You've recovered your HP and SP. -";
				set Zeny, Zeny - 5000;
				percentheal 100,0;
				percentheal 0,100;
				close;
			}
			mes "[Chef]";
			mes "This meal costs 5,000 zeny.";
			mes "How many times do I have to tell you?";
			close;
		case 5:
			mes "[Chef]";
			mes "It's up to you.";
			close;
		}
	case 2:
		if (countitem(6219) > 0) {
			mes "[Chef]";
			mes "Most jobs should be managed by yourself. So it might be difficult, right?";
			mes "Actually it's harmful so they have requested continuously.";
			next;
			mes "[Chef]";
			mes "Can't we all work together by helping each other out?";
			mes "Anyway, you...";
			next;
			if (para_suv01 == 0) {
				if (BaseLevel < 41) {
					mes "[Chef]";
					mes "How are you?";
					mes "Ah... now you don't look like a beginner.";
					mes "Do you want to know some good information?";
					next;
					mes "[Chef]";
					mes "The Eden Group... sometimes receives jobs.";
					mes "But they also manufacture armor and weapons by themselves.";
					next;
					mes "[Chef]";
					mes "If you want, you can get a uniform from the Eden Group.";
					next;
					mes "[Chef]";
					mes "To get it you need to complete their missions.";
					mes "If you have any interest, meet Instructor Boya at the desk.";
					close;
				}
				mes "[Chef]";
				mes "You look like an expert...";
				mes "umm emm.. ";
				mes "umm emm.. ummm..";
				next;
				mes "[Chef]";
				mes "Yes! I found a thing that you are missing!";
				mes "You didn't get eden group uniform?";
				next;
				mes "[Chef]";
				mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol.";
				next;
				mes "[Chef]";
				mes "You can't get it easily but..";
				mes "If you have an interest, ask Instructor Boya at the desk.";
				close;
			}
			mes "[Chef]";
			mes "Sure, the uniform goes well with you.";
			mes "Oh, sure.";
			mes "The leader makes the designs these days.";
			next;
			mes "[Chef]";
			mes "Ahah..especially the hat.";
			mes "To.. me.. the hat... um.";
			mes "It goes well with Laime but with Luke... I don't know..";
			next;
			switch (select("What about the hat?:Luke?")) {
			case 1:
				mes "[Chef]";
				mes "Nothing. It's so cute.";
				mes "I am concerned about the ribbon.";
				mes "But, it is essential that I wear this hat..";
				next;
				mes "[Chef]";
				mes "Hahahah I don't care.";
				mes "I don't care at all!";
				mes "Hahaha.. aaaahahahaha... ";
				close;
			case 2:
				mes "[Chef]";
				mes "He is a knife expert.";
				mes "One of our guard leaders.";
				mes "Who is also in charge of the security in this office.";
				next;
				mes "[Chef]";
				mes "Almost everyone just hired wonders about him.";
				mes "But Laime and Luke are totally different.";
				next;
				mes "[Chef]";
				mes "The leaders have worked together for a long time.";
				mes "But the leader wants to hide his past...";
				next;
				mes "[Chef]";
				mes "What I guess is... he might be a son of a rich family.";
				mes "Rumor is that Luke was the family guard.";
				mes "Laime was a servant? Wasn't she?";
				mes "What do you think about my story?";
				next;
				select(".....");
				mes "[Chef]";
				mes "............";
				mes "Ahah..hey~ even if I talked useless things don't look at me like that";
				mes "but it's really true that three people established this Eden Group.";
				close;
			}
		}
		mes "[Chef]";
		mes "Uh? Missions. Did you find the right place?";
		mes "Also let me se... you are not one of our members. How can I give you work?";
		next;
		mes "[Chef]";
		mes "Just eat in the restaurant.";
		mes "We serve meals to everyone.";
		mes "I am pretty sure they taste great!";
		close;
	}
}

moc_para01,23,35,4	script	Instructor Ur	468,{
	mes "[Instructor Ur]";
	if (countitem(6219) > 0) {
		if (BaseLevel < 60) {
			mes "Umm. You should raise your level more!";
			mes "You need to be at least level 60!";
			mes "I'm sorry but those are the rules.";
			close;
		}
		if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
			callsub L_GiveQuest;
			mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
			next;
			set para_suv01,39;
			setquest 7214;
			mes "[Instructor Ur]";
			mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
			close;
		}
		if ((para_suv01 == 39) && (romeo < 4)) {
			mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
			next;
			mes "[Instructor Ur]";
			mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
			close;
		}
		if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5;
		if (para_suv01 == 41) callsub L_Toren;
		if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70;
		if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
			callsub L_GiveQuest;
			mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
			next;
			set para_suv01,43;
			setquest 7219;
			mes "[Instructor Ur]";
			mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
			close;
		}
		if ((para_suv01 == 43) && (johan < 3)) {
			mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
			next;
			mes "[Instructor Ur]";
			mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
			close;
		}
		if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7;
		if (para_suv01 == 44) callsub L_Toren;
		if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80;
		if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
			callsub L_GiveQuest;
			mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
			next;
			set para_suv01,46;
			setquest 7223;
			mes "[Instructor Ur]";
			mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
			close;
		}
		if ((para_suv01 == 46) && (kiren < 3)) {
			mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
			next;
			mes "[Instructor Ur]";
			mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
			close;
		}
		if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9;
		if (para_suv01 == 47) callsub L_Toren;
		if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90;
		if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
			callsub L_GiveQuest;
			mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
			next;
			set para_suv01,49;
			setquest 7229;
			mes "[Instructor Ur]";
			mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
			close;
		}
		if ((para_suv01 == 49) && (naomi < 3)) {
			mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
			next;
			mes "[Instructor Ur]";
			mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
			close;
		}
		if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11;
		if (para_suv01 == 50) callsub L_Toren;
		if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100;
		if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
			callsub L_GiveQuest;
			mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
			next;
			set para_suv01,52;
			setquest 7233;
			mes "[Instructor Ur]";
			mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
			close;
		}
		if ((para_suv01 == 52) && (margaret < 7)) {
			mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
			next;
			mes "[Instructor Ur]";
			mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
			close;
		}
		if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13;
		if (para_suv01 == 53) callsub L_Toren;
		if (para_suv01 > 53) {
			mes "[Instructor Ur]";
			mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
			close;
		}
	}
	mes "You are not in my group are you?";
	mes "I don't have anything to say to outsiders.";
	mes "If you want something register with my group.";
	next;
	mes "[Instructor Ur]";
	mes "To register with the Eden Group ask Laime Evenor next to me.";
	close;

L_GiveQuest:
	mes "You are just in time! I have a new quest for you, would you like to start it now?";
	next;
	if(select("Yes!:No, thanks.") == 2) {
		mes "[Instructor Ur]";
		mes "Thats too bad. I had some nice rewards I could have given to you for helping me.";
		close;
	}
	mes "[Instructor Ur]";
	return;
L_CompleteQuest:
	mes "Done already? Great work!";
	next;
	set para_suv01, getarg(1);
	completequest getarg(0);
	if (para_suv02 < getarg(2)) set para_suv02, getarg(2);
	mes "[Instructor Ur]";
L_Toren:
	mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
	close;
L_Level:
	mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000.";
	close;
}

comodo,173,354,6	script	Romeo#01	55,{
	if ((para_suv01 == 39) && (romeo < 1)) {
		mes "[Romeo]";
		mes "Ah, there you are.";
		next;
		mes "[Romeo]";
		mes "Before we begin, I want to test you.";
		next;
		set romeo,1;
		changequest 7214,7215;
		mes "[Romeo]";
		mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
		close;
	}
	if (romeo == 1) {
		if (checkquest(7215,HUNTING) == 2) {
			mes "[Romeo]";
			mes "You did it? Thats all the proof I needed.";
			next;
			mes "[Romeo]";
			mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
			next;
			getexp 10000,10000;
			set romeo,2;
			changequest 7215,7216;
			mes "[Romeo]";
			mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
			close;
		}
		mes "[Romeo]";
		mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
		close;
	}
	if (romeo == 2) {
		mes "[Romeo]";
		mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
		next;
		mes "[Romeo]";
		mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
		close;
	}
	mes "[Romeo]";
	mes "The person I'm waiting for is late...";
	close;
}

um_fild01,34,280,6	script	Romeo#02	55,{
	if (romeo == 2) {
		if (checkquest(7216,HUNTING) == 2) {
			mes "[Romeo]";
			mes "Wow, you have arrived sooner than I expected.";
			next;
			mes "[Romeo]";
			mes "There is only one more thing I need you to do for me.";
			next;
			getexp 10000,10000;
			set romeo,3;
			changequest 7216,7217;
			mes "[Romeo]";
			mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
			close;
		}
		mes "[Romeo]";
		mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
		close;
	}
	if (romeo == 3) {
		if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
			mes "[Romeo]";
			mes "Your work here is done my friend.";
			next;
			delitem 7196,5; // Shoulder Pad
			delitem 7100,7; // Sharp Leaf
			getexp 10000,10000;
			set romeo,4;
			set para_suv01,40;
			changequest 7217,7218;
			mes "[Romeo]";
			mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
			close;
		}
		mes "[Romeo]";
		mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
		close;
	}
	if (romeo == 4) {
		mes "[Romeo]";
		mes "Thank you again for all your help.";
		next;
		mes "[Romeo]";
		mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
		close;
	}
	mes "[Romeo]";
	mes "What is taking so long...";
	close;
}

glast_01,195,131,6	script	Johan	95,{
	if ((para_suv01 == 43) && (johan < 1)) {
		mes "[Johan]";
		mes "...";
		next;
		mes "[Johan]";
		mes "I don't need to explain anything to you.";
		next;
		set johan,1;
		changequest 7219,7220;
		mes "[Johan]";
		mes "Go kill ^0000FF20 Wraiths^000000.";
		close;
	}
	if (johan == 1) {
		if (checkquest(7220,HUNTING) == 2) {
			mes "[Johan]";
			mes "Good.";
			next;
			mes "[Johan]";
			mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
			next;
			getexp 20000,20000;
			set johan,2;
			changequest 7220,7221;
			mes "[Johan]";
			mes "This time kill them quickly, I don't like to wait.";
			close;
		}
		mes "[Johan]";
		mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
		close;
	}
	if (johan == 2) {
		if (checkquest(7221,HUNTING) == 2) {
			mes "[Johan]";
			mes "Hmmmm, better.";
			next;
			mes "[Johan]";
			mes "Ok, I'm done with you.";
			next;
			getexp 20000,20000;
			set johan,3;
			changequest 7221,7222;
			mes "[Johan]";
			mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
			close;
		}
		mes "[Johan]";
		mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
		close;
	}
	if (johan == 3) {
		mes "[Johan]";
		mes "Why are you still here?";
		next;
		mes "[Johan]";
		mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
		close;
	}
	mes "[Johan]";
	mes "Go away... I'm busy.";
	close;
}

ein_fild08,172,359,4	script	Kiren	989,{
	if ((para_suv01 == 46) && (kiren < 1)) {
		mes "[Kiren]";
		mes "Hey there.";
		next;
		mes "[Kiren]";
		mes "You must be a member of the Paradise Group, come help me for a second.";
		next;
		set kiren,1;
		changequest 7223,7224;
		mes "[kiren]";
		mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
		close;
	}
	if (kiren == 1) {
		if (checkquest(7224,HUNTING) == 2) {
			mes "[Kiren]";
			mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
			next;
			mes "[Kiren]";
			mes "I think you need a challenge.";
			next;
			getexp 30000,30000;
			set kiren,2;
			changequest 7224,7226;
			setquest 7227;
			mes "[Kiren]";
			mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
			close;
		}
		mes "[Kiren]";
		mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
		close;
	}
	if (kiren == 2) {
		if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) {
			mes "[Kiren]";
			mes "Incredible, you set a new record!";
			next;
			mes "[Kiren]";
			mes "I have never seen anyone kill them all so fast, you are good at this.";
			next;
			getexp 30000,30000;
			set kiren,3;
			changequest 7226,7228;
			completequest 7227;
			mes "[Kiren]";
			mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
			close;
		}
		mes "[Kiren]";
		mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
		close;
	}
	if (kiren == 3) {
		mes "[Kiren]";
		mes "Don't worry, nobody else has beaten your record yet.";
		next;
		mes "[Kiren]";
		mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
		close;
	}
	mes "[Kiren]";
	mes "Be careful, there are some fast monsters around here.";
	close;
}

ice_dun01,154,13,6	script	Naomi	726,{
	if ((para_suv01 == 49) && (naomi < 1)) {
		mes "[Naomi]";
		mes "It is so cold in here.";
		next;
		mes "[Naomi]";
		mes "I blame those annoying Siromas.";
		next;
		set naomi,1;
		changequest 7229,7230;
		mes "[Naomi]";
		mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
		close;
	}
	if (naomi == 1) {
		if (checkquest(7230,HUNTING) == 2) {
			mes "[Naomi]";
			mes "Thank you, but there are still so many Siromas here!";
			next;
			mes "[Naomi]";
			mes "I need to make a special drink to stay warm, please help me make it.";
			next;
			getexp 40000,40000;
			set naomi,2;
			changequest 7230,7231;
			mes "[Naomi]";
			mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
			close;
		}
		mes "[Naomi]";
		mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
		close;
	}
	if (naomi == 2) {
		if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
			mes "[Naomi]";
			mes "Yay, you did it!";
			next;
			mes "[Naomi]";
			mes "I will be fine now, don't worry about me.";
			next;
			delitem 7066,30; // Ice Cubic
			delitem 519,1; // Milk
			delitem 7453,1; // Sweet Sauce
			getexp 40000,40000;
			set naomi,3;
			changequest 7231,7232;
			mes "[Naomi]";
			mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
			close;
		}
		mes "[Naomi]";
		mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
		close;
	}
	if (naomi == 3) {
		mes "[Naomi]";
		mes "I will be fine now, don't worry about me.";
		next;
		mes "[Naomi]";
		mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
		close;
	}
	mes "[Naomi]";
	mes "So... cold...";
	close;
}

mid_camp,212,229,4	script	Margaret	893,{
	if ((para_suv01 == 52) && (margaret < 1)) {
		mes "[Margaret]";
		mes "Oh, hello there.";
		next;
		mes "[Margaret]";
		mes "I have two friends here in the New World which need your help.";
		next;
		set margaret,1;
		changequest 7233,7234;
		mes "[Margaret]";
		mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
		close;
	}
	if (margaret == 1 || margaret == 2) {
		mes "[Margaret]";
		mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
		close;
	}
	if (margaret == 3) {
		mes "[Margaret]";
		mes "Ah good, you were able to help him.";
		next;
		set margaret,4;
		mes "[Margaret]";
		mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
		close;
	}
	if (margaret == 4 || margaret == 5) {
		mes "[Margaret]";
		mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
		close;
	}
	if (margaret == 6) {
		mes "[Margaret]";
		mes "Haha, so he still wants a zoom out hack...";
		next;
		mes "[Margaret]";
		mes "Thanks for helping them, I knew you could do it.";
		next;
		set margaret,7;
		changequest 7234,7237;
		mes "[Margaret]";
		mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
		close;
	}
	mes "[Margaret]";
	mes "The New World... What a beautiful place!";
	close;
}

man_fild01,43,234,2	script	Paradise Dispatch#01	939,{
	if (margaret == 1) {
		mes "[Paradise Dispatch]";
		mes "Hey you, can you help me here?";
		next;
		mes "[Paradise Dispatch]";
		mes "The plant monsters in this area have a long ranged attack.";
		next;
		set margaret,2;
		changequest 7234,7235;
		mes "[Paradise Dispatch]";
		mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
		close;
	}
	if (margaret == 2) {
		if (checkquest(7235,HUNTING) == 2) {
			mes "[Paradise Dispatch]";
			mes "Thanks!";
			next;
			mes "[Paradise Dispatch]";
			mes "Ok, I'm out of here.";
			next;
			getexp 50000,50000;
			set margaret,3;
			changequest 7235,7234;
			mes "[Paradise Dispatch]";
			mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
			close;
		}
		mes "[Paradise Dispatch]";
		mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
		close;
	}
	if (margaret == 3) {
		mes "[Paradise Dispatch]";
		mes "...";
		next;
		mes "[Paradise Dispatch]";
		mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
		close;
	}
	mes "[Paradise Dispatch]";
	mes "Those Nepenthes are so scary!";
	close;
}

spl_fild02,377,149,4	script	Paradise Dispatch#02	946,{
	if (margaret == 4) {
		mes "[Paradise Dispatch]";
		mes "So Margaret sent you to help me?";
		next;
		mes "[Paradise Dispatch]";
		mes "Ok, lets get started!";
		next;
		set margaret,5;
		changequest 7234,7236;
		mes "[Paradise Dispatch]";
		mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
		close;
	}
	if (margaret == 5) {
		if (checkquest(7236,HUNTING) == 2) {
			mes "[Paradise Dispatch]";
			mes "You make it look so easy, but I couldn't even kill 1...";
			next;
			mes "[Paradise Dispatch]";
			mes "Now is my chance to run to Splendide!";
			next;
			getexp 50000,50000;
			set margaret,6;
			changequest 7236,7234;
			mes "[Paradise Dispatch]";
			mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
			close;
		}
		mes "[Paradise Dispatch]";
		mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
		close;
	}
	if (margaret == 6) {
		mes "[Paradise Dispatch]";
		mes "Now, if only I had a hack for zooming out more...";
		next;
		mes "[Paradise Dispatch]";
		mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
		close;
	}
	mes "[Paradise Dispatch]";
	mes "I need a hack to zoom out more so I can see if it is safe...";
	close;
}

moc_para01,111,83,3	script	Toren	813,{
	if (checkweight(1101,5) == 0) {
		mes "^3355FFWait a second!";
		mes "Right now, you're carrying";
		mes "to many things with you.";
		mes "Please come back after";
		mes "using the Kafra Service";
		mes "to store some of your items.^000000";
		close;
	}
	mes "[Toren]";
	mes "Hello adventurer, what can I do for you?";
	next;
	switch(select("Where is my reward?:I want an enchantment!")) {
	case 1:
		if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
			mes "[Toren]";
			mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
			next;
			mes "[Toren]";
			mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
			next;
			mes "[Toren]";
			if (BaseClass == Job_Swordman) {
				mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
				callsub L_Select,
					1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
					13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
					1434,"Spear","One-handed, 165 Atk"; //P.Spear I
			}
			else if (BaseClass == Job_Merchant) {
				mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
				callsub L_Select,
					1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
					13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
					13434,"Sword","One-handed, 185 Atk"; //P.Saber III
			}
			else if (BaseJob == Job_Assassin) {
				mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
				callsub L_Select,
					1289,"Katar","Two-handed, 155 Atk", //P.Katar I
					13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
					13434,"Sword","One-handed, 185 Atk"; //P.Saber III
			}
			else if (BaseJob == Job_Rogue) {
				mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
				callsub L_Select,
					13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
					18106,"Bow","Two-handed, 140 Atk", //P.Bow III
					13434,"Sword","One-handed, 185 Atk"; //P.Saber III
			}
			else if (BaseJob == Job_Thief) {
				mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
				callsub L_Select,
					13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
					13434,"Sword","One-handed, 185 Atk"; //P.Saber III
			}
			else if (BaseJob == Job_Bard) {
				mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
				callsub L_Select,
					1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
					18106,"Bow","Two-handed, 140 Atk", //P.Bow III
					13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
			}
			else if (BaseJob == Job_Dancer) {
				mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
				callsub L_Select,
					1986,"Whip","One-handed, 125 Atk", //P.Tail I
					18106,"Bow","Two-handed, 140 Atk", //P.Bow III
					13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
			}
			else if (BaseClass == Job_Archer) {
				mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
				callsub L_Select,
					18106,"Bow","Two-handed, 140 Atk", //P.Bow III
					13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
			}
			else if (BaseJob == Job_Priest) {
				mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
				callsub L_Select,
					1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
					16014,"Mace","One-handed, 172 Atk", //P.Mace III
					1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
			}
			else if (BaseJob == Job_Monk) {
				mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
				callsub L_Select,
					1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
					16014,"Mace","One-handed, 172 Atk", //P.Mace III
					1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
			}
			else if (BaseJob == Job_Acolyte) {
				mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
				callsub L_Select,
					1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
					16014,"Mace","One-handed, 172 Atk"; //P.Mace III
			}
			else if (BaseJob == Job_Sage) {
				mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
				callsub L_Select,
					1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
					1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
					13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
			}
			else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
				mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
				callsub L_Select,
					1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
					13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
			}
			else if (Class == Job_Ninja) {
				mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
				callsub L_Select,
					13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
					13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
			}
			else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
			else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
			else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
			getitem 18514,1; //Paradise Hat II
			getitem 2571,1; //Paradise Mantle II
			getitem 2473,1; //Paradise Boots IV
			getitem 15031,1; //Paradise Uniform IV
			set para_suv02,14;
			if (para_suv01 > 40)
				set para_suv01, para_suv01+1;
			if (Class == Job_Taekwon) {
				mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
				next;
			}
			mes "See you later, and good luck on your adventures!";
			close;
		}
		if (para_suv02 == 14) {
			setarray .@Check[0],18514,2571,2473,15031;
			setarray .@Item$[0],"Hat","Mantle","Boots","Uniform";
			for(set .@i,0; .@i<4; set .@i,.@i+1) 
				if (countitem(.@Check[.@i]) < 1) {
					mes "[Toren]";
					mes "Where is the Paradise "+.@Item$[.@i]+" I gave you?";
					next;
					mes "[Toren]";
					mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
					next;
					if(select("Ok.:No, thanks.") == 2) {
						mes "[Toren]";
						mes "Come back if you change your mind.";
						close;
					}
					if (Zeny < 250000) {
						mes "[Toren]";
						mes "You dont have enough zeny.";
						close;
					}
					set Zeny, Zeny - 250000;
					getitem .@Check[.@i],1;
					mes "[Toren]";
					mes "These advanced gears are not easy to make, please take better care of this one.";
					close;
				}
			mes "[Toren]";
			mes "I already gave you the most advanced gears we have to offer.";
			close;
		}
		mes "[Toren]";
		mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
		close;
	case 2:
		if (para_suv02 < 14) {
			mes "[Toren]";
			mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
			close;
		}
		if (paragearenchant < 1) {
			mes "[Toren]";
			mes "Alright, but I'll need a few items for the enchantment process.";
			next;
			if (BaseLevel >= 90) {
				set paragearenchant,1;
				setquest 7239;
				mes "[Toren]";
				mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
				close;
			}
			set paragearenchant,2;
			setquest 7238;
			mes "[Toren]";
			mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
			close;
		}
		if (paragearenchant == 1) {
			if (countitem(7319) >= 20) {
				mes "[Toren]";
				mes "Thanks, that's what I needed!";
				next;
				delitem 7319,20; // Used Iron Plate
				set paragearenchant,3;
				changequest 7239,7240;
				mes "[Toren]";
				mes "Give me a second to prepare before I enchant your gears.";
				close;
			}
			mes "[Toren]";
			mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
			close;
		}
		if (paragearenchant == 2) {
			if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
				mes "[Toren]";
				mes "Thanks, that's what I needed!";
				next;
				delitem 1002,20; // Iron Ore
				delitem 998,10; // Iron
				set paragearenchant,3;
				changequest 7238,7240;
				mes "[Toren]";
				mes "Give me a second to prepare before I enchant your gears.";
				close;
			}
			mes "[Toren]";
			mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
			close;
		}
		if (paragearenchant == 3) {
			mes "[Toren]";
			mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
			next;
			mes "[Toren]";
			mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
			next;
			mes "[Toren]";
			mes "Now pick which gear you would like me to enchant.";
			next;
			setarray .@Item[0],2571,2473,15031;
			set .@i, select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
			if (countitem(.@Item[.@i]) < 1) {
				mes "[Toren]";
				mes "Bring one and I'll enchant it.";
				close;
			}
			set .@paragearcount, .@Item[.@i];
			mes "[Toren]";
			mes "Here we go!";
			close2;
			specialeffect2 EF_MAPPILLAR;
			progressbar "ffff00",4;
			set .@enc_paragear,rand(1,42);
			if (.@enc_paragear == 1) set .@addpart,4763;
			else if (.@enc_paragear == 2) set .@addpart,4765;
			else if (.@enc_paragear == 3) set .@addpart,4790;
			else if (.@enc_paragear == 4) set .@addpart,4794;
			else if (.@enc_paragear < 7) set .@addpart,4762;
			else if (.@enc_paragear < 9) set .@addpart,4764;
			else if (.@enc_paragear < 11) set .@addpart,4789;
			else if (.@enc_paragear < 13) set .@addpart,4793;
			else if (.@enc_paragear < 15) set .@addpart,4701;
			else if (.@enc_paragear < 17) set .@addpart,4711;
			else if (.@enc_paragear < 19) set .@addpart,4721;
			else if (.@enc_paragear < 21) set .@addpart,4731;
			else if (.@enc_paragear < 23) set .@addpart,4741;
			else if (.@enc_paragear < 25) set .@addpart,4751;
			else if (.@enc_paragear < 28) set .@addpart,4788;
			else if (.@enc_paragear < 31) set .@addpart,4792;
			else if (.@enc_paragear < 35) set .@addpart,4787;
			else if (.@enc_paragear < 39) set .@addpart,4791;
			else if (.@enc_paragear < 43) set .@addpart,4786;
			set .@enc_paragear2,4701+(10*rand(6));
			delitem .@paragearcount,1;
			getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
			set paragearenchant,4;
			changequest 7240,7241;
			mes "[Toren]";
			mes "It is finished! Come back tomorrow if you want to enchant more.";
			close;
		}
		if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) {
			mes "[Toren]";
			mes "Please come back tomorrow if you want to enchant more.";
			close;
		}
		if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) {
			set paragearenchant,0;
			erasequest 7241;
			mes "[Toren]";
			mes "Another day, another piece of equipment to enchant!";
			close;
		}
	}
	end;
L_Select:
	next;
	mes "[Toren]";
	set .@menu$,"";
	for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
		set .@menu$, .@menu$+getarg(.@i+1)+".:";
		mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
		mes " ";
	}
	next;
	set .@i, select(.@menu$)-1;
	getitem getarg(.@i*3),1;
	mes "[Toren]";
	return;
}

moc_para01,112,79,3	script	Weapons Expert	851,{
	if (checkweight(1101,5) == 0) {
		mes "^3355FFWait a second!";
		mes "Right now, you are carrying";
		mes "to many things with you.";
		mes "Please come back after";
		mes "using the Kafra Service";
		mes "to store some of your items.^000000";
		close;
	}
	mes "[Weapons Expert]";
	mes "Hello adventurer, what can I do for you today?";
	next;
	switch(select("Where is my reward?","I want an enchantment!")) {
	case 1:
		if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
			mes "[Weapons Expert]";
			mes "Where is the Paradise Weapon I gave you?";
			next;
			mes "[Weapons Expert]";
			mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
			next;
			switch(select("Ok.","No, thanks.")) {
			case 1:
				mes "[Weapons Expert]";
				if (Zeny < 250000) {
					mes "You dont have enough zeny.";
					close;
				}
				if (Class == Job_Taekwon) {
					mes "Wait... Your Class doesn't have a weapon.";
					close;
				}
				set Zeny, Zeny - 250000;
				if (BaseClass == Job_Swordman) {
					mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
					callsub L_Select,
						1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
						13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
						1434,"Spear","One-handed, 165 Atk"; //P.Spear I
				}
				else if (BaseClass == Job_Merchant) {
					mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
					callsub L_Select,
						1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
						13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
						13434,"Sword","One-handed, 185 Atk"; //P.Saber III
				}
				else if (BaseJob == Job_Assassin) {
					mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
					callsub L_Select,
						1289,"Katar","Two-handed, 155 Atk", //P.Katar I
						13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
						13434,"Sword","One-handed, 185 Atk"; //P.Saber III
				}
				else if (BaseJob == Job_Rogue) {
					mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
					callsub L_Select,
						13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
						18106,"Bow","Two-handed, 140 Atk", //P.Bow III
						13434,"Sword","One-handed, 185 Atk"; //P.Saber III
				}
				else if (BaseJob == Job_Thief) {
					mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
					callsub L_Select,
						13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
						13434,"Sword","One-handed, 185 Atk"; //P.Saber III
				}
				else if (BaseJob == Job_Bard) {
					mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
					callsub L_Select,
						1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
						18106,"Bow","Two-handed, 140 Atk", //P.Bow III
						13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
				}
				else if (BaseJob == Job_Dancer) {
					mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
					callsub L_Select,
						1986,"Whip","One-handed, 125 Atk", //P.Tail I
						18106,"Bow","Two-handed, 140 Atk", //P.Bow III
						13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
				}
				else if (BaseClass == Job_Archer) {
					mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
					callsub L_Select,
						18106,"Bow","Two-handed, 140 Atk", //P.Bow III
						13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
				}
				else if (BaseJob == Job_Priest) {
					mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
					callsub L_Select,
						1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
						16014,"Mace","One-handed, 172 Atk", //P.Mace III
						1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
				}
				else if (BaseJob == Job_Monk) {
					mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
					callsub L_Select,
						1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
						16014,"Mace","One-handed, 172 Atk", //P.Mace III
						1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
				}
				else if (BaseJob == Job_Acolyte) {
					mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
					callsub L_Select,
						1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
						16014,"Mace","One-handed, 172 Atk"; //P.Mace III
				}
				else if (BaseJob == Job_Sage) {
					mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
					callsub L_Select,
						1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
						1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
						13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
				}
				else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
					mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
					callsub L_Select,
						1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
						13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
				}
				else if (Class == Job_Ninja) {
					mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
					callsub L_Select,
						13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
						13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
				}
				else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
				else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
				else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
				mes "These weapons aren't easy to make, please take better care of this one.";
				close;
			case 2:
				mes "[Weapons Expert]";
				mes "Come back if you change your mind.";
				close;
			}
		}
		mes "[Weapons Expert]";
		mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
		next;
		mes "[Weapons Expert]";
		mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
		close;
	case 2:
		if (para_suv02 < 14) {
			mes "[Weapons Expert]";
			mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
			close;
		}
		if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
			mes "[Weapons Expert]";
			mes "Did you sell your new Paradise Weapon? No enchantments for you.";
			close;
		}
		if (para_suv01 < 44) {
			mes "[Weapons Expert]";
			mes "You haven't completed enough quests for an enchantment yet.";
			next;
			mes "[Weapons Expert]";
			mes "Make sure to pick a weapon from Toren too.";
			close;
		}
		if (para_suv01 == 44) {
			mes "[Weapons Expert]";
			mes "It seems you have earned your first weapon enchantment.";
			next;
			mes "[Weapons Expert]";
			mes "There are only 2 to choose from, which one would you like?";
			next;
			if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
			else set paraweaponenchant,4806;
			callsub L_GetWeapon;
			mes "[Weapons Expert]";
			mes "OK, gimmy a sec.";
			close2;
			specialeffect2 EF_MAPPILLAR;
			progressbar "ffff00",4;
			delitem paraweaponcount,1;
			getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
			set para_suv01,45;
			mes "[Weapons Expert]";
			mes "All done.";
			close;
		}
		if (para_suv01 == 47) {
			mes "[Weapons Expert]";
			mes "It seems you have earned your second weapon enchantment.";
			next;
			if (paraweaponenchant < 1) {
				mes "[Weapons Expert]";
				mes "Before I do the second enchantment, you need to pick the first one.";
				next;
				mes "[Weapons Expert]";
				mes "There are only 2 to choose from, which one would you like?";
				next;
				if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
				else set paraweaponenchant,4806;
				callsub L_GetWeapon;
				mes "[Weapons Expert]";
				mes "Gotcha, now for the second enchantment.";
				next;
			}
			mes "[Weapons Expert]";
			mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
			next;
			mes "[Weapons Expert]";
			mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
			next;
			switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
			case 1:
				if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
				if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
				break;
			case 2:
				if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
				if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
				break;
			case 3:
				if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
				if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
				break;
			case 4:
				if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
				if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
				break;
			case 5:
				if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
				if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
				break;
			case 6:
				set paraweaponenchant2,4805;
				break;
			}
			mes "[Weapons Expert]";
			mes "OK, gimmy a sec.";
			close2;
			specialeffect2 EF_MAPPILLAR;
			progressbar "ffff00",4;
			delitem paraweaponcount,1;
			getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
			set para_suv01,48;
			mes "[Weapons Expert]";
			mes "All done.";
			close;
		}
		if (para_suv01 == 50 || para_suv01 == 53) {
			mes "[Weapons Expert]";
			mes "It seems you have earned your third weapon enchantment.";
			next;
			if (paraweaponenchant < 1) {
				mes "[Weapons Expert]";
				mes "Before I do the other enchantments, you need to pick the first one.";
				next;
				mes "[Weapons Expert]";
				mes "There are only 2 to choose from, which one would you like?";
				next;
				if(select("Atk + 3%:Matk + 3%") == 1) set paraweaponenchant,4767;
				else set paraweaponenchant,4806;
				callsub L_GetWeapon;
				mes "[Weapons Expert]";
				mes "Gotcha, on to the next one.";
				next;
			}
			if (paraweaponenchant2 < 1) {
				mes "[Weapons Expert]";
				mes "Before I do the third enchantment, you need to pick the second one.";
				next;
				mes "[Weapons Expert]";
				mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
				next;
				mes "[Weapons Expert]";
				mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
				next;
				switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
				case 1:
					if (paraweaponenchant == 4767) set paraweaponenchant2,4060;
					if (paraweaponenchant == 4806) set paraweaponenchant2,4472;
					break;
				case 2:
					if (paraweaponenchant == 4767) set paraweaponenchant2,4068;
					if (paraweaponenchant == 4806) set paraweaponenchant2,4470;
					break;
				case 3:
					if (paraweaponenchant == 4767) set paraweaponenchant2,4063;
					if (paraweaponenchant == 4806) set paraweaponenchant2,4476;
					break;
				case 4:
					if (paraweaponenchant == 4767) set paraweaponenchant2,4080;
					if (paraweaponenchant == 4806) set paraweaponenchant2,4469;
					break;
				case 5:
					if (paraweaponenchant == 4767) set paraweaponenchant2,4118;
					if (paraweaponenchant == 4806) set paraweaponenchant2,4471;
					break;
				case 6:
					set paraweaponenchant2,4805;
					break;
				}
				mes "[Weapons Expert]";
				mes "Gotcha, now for the third one.";
				next;
			}
			mes "[Weapons Expert]";
			mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
			next;
			mes "[Weapons Expert]";
			mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
			next;
			switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
			case 1:
				if (paraweaponenchant == 4767) set paraweaponenchant3,4060;
				if (paraweaponenchant == 4806) set paraweaponenchant3,4472;
				break;
			case 2:
				if (paraweaponenchant == 4767) set paraweaponenchant3,4068;
				if (paraweaponenchant == 4806) set paraweaponenchant3,4470;
				break;
			case 3:
				if (paraweaponenchant == 4767) set paraweaponenchant3,4063;
				if (paraweaponenchant == 4806) set paraweaponenchant3,4476;
				break;
			case 4:
				if (paraweaponenchant == 4767) set paraweaponenchant3,4080;
				if (paraweaponenchant == 4806) set paraweaponenchant3,4469;
				break;
			case 5:
				if (paraweaponenchant == 4767) set paraweaponenchant3,4118;
				if (paraweaponenchant == 4806) set paraweaponenchant3,4471;
				break;
			case 6:
				set paraweaponenchant3,4805;
				break;
			}
			mes "[Weapons Expert]";
			mes "OK, gimmy a sec.";
			close2;
			specialeffect2 EF_MAPPILLAR;
			progressbar "ffff00",4;
			delitem paraweaponcount,1;
			getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
			set para_suv01,54;
			mes "[Weapons Expert]";
			mes "All done.";
			close;
		}
		if (para_suv01 > 53) {
			mes "[Weapons Expert]";
			mes "That is the maximum number of enchanments I can do, enjoy them.";
			close;
		}
		mes "[Weapons Expert]";
		mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
		close;
	}
	end;
L_Select:
	next;
	mes "[Weapons Expert]";
	set .@menu$,"";
	for(set .@i,0; .@i<getargcount(); set .@i,.@i+3) {
		set .@menu$, .@menu$+getarg(.@i+1)+".:";
		mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
		mes " ";
	}
	next;
	set .@i, select(.@menu$)-1;
	getitem getarg(.@i*3),1;
	mes "[Weapons Expert]";
	return;
L_GetWeapon:
	if (countitem(1197)) set paraweaponcount,1197;
	else if (countitem(1289)) set paraweaponcount,1289;
	else if (countitem(1391)) set paraweaponcount,1391;
	else if (countitem(1434)) set paraweaponcount,1434;
	else if (countitem(1583)) set paraweaponcount,1583;
	else if (countitem(1658)) set paraweaponcount,1658;
	else if (countitem(1831)) set paraweaponcount,1831;
	else if (countitem(1931)) set paraweaponcount,1931;
	else if (countitem(1986)) set paraweaponcount,1986;
	else if (countitem(13066)) set paraweaponcount,13066;
	else if (countitem(13114)) set paraweaponcount,13114;
	else if (countitem(13310)) set paraweaponcount,13310;
	else if (countitem(13434)) set paraweaponcount,13434;
	else if (countitem(16014)) set paraweaponcount,16014;
	else if (countitem(18106)) set paraweaponcount,18106;
	return;
}

/* sec_in02,25,33,4	script	Assistant	422,{
	mes "Password";
	next;
	input .@input;
	if (.@input == 1854) {
		mes "Please select the variable you want to modify.";
		next;
		switch (select("para_suv01:para_suv02")) {
		case 1:
			mes "Enter the modified value";
			next;
			input .@input;
			mes "Value of para_suv01 has been changed to "+.@input+".";
			set para_suv01,.@input;
			close;
		case 2:
			mes "Enter the modified value";
			next;
			input .@input;
			mes "Value of para_suv02 has been changed to "+.@input+".";
			set para_suv02,.@input;
			close;
		}
	}
	mes "......meow wee.";
	close;
}*/