summaryrefslogtreecommitdiff
path: root/npc/re/quests/eden/eden_quests.txt
blob: 6186fa0187e7f5f2e2e393989989cade6dfb26c1 (plain) (blame)
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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2016  Hercules Dev Team
//= Copyright (C)  Capuche
//= Copyright (C)  Euphy
//= Copyright (C)  Masao
//= Copyright (C)  L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Eden Group Quest - Quests NPCs
//================= Description ===========================================
//= Eden Group Headquarter NPCs.
//================= Current Version =======================================
//= 2.1
//=========================================================================

moc_para01,25,35,4	script	Instructor Boya#para01	4_M_KNIGHT_GOLD,{
	mes "[Boya]";
	if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
		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;
	}
	if (para_suv01 == 0) {
		mes "What's up?";
		mes "If you have any normal missions use the bulletin board.";
		next;
		switch (select("What is your responsibility?", "Don't you have equipment?", "Ignore.")) {
			mes "[Boya]";
		case 1:
			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.")) {
				mes "[Boya]";
			case 1:
				callsub S_Quest1;
				callsub S_Quest2;
				callsub S_Quest3;
			case 2:
				mes "It's all your decision.";
				mes "It's not my business but you should probably reconsider.";
				close;
			}
		case 2:
			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!!")) {
				mes "[Boya]";
			case 1:
				callsub S_Quest1;
				callsub S_Quest2;
				callsub S_Quest3;
			case 2:
				mes "You are so rude!";
				specialeffect(EF_HIT1, AREA, playerattached());
				percentheal -50, 0;
				next;
				mes "-Beats quickly and this shining Rune Knight turns invisible.";
				mes "It hurts too much-";
				close;
			}
		case 3:
			mes "Don't bother me.";
			close;
		}
	}
	else if (para_suv01 < 5) {
		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?";
	}
	else if (para_suv01 == 5) {
		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!";
		para_suv01 = 11;
		completequest 7132;
	}
	else if (para_suv01 < 10) {
		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.";
	}
	else if (para_suv01 == 10) {
		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!";
		para_suv01 = 11;
		completequest 7137;
	}
	else if (para_suv01 == 11) {
		mes "What are you doing?";
		mes "Get the equipment from the storage manager.";
		mes "Our uniform is pretty awesome haha.";
	}
	else if (para_suv01 == 12) {
		mes "Um, did you like the supplies?";
		mes "I like the red hat.";
		mes "The red ribbon is really cute.";
		next;
		mes "[Boya]";
		if (BaseLevel > 25) {
			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.")) {
				mes "[Boya]";
			case 1:
				mes "Really?";
				mes "Actually I don't care but the uniform will be changed as upper class.";
				close;
			case 2:
				mes "Cool.";
				mes "Let me choose a proper place for you.";
				next;
				mes "[Boya]";
				callsub S_Quest2;
				callsub S_Quest3;
			}
		}
		else {
			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?";
		}
	}
	else if (para_suv01 < 16) {
		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.";
	}
	else if (para_suv01 == 16) {
		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.";
		para_suv01 = 22;
		completequest 7141;
	}
	else if (para_suv01 < 21) {
		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.";
	}
	else if (para_suv01 == 21) {
		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.";
		para_suv01 = 22;
		completequest 7146;
	}
	else if (para_suv01 == 22) {
		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.";
	}
	else if (para_suv01 == 23) {
		mes "Hey long time no see.";
		mes "So what's up?";
		next;
		switch (select("I want to join training.", "Nothing.")) {
			mes "[Boya]";
		case 1:
			mes "Hmm... really?";
			mes "Let me see... which step is good for you...";
			next;
			mes "[Boya]";
			if (BaseLevel < 40) {
				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;
			}
			callsub S_Quest3;
		case 2:
			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;
		}
	}
	else if (para_suv01 < 28) {
		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.";
	}
	else if (para_suv01 == 28) {
		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.";
		para_suv01 = 37;
		completequest 7151;
	}
	else if (para_suv01 < 32) {
		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.";
	}
	else if (para_suv01 == 32) {
		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.";
		para_suv01 = 37;
		completequest 7155;
	}
	else if (para_suv01 < 36) {
		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.";
	}
	else if (para_suv01 == 36) {
		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.";
		para_suv01 = 37;
		completequest 7159;
	}
	else 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.";
	}
	else if (para_suv01 >= 38) {
		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.";
	}
	else {
		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;
S_Quest1:
	mes "Really? You already seem ready.";
	mes "We have a total of 3 steps for the training.";
	mes "Let me see...";
	next;
	mes "[Boya]";
	if (BaseLevel < 12) {
		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 < 20) {
		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~!";
		para_suv01 = 1;
		setquest 7128;
		close;
	}
	if (BaseLevel < 26) {
		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~!";
		para_suv01 = 6;
		setquest 7133;
		close;
	}
	return;
S_Quest2:
	if (BaseLevel < 33) {
		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~!";
		para_suv01 = 13;
		setquest 7138;
		close;
	}
	if (BaseLevel < 40) {
		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~!!";
		para_suv01 = 17;
		setquest 7142;
		close;
	}
	return;
S_Quest3:
	if (BaseLevel < 50) {
		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!";
		para_suv01 = 24;
		setquest 7147;
	}
	else if (BaseLevel < 60) {
		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!";
		para_suv01 = 29;
		setquest 7152;
	}
	else {
		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!";
		para_suv01 = 33;
		setquest 7156;
	}
	close;
}

moc_fild11,180,253,5	script	Talking Dog#para03	4_RUS_DWOLF,{
	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...";
			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 (questprogress(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!";
			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.-";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 3) {
		if (questprogress(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!";
			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.-";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 4) {
		if (questprogress(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~";
			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.-";
		npcskill "AL_HEAL",11,99,60;
		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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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	4_M_BABYCAT,{
	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";
			para_suv01 = 7;
			changequest 7133,7134;
			close;
		}
	}
	if (para_suv01 == 7) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 8) {
		if (questprogress(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~!";
			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..";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 9) {
		if (questprogress(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.";
			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..";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 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	4_M_KHMAN,{
	if (para_suv01 < 13) {
		if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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?";
		para_suv01 = 14;
		changequest 7138,7139;
		close;
	}
	if (para_suv01 == 14) {
		if (questprogress(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;
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 15) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 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	4_M_HUMAN_02,{
	if (para_suv01 < 17) {
		if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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.";
			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 (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 19) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 20) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		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	1_F_SIGNZISK,{
	if (para_suv01 < 24) {
		if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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.";
		para_suv01 = 25;
		changequest 7147,7148;
		close;
	}
	if (para_suv01 == 25) {
		if (questprogress(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?";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 26) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 27) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		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.";
		para_suv01 = 30;
		changequest 7152,7153;
		close;
	}
	if (para_suv01 == 30) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 31) {
		if (questprogress(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;
			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.";
		npcskill "AL_HEAL",11,99,60;
		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	4_F_CRU,{
	if (para_suv01 < 33) {
		if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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.";
		para_suv01 = 34;
		changequest 7156,7157;
		close;
	}
	if (para_suv01 == 34) {
		if (questprogress(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.";
			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.";
		npcskill "AL_HEAL",11,99,60;
		percentheal 100, 100;
		close;
	}
	if (para_suv01 == 35) {
		if (questprogress(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!";
			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.";
		npcskill "AL_HEAL",11,99,60;
		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	4_M_RUSMAN1,{
	mes "[Michael]";
	mes "Why did you come here?";
	next;
	switch (select("To get supplies", "Where is here?", "Upgrade equipment")) {
		mes "[Michael]";
	case 1:
		if (para_suv01 == 11) {
			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;
			if (select("Let me check my inventory", "I have enough room.") == 1) {
				mes "[Michael]";
				mes "Make sure you have enough room for the supplies.";
				close;
			}
			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.";
			para_suv01 = 12;
			para_suv02 = 1;
			getitem Para_Team_Hat,1;
			getitem Para_Team_Manteau,1;
			getitem Para_Team_Boots1,1;
			getitem Para_Team_Uniform1,1;
			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.";
		}
		else if (para_suv01 == 22) {
			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;
			if (select("I will make more space.", "I have got enough space.") == 1) {
				mes "[Michael]";
				mes "Make enough space.";
				close;
			}
			mes "[Michael]";
			if (BaseClass == Job_Swordman) {
				callsub S_Select,"We have one and Two-handed swords",
					P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","",
					P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.";
			} else if (BaseClass == Job_Thief || BaseClass == Job_Ninja || BaseClass == Job_Novice) {
				callsub S_Select,"",
					P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for.";
			} else if (BaseClass == Job_Merchant) {
				callsub S_Select,"We have a mace and a One-handed sword",
					P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.",
					P_Mace1,"Eden Mace I","Mace","Attack 142","";
			} else if (BaseClass == Job_Archer) {
				callsub S_Select,"",
					P_Bow1,"Eden Bow I","Bow","Attack 82","";
			} else if (BaseClass == Job_Acolyte) {
				callsub S_Select,"We have a mace and a staff",
					P_Mace1,"Eden Mace I","Mace","Attack 142","",
					P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";
			} else if (BaseClass == Job_Mage) {
				callsub S_Select,"",
					P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60","";
			} else if (BaseClass == Job_Gunslinger) {
				callsub S_Select,"",
					P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44","";
			}
			mes "Let me see... you will receive..";
			mes "the Eden Group Boots II and Uniform II.";
			next;
			mes "[Michael]";
			para_suv01 = 23;
			getitem P_Dagger1,1;
			getitem Para_Team_Boots2,1;
			getitem Para_Team_Uniform2,1;
			if (para_suv02 == 0) {
				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.";
				getitem Para_Team_Hat,1;
				getitem Para_Team_Manteau,1;
				para_suv02 = 2;
				next;
				mes "[Michael]";
				mes "Check your supplies again and look after it.";
				close;
			}
			para_suv02 = 2;
			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.";
			next;
			mes "[Michael]";
			mes "I hope they're useful to you.";
		}
		else if (para_suv01 == 37) {
			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;
			if (select("I'll come back.", "I have enough room.") == 1) {
				mes "[Michael]";
				mes "Make sure you have enough room.";
				close;
			}
			mes "[Michael]";
			if (BaseClass == Job_Swordman) {
				callsub S_Select,"We have one and Two-handed swords",
					P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",
					P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185","";
			} else if (BaseClass == Job_Thief || BaseClass == Job_Novice || BaseJob == Job_Soul_Linker || BaseClass == Job_Ninja) {
				callsub S_Select,"",
					P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158","";
			} else if (BaseClass == Job_Acolyte) {
				callsub S_Select,"We have a mace and a staff",
					P_Mace2,"Eden Mace II","Mace","Attack 163","",
					P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60","";
			} else if (BaseClass == Job_Archer) {
				callsub S_Select,"",
					P_Bow2,"Eden Bow II","Bow","Attack 82","";
			} else if (BaseClass == Job_Mage) {
				callsub S_Select,"",
					P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60","";
			} else if (BaseClass == Job_Merchant) {
				callsub S_Select,"We have a mace and a One-handed sword",
					P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","",
					P_Mace2,"Eden Mace II","Mace","Attack 163","";
			} else if (BaseClass == Job_Gunslinger) {
				callsub S_Select,"",
					P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60","";
			}
			mes "Let me see... you will receive..";
			mes "the Eden Group Boots III and Uniform III.";
			next;
			para_suv01 = 38;
			getitem Para_Team_Boots3,1;
			getitem Para_Team_Uniform3,1;
			mes "[Michael]";
			if (para_suv02 == 0) {
				mes "You don't have a record of receiving any supplies";
				mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
				para_suv02 = 3;
				getitem Para_Team_Hat,1;
				getitem Para_Team_Manteau,1;
				next;
				mes "[Michael]";
				mes "Check your supplies again and look after it.";
				close;
			}
			para_suv02 = 3;
			mes "A Uniform and Boots all 2 supplies.";
			mes "Please check it again.";
			next;
			mes "[Michael]";
			mes "I hope they're useful to you.";
		}
		else {
			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 "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 "You mean upgrading equipment, right?";
		mes "We can only upgrade the Eden Group Hat.";
		next;
		mes "[Michael]";
		if (para_suv02 == 3) {
			if (countitem(Para_Team_Hat) > 0) {
				disable_items;
				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: callsub S_Upgrade,"STR",Strength2;
				case 2: callsub S_Upgrade,"AGI",Agility2;
				case 3: callsub S_Upgrade,"VIT",Vitality2;
				case 4: callsub S_Upgrade,"INT",Inteligence2;
				case 5: callsub S_Upgrade,"DEX",Dexterity2;
				case 6: callsub S_Upgrade,"LUK",Luck2;
				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 "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 "Umm, didn't you upgrade this already?";
			mes "According to the records";
			mes ""+strcharinfo(PC_NAME)+": 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 "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;
	}
S_Upgrade:
	mes "[Michael]";
	mes "I see.";
	mes "I will ^4d4dffUpgrade "+ getarg(0) +"^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.";
		para_suv02 = 4;
		delitem Para_Team_Hat,1;
		getitem2 5583,1,1,0,0,0,0,0,getarg(1);
		close;
	case 2:
		mes "[Michael]";
		mes "Don't you want to upgrade?";
		close;
	}

S_Select:
	.@total_arg = getargcount();
	if (.@total_arg < 7)
		mes "We only have 1 weapon for you.";
	else {
		mes "What kind of weapon do you want?";
		mes getarg(0);
		mes "Here are the options.";
	}
	next;
	mes "[Michael]";
	for ( .@i = 1; .@i < .@total_arg; .@i += 5 ) {
		.@menu$ =  .@menu$ + getarg(.@i+1) + ":";
		mes getarg(.@i+1)+": "+ getarg(.@i+2) +". "+ getarg(.@i+3) +".";
	}
	if (.@total_arg < 7)
		mes "It is Lv. 2 and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
	else
		mes "Both of them are Lv. 2 weapons and the required level is "+ (para_suv01 == 22 ? "26" : "40") +".";
	next;
	mes "[Michael]";
	mes "They also can't be traded with other players or be refined.";
	next;
	if (.@total_arg < 7) {
		.@i = 1;
		mes "[Michael]";
		mes "You'll receive the "+ getarg(.@i+1) +".";
		next;
		mes "[Michael]";
	}
	else {
		.@i = (select(.@menu$) -1) *5 +1;
		mes "[Michael]";
		mes "You've chosen the "+ getarg(.@i+1) +".";
	}
	if (para_suv01 == 22) {
		mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
		next;
		getitem Para_Team_Boots2,1;
		getitem Para_Team_Uniform2,1;
		para_suv01 = 23;
	}
	else {
		mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
		next;
		getitem Para_Team_Boots3,1;
		getitem Para_Team_Uniform3,1;
		para_suv01 = 38;
	}
	getitem getarg(.@i),1;
	mes "[Michael]";
	if (para_suv02 == 0) {
		mes "You don't have a record of receiving any supplies";
		mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
		getitem Para_Team_Hat,1;
		getitem Para_Team_Manteau,1;
		if (para_suv01 == 22)
			para_suv02 = 2;
		else
			para_suv02 = 3;
		next;
		mes "[Michael]";
		mes "Check your supplies again and look after it.";
	}
	else {
		if (para_suv01 == 22)
			para_suv02 = 2;
		else
			para_suv02 = 3;
		mes "A "+ getarg(.@i+2) +", Uniform and Boots all 3 supplies.";
		mes "Please check it again.";
		next;
		mes "[Michael]";
		mes "I hope they're useful to you.";
		mes getarg(.@i+4);
	}
	close;
}

moc_para01,179,44,3	script	Chef	4_M_CHNCOOK,{
	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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -";
					Zeny =  Zeny - 2700;
					percentheal 50, 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. -";
				Zeny =  Zeny - 3000;
				percentheal 50, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -";
					Zeny =  Zeny - 3600;
					percentheal 75, 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. -";
				Zeny =  Zeny - 4000;
				percentheal 75, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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. -";
					Zeny =  Zeny - 4500;
					percentheal 100, 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. -";
				Zeny =  Zeny - 5000;
				percentheal 100, 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(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 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_para01,23,35,5	script	Instructor Ur#2nd01	4_M_KNIGHT_BLACK,{
	mes "[Instructor Ur]";
	if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
		mes "Hey there!";
		mes "I see you're not one of our agents?";
		mes "Are you interested in joining us?";
		next;
		mes "[Instructor Ur]";
		mes "There are no fees to join!";
		mes "We are brokers that send help where help is needed. More adventurers like you means more profit.";
		next;
		mes "[Instructor Ur]";
		mes "If you're interested, talk to Raim.";
		mes "Raim's a good guy.";
		mes "Hahaha..";
	}
	else if (para_2nd01 == 0) {
		mes "Hello?";
		mes "Do you need help?";
		mes "This is a general request in order to receive the next board's request.";
		next;
		if (select( "What are you doing here?", "It's nothing." ) == 2) {
			mes "[Instructor Ur]";
			mes "I guess I have no business with you then.";
			close;
		}
		mes "[Instructor Ur]";
		mes "Well, I'm an instructor for Eden Group.";
		next;
		mes "[Instructor Ur]";
		mes "I'm here to give you missions based on your current base level.";
		mes "These missions are not very difficult to do.";
		next;
		mes "[Instructor Ur]";
		mes "I am the senior instructor here at Eden Group.";
		mes "What do you say are you up for the challenge?";
		next;
		if (select( "Not today I'm not.", "Okay, I'll try." ) == 1) {
			mes "[Instructor Ur]";
			mes "Really?";
			mes "That's so sad.";
			mes "When you finish these missions I will even give you a pretty decent reward.";
			close;
		}
		mes "[Instructor Ur]";
		mes "Yeah!";
		mes "Ok, let me check what mission you should get ok?";
		next;
		mes "[Instructor Ur]";
		if (BaseLevel < 60) {
			mes "Well... I know that you've got the heart but you're just a little too weak to help.";
			next;
			mes "[Instructor Ur]";
			mes "Sorry, but your basic level should be at least 60 to help with these missions.";
		}
		else if (BaseLevel < 70) {
			mes "Ok, I guess you're the bare minimum level for these missions.";
			next;
			mes "[Instructor Ur]";
			mes "Based on your level, I think that the Comodo area suits you.";
			next;
			mes "[Instructor Ur]";
			mes "Do you know where Comodo is?";
			mes "You can get there by going to Morocc and then through Pharos Lighthouse.";
			next;
			mes "[Instructor Ur]";
			mes "Comodo is a small city on the coast with many caves.";
			next;
			mes "[Instructor Ur]";
			mes "Look for the cave located to the north. There's someone there named Romeo.";
			mes "You know? As in Romeo, Romeo, wherefore art thou Romeo.";
			next;
			mes "[Instructor Ur]";
			mes "Go there are get the mission from him.";
			mes "Well, then come back here alive when you're done!";
			para_2nd01 = 1;
			setquest 7214;	// Advanced Training at Comodo
		}
		else if (BaseLevel < 80) {
			mes "Let's see...";
			mes "Your level would suggest that Comodo is just too easy for you.";
			mes "Yeah, here we go.";
			next;
			mes "[Instructor Ur]";
			mes "Do you know where Glast Heim is?";
			mes "If there was a tragic accident now, the capital of the Rune-Midgarts Kingdom could revert back to there.";
			next;
			mes "[Instructor Ur]";
			mes "Well, if it wasn't infested with undead monsters, it would become the new capitol of Rune-Midgarts.";
			next;
			mes "[Instructor Ur]";
			mes "Please, come back alive.";
			para_2nd01 = 7;
			setquest 7219;	// Advanced Training at Glast Heim
		}
		else if (BaseLevel < 90) {
			mes "Ah, ok so for you...";
			mes "Hmm where do I send you?";
			next;
			mes "[Instructor Ur]";
			mes "There an industrial city called Einbroch.";
			mes "You know it? It's a city covered in smog.";
			mes "It's a pretty gloomy city come to think of it.";
			next;
			mes "[Instructor Ur]";
			mes "Anyways, go to Einbroch and find the Dispatched Instructor there. He should be in the field south of the main city.";
			setquest 7223;	// Advanced Training in Einbroch
			para_2nd01 = 12;
		}
		else
			callsub S_Quest89100;
	}
	else if (para_2nd01 == 5) {
		mes "Oh, there he is.";
		mes "Romeo seems to be back from his field report.";
		next;
		mes "[Instructor Ur]";
		mes "We have rewards for you.";
		mes "I'm sure Romeo gave you some items, but we brought more useful things.";
		next;
		mes "[Instructor Ur]";
		mes "Do you know where the weapon storage is at?";
		mes "Go out through that large blue door and walk to the end of the hallway.";
		mes "Ask the Blacksmith, and he will give you new equipment.";
		next;
		mes "[Instructor Ur]";
		mes "And the 2nd stage training and missions start at level 70, so come back then.";
		mes "Don't forget, I'll be waiting for you.";
		para_2nd01 = 6;
		para_2nd02 = 1;
		erasequest 7218;	// Report to Instructor Ur
	}
	else if (para_2nd01 == 6) {
		if (BaseLevel > 69) {
			mes "Hey, buddy~";
			mes "What's going on?";
			next;
			switch( select( "I want to start training.", "I'm just visiting." ) ) {
				mes "[Instructor Ur]";
			case 1:
				mes "Hmm... You have a good form!";
				mes "Let me see....";
				mes "Which location would suit you...?";
				next;
				mes "[Instructor Ur]";
				if (BaseLevel < 80) {
					mes "Ah, this place should be good!";
					mes "Do you know where Glast Heim is?";
					mes "If it wasn't for that terrible accident, Glast Heim would still be";
					mes "the capital of Rune Midgard, not Prontera.";
					next;
					mes "[Instructor Ur]";
					mes "Anyways, that ancient castle is now full of undead monsters .";
					mes "It's especially bad around the Abbey in the south.";
					next;
					mes "[Instructor Ur]";
					mes "All of those undead monsters come from the underground graveyard";
					mes "Well... I guess you don't have to go all the way into the graveyard...";
					next;
					mes "[Instructor Ur]";
					mes "Once you get to the Abbey you'll see our unit member stationed in front of the entrance.";
					mes "Follow his instructions to help clear out that area.";
					next;
					mes "[Instructor Ur]";
					mes "Please come back alive.";
					para_2nd01 = 7;
					setquest 7219;	// Advanced Training at Glast Heim
				}
				else if (BaseLevel < 90)
					callsub S_Quest7990;
				else
					callsub S_Quest89100;
				close;
			case 2:
				mes "Really? At your level, I think you can easily complete the top class missions..";
				mes "I'll be here if you change your mind.";
				close;
			}
		}
		else {
			mes "2nd stage training missions start at level 70.";
			mes "I'll see you then.";
			mes "Did you pick up the necessary equipment from the storage?";
			mes "Hahaha!";
		}
	}
	else if (para_2nd01 == 10) {
		mes "Oh! You're here!";
		mes "I just got a message from Johan.";
		mes "I think he's not telling me something, but I can't figure out what that is.";
		next;
		mes "[Instructor Ur]";
		mes "Anyways, good job. I'm glad you're not hurt";
		mes "The Blacksmith BK said he'll reinforce your weapon.";
		next;
		callsub S_Para2;
		mes "[Instructor Ur]";
		mes "You know where the Blacksmith is at right??";
		mes "Go out through the blue door, to the end of the hallway.";
		mes "BK is a great blacksmith, he'll make your weapon stronger.";
		mes "What are you waiting for?";
		para_2nd01 = 11;	// Report to Instructor Ur
		erasequest 7222;
	}
	else if (para_2nd01 == 11) {
		if (BaseLevel > 79) {
			mes "Ah, ever so improving "+ strcharinfo(PC_NAME) +"?";
			mes "To what do I owe this pleasure?";
			next;
			switch( select( "I came for more training.", "I'm just visiting." ) ) {
				mes "[Instructor Ur]";
			case 1:
				mes "Hmm... You have a good form!";
				mes "Let me see....";
				next;
				mes "[Instructor Ur]";
				if (BaseLevel < 90)
					callsub S_Quest7990;
				else
					callsub S_Quest89100;
				close;
			case 2:
				mes "Really? At your level, I think you can easily complete the top class missions..";
				mes "I'll be here if you change your mind.";
				close;
			}
		}
		else {
			mes "3rd stage training starts at level 80.";
			mes "I'll see you then.";
			mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
		}
	}
	else if (para_2nd01 == 15) {
		mes "Ah, you've come.";
		mes "I just received a message from Kiren.";
		mes "How was he? He didn't throw a tantrum for waking him up?";
		mes "I wouldn't be surprised if he did";
		next;
		mes "[Instructor Ur]";
		mes "Anyways, good job. I'm glad you're not hurt.";
		mes "The Blacksmith BK said he'll reinforce your weapon.";
		next;
		callsub S_Para2;
		mes "[Instructor Ur]";
		mes "You know where the Blacksmith is at right??";
		mes "Go out through the blue door, to the end of the hallway.";
		mes "BK is a great blacksmith, he'll make your weapon stronger.";
		mes "What are you waiting for?";
		erasequest 7228;	// Report to Instructor Ur
		para_2nd01 = 16;
	}
	else if (para_2nd01 == 16) {
		if (BaseLevel > 89) {
			mes "It's nice to see you still strong!";
			mes "What brings you today?";
			next;
			if (select( "I want to continue training.", "I'm just visiting." ) == 2) {
				mes "[Instructor Ur]";
				mes "Really? At your level, I think you can easily complete the top class missions..";
				mes "I'll be here if you change your mind.";
				close;
			}
			mes "[Instructor Ur]";
			callsub S_Quest89100;
		}
		else {
			mes "4th stage training starts at level 90.";
			mes "I'll see you then.";
			mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
		}
	}
	else if (para_2nd01 == 20) {
		mes "Congratulations on completing all training stages!";
		mes "That took quite a bit of time huh?";
		mes "The Blacksmith BK said he'll reinforce your weapon.";
		next;
		callsub S_Para2;
		mes "[Instructor Ur]";
		mes "You know where the Blacksmith is at right??";
		mes "Go out through the blue door, to the end of the hallway.";
		mes "BK is a great blacksmith, he'll make your weapon stronger.";
		next;
		mes "[Instructor Ur]";
		mes "Good job!";
		para_2nd01 = 30;
		erasequest 7232;	//Report to Instructor Ur
	}
	else if (para_2nd01 == 29) {
		mes "Congratulations on completing all training stages!";
		mes "How was the Expedition? From the looks of it, it must've been pretty tough.";
		next;
		mes "[Instructor Ur]";
		mes "Good job..";
		mes "The Blacksmith BK said he'll reinforce your weapon.";
		next;
		callsub S_Para2;
		mes "[Instructor Ur]";
		mes "You know where the Blacksmith is at right??";
		mes "Go out through the blue door, to the end of the hallway.";
		mes "BK is a great blacksmith, he'll make your weapon stronger.";
		next;
		mes "[Instructor Ur]";
		mes "By the way, it looked like Michael had something to tell you as well";
		mes "Go talk to him, he's at the weapon storage as well.";
		mes "Go ahead.";
		para_2nd01 = 30;
		erasequest 7237;	// Report to Instructor Ur
	}
	else if (para_2nd01 == 30) {
		mes "Good job.";
		mes "Oh, if you haven't reinforced your weapon yet, go talk to BK.";
		next;
		mes "[Instructor Ur]";
		mes "Also, sometimes Michael needs help, so if you have time try to help him out.";
		mes "I'm sure he'll reward you for your time.";
	}
	else if (para_2nd01 < 5)
		callsub S_Direction,"Comodo";
	else if (para_2nd01 < 10)
		callsub S_Direction,"Glast Heim Castle";
	else if (para_2nd01 < 15)
		callsub S_Direction,"Einbroch";
	else if (para_2nd01 < 20)
		callsub S_Direction,"Ice Dungeon";
	else if (para_2nd01 < 29) {
		mes "You have to travel very far to get to the ^4d4dffRune Midgard Expedition Camp^000000!";
		mes "If you want to stay there then earn your keep by doing missions. Got it?";
	}
	close;
S_Para2:
	if (para_2nd02 == 0) {
		mes "[Instructor Ur]";
		mes "I just realized... this was your first mission, wasn't it?";
		mes "You must not have gotten the basic equipments yet, right?";
		mes "Pick them up at the weapon storage.";
		mes "Ask the Blacksmith Michael and he'll give you the equipment.";
		para_2nd02 = 1;
		next;
	}
	return;
S_Direction:
	mes "So, have you been in ^4d4dff"+ getarg(0) +"^000000 yet?";
	mes "Didn't I tell you to go there?";
	mes "Go there first and then come back to me. Okay?";
	return;

S_Quest7990:
	mes "Hmm.. Not bad ...";
	mes "You must be getting a hang of this..";
	mes "Let's go with a simple mission this time";
	next;
	mes "[Instructor Ur]";
	mes "There is a industrial city called Einbroch.";
	mes "You've heard of it? It's a city clouded with pollution.";
	mes "You'll appreciate the environment here so much more after visiting that city...";
	mes "We should all be thankful.";
	next;
	mes "[Instructor Ur]";
	mes "Anyways, go out to the field south of Einbroch and you'll see the Dispatched Instructor.";
	mes "I'm sure he'll recognize you first.";
	mes "Don't forget to bring the Eden Group badge.";
	next;
	mes "[Instructor Ur]";
	mes "The city's pollution is unbearable";
	mes "But the surrounding fields are relatively clean...";
	mes "This should be pretty easy for you.";
	para_2nd01 = 12;
	setquest 7223;	// Advanced Training in Einbroch
	return;

S_Quest89100:
	if (BaseLevel < 100) {
		mes "Uh-huh....";
		mes "Hmm...";
		mes "You seem like a cool-headed person. What do you think about the ice caves?";
		next;
		mes "[Instructor Ur]";
		mes "North of the city of Rachel is a cave filled with ice.";
		mes "Find the Dispatched Instructor there.";
		para_2nd01 = 17;
		setquest 7229;	// Advanced Training in Ice Dungeon
	}
	else {
		mes "Well, well...";
		mes "I don't even know where to send you now.";
		mes "I'm sure you are familiar with most places around here";
		next;
		mes "[Instructor Ur]";
		mes "Then, should I send you somewhere farther this time?";
		mes "There is a cat hand agent here.";
		mes "Do you see him over there?";
		next;
		mes "[Instructor Ur]";
		mes "Through him, you can get to Ash Vacuum pretty easily .";
		mes "Since there is a Expedition Camp there...";
		next;
		mes "[Instructor Ur]";
		mes "All you have to do is find the Eden Group agent there.";
		mes "Tell him I sent you, and he'll give you instructions.";
		mes "You can explore the new world";
		mes "It's like a vacation isn't it?";
		next;
		mes "[Instructor Ur]";
		mes "Hahaha!";
		mes ".. Maybe I'll go instead of sending you.";
		mes "Anyways, their names are Ma~ something... I don't know.";
		next;
		mes "[Instructor Ur]";
		mes "So, the mission, once again, is finding our agent at the Midgard Expedition Camp.";
		mes "Isn't this the easiest mission you've ever had?";
		mes "Don't forget my present when you come back~!";
		para_2nd01 = 22;
		setquest 7233;	// Advanced Training at Ash Vacuum
	}
	return;
}

//- 60~69 -
comodo,173,354,5	script	Dispatched Instructor#02	1_M_JOBTESTER,{
	mes "[Romeo]";
	if (para_2nd01 < 1) {
		mes "How are you?";
		mes "Comodo has the best weather in the whole world.";
		mes "Even during the winter, Comodo has great weather.";
		next;
		mes "[Romeo]";
		mes "Do you know why?";
		mes "Comodo is surrounded by the ocean and caves.";
		mes "Seasonal changes don't make any difference in the temperature here.";
		next;
		mes "[Romeo]";
		mes "Take it easy here.";
		mes "This area is a place for relaxation.";
	}
	else if (para_2nd01 == 1) {
		mes "How are you?";
		mes "You were sent here by Instructor Ur right?";
		mes "Did you come here for a quest?";
		next;
		mes "[Romeo]";
		mes "I don't know if this will fit you well";
		mes "Why don't you just try it.";
		next;
		mes "[Romeo]";
		mes "The thing about this cave is that, many monsters are created from stones.";
		mes "If you stay cautious, they shouldn't be too threatning...";
		next;
		mes "[Romeo]";
		mes "But most of them have range attacks..";
		mes "And sometimes a really strong one roams around.";
		next;
		mes "[Romeo]";
		mes "Well... this is the reason why you train right?";
		mes "Let's try taking on one of the big monsters";
		next;
		mes "[Romeo]";
		mes "'They are called 'Stalactic Golem'.";
		mes "Try defeating some of them.";
		mes "Not too difficult, right?";
		para_2nd01 = 2;
		erasequest 7214;
		setquest 7215;
	}
	else if (para_2nd01 == 2) {
		if (questprogress(7215,HUNTING) == 2) {
			mes "So, how good of an explorer are you now?";
			mes "You've fought these before, so clearing this cave should be possible.";
			next;
			mes "[Romeo]";
			mes "As I said before, since Komodo is a city inside a cave..";
			mes "Access to the outside world is mostly done through the east entrance, but...";
			next;
			mes "[Romeo]";
			mes "Let's try going out through the north.";
			mes "There should be things you can hunt out there.";
			next;
			mes "[Romeo]";
			mes "And instead of just walking out,";
			mes "Let's kill about 10 Stalactic Golems on the way out.";
			next;
			mes "[Romeo]";
			mes "So that, travelers coming from the north can safely walk through.";
			mes "Remember, 10 Stalactic Golems. Then come to the other side of northern part of the cave";
			next;
			mes "[Romeo]";
			mes "I'll be waiting outside.";
			para_2nd01 = 3;
			getexp 10000,10000;
			erasequest 7215;	// Stalactic Golem Hunt
			setquest 7216;	// More Golem Hunting
		}
		else {
			mes "As a test of the difficulty of this cave";
			mes "Go defeat 3 Stalactic Golems.";
			mes "Watch out for other monsters as well.";
			next;
			mes "[Romeo]";
			mes "Let me help you recover if you are tired.";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else if (para_2nd01 == 3) {
		mes "You must go through this cave to the outside.";
		mes "Don't forget to defeat the Stalactic Golems you run into on the way.";
	}
	else {
		mes "I always give the same test to the trainees that come here..";
		mes "I've never seen anyone pass it so perfectly like you did.";
	}
	close;
}

um_fild01,34,280,5	script	Instructor Romeo#2nd02	1_M_JOBTESTER,{
	mes "[Romeo]";
	if (para_2nd01 < 2) {
		mes "If you were sent from the Eden Group for training, wait for me at the town.";
		mes "I'm waiting for a different trainee right now.";
	}
	else if (para_2nd01 == 2) {
		mes "No no.. Not here.";
		mes "I'm waiting for a different trainee right now.";
		mes "Go back.";
	}
	else if (para_2nd01 == 3) {
		if (questprogress(7216,HUNTING) == 2) {
			mes "Ah, I see you didn't get lost.";
			mes "Your skills at defeating those Stalactic Golems were better than I expected.";
			mes "Just means you've improved that much.";
			next;
			mes "[Romeo]";
			mes "Now look around here";
			mes "We're in a dense forest now.";
			mes "There are Dryads and Wootans here...";
			next;
			mes "[Romeo]";
			mes "Next task is to clearing this area of monsters.";
			mes "Bring me the following from the monsters.";
			next;
			mes "[Romeo]";
			mes "5 Wootan Fighter's Shoulderguard";
			mes "7 Dryad's Sharp Leaf";
			next;
			mes "[Romeo]";
			mes "This is the last test.";
			mes "Good luck.";
			para_2nd01 = 4;
			erasequest 7216;	// More Golem Hunting
			setquest 7217;	// Field drops
			getexp 10000,10000;
		}
		else {
			mes "I see you didn't get lost.";
			mes "But you didn't defeat enough Stalactic Golems..";
			mes "Go back and defeat them.";
			next;
			mes "[Romeo]";
			mes "I'll help you recover if you are tired.";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else if (para_2nd01 == 4) {
		if (countitem(Shoulder_Protection) > 4 && countitem(Sharp_Leaf) > 6) {
			mes "You really got these by defeating the monsters?";
			mes "I believe you. I want to get out of here anyways.";
			next;
			mes "[Romeo]";
			mes "There are no more training tasks here.";
			mes "Go back and report to Ur.";
			delitem Shoulder_Protection,5;
			delitem Sharp_Leaf,7;
			para_2nd01 = 5;
			erasequest 7217;	// Field drops
			setquest 7218;	// Report to Instructor Ur
			getexp 10000,10000;
		}
		else {
			mes "Didn't I already tell you the last task?";
			mes "Defeat the monsters in this forest, and bring me the items I asked for.";
			next;
			mes "[Romeo]";
			mes "5 Wootan Fighter's Shoulderguard";
			mes "7 Dryad's Sharp Leaf";
			mes "You must bring me those to pass this test.";
			next;
			mes "[Romeo]";
			mes "I'll help you recover if you are tired.";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else {
		mes "Ugh, It's way too hot here.";
		mes "You can leave now.";
	}
	close;
}

//- 70~79 -
glast_01,195,131,5	script	Dispatched Instructor#03	4_F_SISTER,{
	mes "[Johan]";
	if (para_2nd01 < 7) {
		mes "Ah~ So bored.";
		mes "You're not the one Ur sent, are you?";
		mes "Oh~ That's okay.";
		next;
		mes "[Johan]";
		mes "This is Glast Heim Abbey.";
		mes "Be careful, there are a lot of lost souls around here.";
	}
	else if (para_2nd01 == 7) {
		mes "Oh oh!!";
		mes "You're finally here!";
		mes "I asked Ur to send someone to help me here!";
		next;
		select("What? I came for training..");
		mes "[Johan]";
		mes "No no, that's the same thing!";
		mes "Your training mission is to help me clear out this Abbey!";
		next;
		mes "[Johan]";
		mes "Phew... It's been so tough.";
		mes "I can't run in by myself, but then Gargoyles attack me out here..";
		mes "Hahaha...";
		next;
		mes "[Johan]";
		mes "This abbey is our responsibilty.";
		mes "Just like other monasteries, this one has an underground graveryad as well, but..";
		next;
		mes "[Johan]";
		mes "As you well know, this castle... is not at a normal state.";
		mes "I think that's causing these souls from being able to rest in peace.";
		next;
		mes "[Johan]";
		mes "Let's defeat the ones around here first, since going underground may be too much for just us.";
		mes "I'll be testing how skilled you are as well...";
		next;
		mes "[Johan]";
		mes "First target are the Wraiths.";
		mes "You can tell them apart by their strange laugh.";
		mes "They look like demons, but we can't tell for sure...";
		next;
		mes "[Johan]";
		mes "Defeat 20 Wraiths.";
		mes "I'll assist you from here!";
		para_2nd01 = 8;
		erasequest 7219;	// Advanced Training at Glast Heim
		setquest 7220;	// Wraith Hunt
	}
	else if (para_2nd01 == 8) {
		if (questprogress(7220,HUNTING) == 2) {
			mes "Oh~ You are pretty strong!";
			mes "I'm so glad that someone strong like you came.";
			mes "I wouldn't have last long here by myself.";
			next;
			mes "[Johan]";
			mes "By the way, did you see those other monsters besides the Wraiths?";
			mes "They are the corrupted souls of priests.";
			mes "They are called 'Evil Druid' as well.";
			next;
			mes "[Johan]";
			mes "Let's take care of these Evil Druids this time.";
			mes "10 of them.";
			mes "You can do it right?";
			mes "I believe in you!";
			para_2nd01 = 9;
			erasequest 7220;	// Wraith Hunt
			setquest 7221;	// Evil Druid hunt
			getexp 20000,20000;
		}
		else {
			mes "20 Wraiths!";
			mes "I'll watch your back!.";
			mes "... Of.. Course.. I'll fight too!";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else if (para_2nd01 == 9) {
		if (questprogress(7221,HUNTING) == 2) {
			mes "...Oh you're back!";
			mes "(Johan Opens the door and checks)";
			mes "....!";
			mes "Okay!!";
			next;
			mes "[Johan]";
			mes "Thank you! I really appreciate it!";
			mes "I think I can enter without any worries now!";
			mes "I hope those evil souls left it alone..";
			next;
			mes "[Johan]";
			mes "Hehe, I'll put in a good word to Ur!";
			mes "You're a valient and skilled exorcist!";
			next;
			mes "[Johan]";
			mes "You can go back to Eden now";
			mes "I'll stay and clean up the rest, hehe";
			para_2nd01 = 10;
			erasequest 7221;	// Evil Druid hunt
			setquest 7222;	// Report to Instructor Ur
			getexp 20000,20000;
		}
		else {
			mes "10 Evil Druids!";
			mes "I'll watch your back, like last time.";
			mes "... Of... Course... I'll fight them too!";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else if (para_2nd01 == 10) {
		mes "Go back and report to Ur.";
		mes "That Glast Heim Abbey is clear now.";
		mes "I need to stay and look for something... Good bye.";
	}
	else {
		mes "Ugh, I still haven't found the thing I lost.";
		mes "Hmm... I may need to wait for the next trainee before I can start looking again... Eep!";
		next;
		mes "[Johan]";
		mes "Uh... You didn't hear that did you?";
		mes "Hahahahahahaha!!!";
		mes "Hahahahaha!!";
	}
	close;
}

//- 80~89 -
ein_fild08,172,359,3	script	Dispatched Instructor#04	4_M_4THPRIN1,{
	mes "[Kiren]";
	if (para_2nd01 < 12) {
		mes "What are you looking at?";
		mes "You want something from me?";
		mes "Mind your own business, go away..";
	}
	else if (para_2nd01 == 12) {
		mes "What?";
		mes "....";
		mes "Hmm, Ur sent you?";
		mes "Oh, that training mission thing.";
		next;
		mes "[Kiren]";
		mes "You've came a long way, I won't make you do anything too tough, don't worry.";
		mes "The fields outside of Einbroch isn't too bad.";
		next;
		mes "[Kiren]";
		mes "And monsters here usually leaves me alone, so I can nap all day.";
		mes "But there are some that bother me.";
		next;
		mes "[Kiren]";
		mes "Do you know Porcellios are?";
		mes "Ugly looking insects... They steal too..";
		next;
		mes "[Kiren]";
		mes "Let's defeat some of them as a warm up.";
		mes "There are plenty of them around here. 30 shouldn't be too hard right?";
		next;
		mes "[Kiren]";
		mes "I'm not holding a grudge just because they ate my lunch.";
		mes "I'll be resting here until you're done.";
		para_2nd01 = 13;
		erasequest 7223;	// Advanced Training in Einbroch
		setquest 7224;	// Porcellio hunting
	}
	else if (para_2nd01 == 13) {
		if (questprogress(7224,HUNTING) == 2) {	// Porcellio hunting
			mes "What, You're done already?";
			mes "I was just about to fall asleep... Oh well..";
			mes "It can't be helped, I guess. Let's go to a different spot..";
			next;
			mes "[Kiren]";
			mes "No, what are you talking about?";
			mes "Go... with you?";
			mes "You can by yourself right?";
			next;
			mes "[Kiren]";
			mes "Okay, next task!";
			mes "People of Einbroch say that the pollution is really bad in the north.";
			mes "They are worried that pollution will drift into the town.";
			next;
			mes "[Kiren]";
			mes "It's probably all those factories right there...";
			mes "I guess I should still look into it.";
			mes "The cause for the pollution... Find it and destroy it.";
			next;
			mes "[Kiren]";
			mes "30 Venomous and 5 Teddy Bears.";
			mes "That should be good enough.";
			next;
			mes "[Kiren]";
			mes "I'm sure you'll do fine without me watching.";
			mes "To show my support, let me give you some EXP and HP recovery.";
			next;
			mes "[Kiren]";
			mes "The monsters are at the northern fields of Einbroch.";
			mes "Okay then, be safe.";
			mes "I'm going to take a nap.";
			para_2nd01 = 14;
			erasequest 7224;	// Porcellio hunting
			setquest 7226;	// Venomous hunting
			setquest 7227;	// Teddy Bear hunting
			getexp 30000,30000;
		}
		else {
			mes "So, have you punished those Porcellio's yet?";
			mes "I don't think you're done yet right?";
			next;
			mes "[Kiren]";
			mes "If you're hurt I'll heal you a bit.";
		}
		npcskill "AL_HEAL",10,99,60;
		percentheal 0, 100;
	}
	else if (para_2nd01 == 14) {
		if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) {
			mes "Um...";
			mes "I'm getting it done.";
			mes "Hmm...";
			mes "I'm still tired to finish...";
			next;
			mes "[Kiren]";
			mes "Good. Those monsters have been bothering the Einbroch workers.";
			mes "That was great..";
			next;
			mes "[Kiren]";
			mes "I have some things to report to Instructor Ur.";
			mes "I've been watching you closely and you've done well. Go back to Ur and deliver this report.";
			para_2nd01 = 15;
			erasequest 7226;	// Venomous hunting
			erasequest 7227;	// Teddy Bear hunting
			setquest 7228;	// Report to Instructor Ur
			getexp 30000,30000;
		}
		else {
			mes "The monsters are at the northern fields of Einbroch.";
			mes "Find the Noxious...";
			mes "Don't try to lie to me that you've finished hunting them.";
			next;
			mes "[Kiren]";
			mes "Yeah, if this is okay?";
			mes "Ugh this is difficult.";
			mes "I'll make you feel better though.";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else if (para_2nd01 == 15) {
		mes "What serious?";
		mes "Have you made your report to Instructor Ur?";
		mes "Einbroch has commissioned work out so that means more training.";
	}
	else {
		mes "I'm not a thief...";
		mes "It's a hard living.";
		mes "Nor is there any real ambition.";
		next;
		mes "[Kiren]";
		mes "Come practitioners?";
		mes "Make things.";
		mes "How convenient witchinya.";
		mes "Heumnya. I'll sleep in one breath..";
	}
	close;
}

//- 90~99 -
ice_dun01,154,13,5	script	Dispatched Instructor#05	4_F_JOB_BLACKSMITH,{
	mes "[Naomi]";
	if (para_2nd01 <= 17) {
		mes "It's more than that~";
		mes "Now where did the time go~";
		mes "I thought you said you sent me~!";
		next;
		mes "[Naomi]";
		if (para_2nd01 < 17) {
			mes "What is it? You'll help me. Is that right?";
			mes "No, you don't have to do that.";
			mes "I'm waiting for someone scheduled to help me.";
			close;
		}
		mes "And you are?";
		mes "Oh, you were sent here by Ur?";
		mes "I don't know how long I've been waiting here in the snow.";
		next;
		mes "[Naomi]";
		mes "This is the ice dungeon of the northern plains.";
		mes "Nothing like a cave that's cold the entire year.";
		next;
		mes "[Naomi]";
		mes "So this is where the people of Rachel go for their ice supply.";
		mes "But, this area is crawling with dangerous monsters.";
		next;
		mes "[Naomi]";
		mes "One of those monsters is known as a Siroma.";
		mes "They should be a good challenge for you.";
		next;
		mes "[Naomi]";
		mes "Okay, then go in the cave and find those Siroma.";
		mes "It's cold in there but this job has to be done.";
		next;
		mes "[Naomi]";
		mes "OH, sometimes";
		mes "You be careful in there.";
		mes "Well, good luck~!";
		para_2nd01 = 18;
		erasequest 7229;	// Advanced Training in Ice Dungeon
		setquest 7230;	// Siroma hunting
	}
	else if (para_2nd01 == 18) {
		if (questprogress(7230,HUNTING) == 2) {
			mes "Ah... It's over...";
			mes "Good!";
			mes "Your skills have been verified.";
			next;
			mes "[Naomi]";
			mes "Now, what have I happened to do next.";
			mes "Those Siromas seem to be growing at a faster rate.";
			mes "As before go and hunt 30 more Siromas and bring me some materials.";
			next;
			mes "[Naomi]";
			mes "And get this... Well...";
			mes "Please listen carefully";
			mes "30 Ice Cubic";
			mes "1 Sweet Sauce";
			mes "1 Milk";
			next;
			mes "[Naomi]";
			mes "I'm not just doing this for myself you know.";
			mes "I'm doing this for everyone.";
			next;
			mes "[Naomi]";
			mes "That's the last of it anyways.";
			mes "So hunt those Siromas and get the materials.";
			mes "We understand each other?";
			next;
			select("What about you?");
			mes "[Naomi]";
			mes "Me? Well of course... I'm going to stand guard here.";
			mes "I... I'm a busy person!";
			mes "Besides this is training so who are you to ask me what about me?";
			next;
			mes "[Naomi]";
			mes "Go now!";
			mes "Those Siromas are going to just get rowdier by the minute.";
			para_2nd01 = 19;
			erasequest 7230;	// Siroma hunting
			setquest 7231;	// Hunting and Gathering
			getexp 40000,40000;
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
		else {
			mes "The biggest stumbling block is dealing with the Siromas.";
			mes "Have you hunted 30 yet?";
			next;
			mes "[Naomi]";
			mes "Oh, you want help recovering your HP/SP huh?";
			mes "You'll get nothing from me~!";
			mes "What challenge would that be if I did that?";
		}
	}
	else if (para_2nd01 == 19) {
		if (questprogress(7231,HUNTING) == 2 && countitem(Ice_Piece) > 29 && countitem(Sweet_Sauce) > 0 && countitem(Milk) > 0) {
			mes "Ohh!";
			mes "You've brought everything.";
			mes "Okay, so just one last thing...!";
			next;
			select("...... Look");
			mes "[Naomi]";
			mes "Yes, yes? Why not?";
			mes "...";
			mes "Oh, that's right! I'm supposed to give you something.";
			mes "You've done enough, I know.";
			next;
			mes "[Naomi]";
			mes "I'll inform Instructor Ur.";
			mes "A few more stages left to go so don't worry!";
			next;
			mes "[Naomi]";
			mes "Oh and congratulations!";
			mes "This is the last training stage prepared!";
			next;
			mes "[Naomi]";
			mes "I guess I should do some of this myself~";
			mes "Muahaha~";
			delitem Ice_Piece,30;
			delitem Sweet_Sauce,1;
			delitem Milk,1;
			para_2nd01 = 20;
			erasequest 7231;	// Hunting and Gathering
			setquest 7232;	// Report to Instructor Ur
			getexp 40000,40000;
		}
		else {
			mes "Have you finished hunting the 30 Siroma yet?";
			mes "You've already done it once so this shouldn't be difficult...";
			next;
			mes "[Naomi]";
			mes "And don't forget the 30 Ice Cubic, 1 Sweet Sauce, and 1 Milk.";
		}
	}
	else if (para_2nd01 == 20) {
		mes "Were you there yet?";
		mes "Other people have come and go since you've been here last.";
		mes "Now I don't have to get the materials myself.";
		next;
		mes "[Naomi]";
		mes "Report back to Instructor Ur and report that the job is done.";
		mes "Don't procrastinate.";
	}
	else
		mes "Alas, is there anywhere where the buildup of ice caps is more than here?";
	close;
}

mid_camp,212,229,3	script	Dispatched Instructor#06	4_F_HUWOMAN,{
	mes "[Margaret]";
	if (para_2nd01 < 22) {
		mes "Oh, sorry.";
		mes "I don't know much about the life of an adventurer.";
		mes "I'm just a member of Eden Group...";
	}
	else if (para_2nd01 == 22) {
		mes "The proof that you have there.";
		mes "You're here in paradise.";
		mes "Instructor Ur sent you?";
		next;
		if (select( "Yes.", "No." ) == 2) {
			mes "[Margaret]";
			mes "Oh, my mistake.";
			close;
		}
		mes "[Margaret]";
		mes "How do you do?";
		mes "Oh, so you're here for the training from Instructor Ur.";
		next;
		mes "[Margaret]";
		mes "Ok, I'm in a bit of a situation right now so I asked Instructor Ur to use his missions to help.";
		next;
		select("A situation?");
		mes "[Margaret]";
		mes "Yes, ";
		mes "Find Mine and do what he asks you.";
		next;
		mes "[Margaret]";
		mes "We dispatched him to do something and he hasn't done it yet so I'm guessing he's either chickened out or failed.";
		next;
		mes "[Margaret]";
		mes "So can you find him out there in Splendide Field?";
		next;
		mes "[Margaret]";
		mes "Find him and figure out what the heck he's up to please.";
		para_2nd01 = 23;
		erasequest 7233;	//  Advanced Training at Ash Vacuum
		setquest 7234;	// Margaret's favor
	}
	else if (para_2nd01 < 27) {
		mes "Can you find those two brothers?";
		mes "Find out what's up with them.";
	}
	else if (para_2nd01 == 27) {
		mes "So what's up?!";
		next;
		mes "- You tell her about Meeru and Mine. -";
		next;
		mes "[Margaret]";
		mes "Yeah? Oh what?";
		mes "This is not really...";
		mes "Ok I'll go deal with them.";
		next;
		mes "[Margaret]";
		mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
		next;
		mes "[Margaret]";
		mes "Your training is done so go back and talk to Instructor Ur.";
		para_2nd01 = 29;
		erasequest 7234;	// Margaret's favor
		setquest 7237;	// Report to Instructor Ur
	}
	else if (para_2nd01 == 29) {
		mes "Well, whatever the Nepenthes and Pinguicula proof has been collected.";
		next;
		mes "[Margaret]";
		mes "Your training is done so go back and talk to Instructor Ur.";
	}
	else
		mes "........";
	close;
}

man_fild01,43,234,3	script	Dispatched Instructor#07	4_DST_SOLDIER,{
	mes "[Meeru]";
	if (para_2nd01 < 23) {
		mes "You think I'll lose!";
		mes "...?";
		mes "All of them... Who're you?!";
		mes "Mine is a stooge?";
		mes "He sent you to watch me!?";
		next;
		mes "[Meeru]";
		mes "What? Isn't that it?";
		mes "... ...";
		mes "Mine didn't send you did he?";
	}
	else if (para_2nd01 == 23) {
		mes "You think I'll lose!";
		mes "...?";
		mes "All of them... Who're you?!";
		mes "Mine is a stooge?";
		mes "He sent you to watch me!?";
		next;
		mes "[Meeru]";
		mes "What? Isn't that it?";
		mes "... ...";
		mes "Mine didn't send you did he?";
		mes "So why are you here?";
		next;
		select("Margaret sent me");
		mes "[Meeru]";
		mes "Ah, Margaret!";
		mes "Mine and Margaret are always trying to mess with me because of my win-!";
		mes "Gosh...";
		next;
		select( "What happened?", "What do you win?" );
		mes "[Meeru]";
		mes "It all started with them bickering.";
		mes "Margaret was asked to scout for both of us. It's like what you're doing now.";
		next;
		mes "[Meeru]";
		mes "Mine said that he was strong enough to defeat any monster.";
		mes "So I insisted that he go to either East or West of the camp and show me.";
		next;
		mes "[Meeru]";
		mes "Mine made an idle threat and huffed and puffed but didn't do anything.";
		next;
		mes "[Meeru]";
		mes "Basically, Margaret didn't believe him and challenged him to kill 1 Nepenthes.";
		next;
		mes "[Meeru]";
		mes "So anyways now I'm charged with asking people to go and hunt 1 Nepenthes because of that bickering incident.";
		next;
		mes "[Meeru]";
		mes "It's really not that difficult to hunt 1 so just go to the field East of here and kill one of them.";
		para_2nd01 = 24;
		setquest 7235;	// Nepenthes Hunt
	}
	else if (para_2nd01 == 24) {
		if (questprogress(7235,HUNTING) == 2) {
			mes "Hmm yes I saw.";
			mes "I knew I should've asked you to hunt more than 1.";
			next;
			mes "[Meeru]";
			mes "Anyways you've proven that you're stronger than Mine ever made himself out to be.";
			next;
			mes "[Meeru]";
			mes "Well anyways here's a small reward.";
			next;
			mes "[Meeru]";
			mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
			para_2nd01 = 25;
			erasequest 7235;	// Nepenthes Hunt
			getexp 50000,50000;;
		}
		else {
			mes "Is hunting the Nepenthes too much for you?";
			mes "You seem a bit flushed.";
			mes "Fine I'll heal you!";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else if (para_2nd01 == 25)
		mes "I'll just be here making sure other people hunt the Nepenthes. I might ask them to hunt more than 1 who knows.";
	else {
		mes "Something wrong?";
		mes "Did you have trouble with that Nepenthes...";
		mes ".........hyuk huk.";
	}
	close;
}

spl_fild02,377,149,3	script	Dispatched Instructor#08	4_M_DST_MASTER,{
	mes "[Mine]";
	if (para_2nd01 < 25) {
		mes "Oh cruel world.";
		mes "...";
		mes "Way to go passing by.";
		mes "What a fiasco this has turned out to be";
	}
	else if (para_2nd01 == 25) {
		mes "Oh cruel world...";
		mes "...";
		mes "Who are you?";
		next;
		if (select( "Margaret sent me.", "Yeah I'm here..." ) == 1) {
			mes "[Mine]";
			mes "Eh? Who!";
			mes "I see. Is it that time already?";
			mes "This has been difficult.";
			mes "I'm in a crisis here!";
		}
		else {
			mes "[Mine]";
			mes "Oh so you're not here by your own will eh?";
			mes "So why even bother coming?";
			next;
			mes "[Mine]";
			mes "You didn't want to be here right?";
			mes "Margaret sent you instead of someone else I bet.";
			mes "Whatever, anyway I'm in a crisis here!";
		}
		next;
		mes "[Mine]";
		mes "Ok I don't want to admit it but you gotta help me out here.";
		next;
		mes "[Mine]";
		mes "Ok just because I was complaining doesn't mean they have to send me here!";
		next;
		mes "[Mine]";
		mes "I mean they've asked for too much of a simple person like myself.";
		next;
		mes "[Mine]";
		mes "Ok here's the deal.";
		mes "I'm supposed to hunt those Pinguiculas. Just 5 of 'em.";
		mes "But you'll do that for me yeah?";
		next;
		mes "[Mine]";
		mes "I promise you I'll give you something good.";
		mes "Thanks.";
		para_2nd01 = 26;
		setquest 7236;	// Pinguicula Hunt
	}
	else if (para_2nd01 == 26) {
		if (questprogress(7236,HUNTING) == 2) {
			mes "Excellent!";
			mes "Now I can go back to the camp and...";
			next;
			mes "[Mine]";
			mes "I mean, can you tell Margaret that it's all done?";
			next;
			mes "[Mine]";
			mes "Oh don't worry she won't mind. I'll just go back to doing what I was doing. Here's your reward.";
			para_2nd01 = 27;
			erasequest 7236;	// Pinguicula Hunt
			getexp 50000,50000;;
		}
		else {
			mes "Come on 5 Pinguicula.";
			mes "Really how did you get here then?";
			next;
			mes "[Mine]";
			mes "You're not lying about being a real adventurer are you?";
			npcskill "AL_HEAL",10,99,60;
			percentheal 0, 100;
		}
	}
	else if (para_2nd01 == 27) {
		mes "Margaret gets everything she wants back at the camp.";
		mes "Don't you worry, I'm going back soon.";
	}
	else
		mes ".........";
	close;
}

moc_para01,111,83,3	script	Blacksmith Thorn#2nd10	2_M_OLDBLSMITH,{
	if (checkweight(Para_Team_Manteau2,5) == 0) {
		mes "- You have too many items in your inventory to continue -";
		close;
	}
	mes "[Thorn]";
	if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) {
		mes "Hmm, are you a member of Eden Group?";
		mes "You need to be one of our members to use my services.";
		close;
	}
	mes "What's going on?";
	next;
	switch( select( "Strengthen Equipment", "Personal Request", "Give me new equipment." ) ) {
		mes "[Thorn]";
	case 1:
		if (para_2nd01 < 6) {
			mes "Hmm equipment strengthening.";
			mes "I don't exactly do that for just anyone.";
			mes "The first step is at least a higher degree of training so have you done the Eden Group training yet?";
			next;
			mes "[Thorn]";
			mes "You have not awakened yet.";
			mes "First do the missions set forth by Instructor Ur and I'll help you strengthen your equipment.";
			next;
			mes "[Thorn]";
			mes "I won't help you unless you do that first!";
		}
		else if (para_2nd04 == 3) {
			mes "Strengthen your equipment eh?";
			mes "I'll strengthen the new Eden Group equipment for you by giving it a random stat boost.";
			next;
			mes "[Thorn]";
			mes "So what equipment do you want to enhance?";
			next;
			switch( select( "Eden Group Manteau II", "Eden Group Armor IV", "Eden Group Boots IV" ) ) {
				case 1: callsub S_Enchant,Para_Team_Manteau2,"Manteau";
				case 2: callsub S_Enchant,Para_Team_Armor,"Armor";
				case 3: callsub S_Enchant,Para_Team_Boots4,"Boots";
			}
		}
		else {
			mes "I will strengthen your equipment after you've done a personal request of mine.";
			next;
			mes "[Thorn]";
			mes "I just want to be sure that you're worthy of using my services.";
		}
		close;
	case 2:
		if (para_2nd02 < 2) {
			mes "Have you started the request of Instructor Ur?";
			mes "I'm lending my services to those who are worthy.";
			next;
			mes "[Thorn]";
			mes "Besides, you won't have the equipment that I can enhance until you do those missions.";
		}
		else if (para_2nd04 == 0) {
			mes "Glad you're here.";
			mes "As a blacksmith I am in need of Iron materials constantly.";
			next;
			mes "[Thorn]";
			mes "Of course there will be a reward eventually...";
			mes "So...";
			next;
			mes "[Thorn]";
			if (BaseLevel < 80) {
				mes "Bring me some materials.";
				mes "I need 20 Iron Ore, and 10 Iron.";
			}
			else {
				mes "Bring me some materials.";
				mes "Bring 20 Used Iron Plate.";
				.@add = 1;
			}
			mes "It shouldn't be hard to get these can you bring them right away?";
			next;
			switch( select( "Sure thing.", "I don't want to." ) ) {
				mes "[Thorn]";
			case 1:
				mes "I appreciate it.";
				mes "So take your time and I'll be waiting.";
				para_2nd04 = 1 + .@add;
				setquest (7238 + .@add);	// Errands for Thorn (easy/hard)
				close;
			case 2:
				mes "Eh...?";
				mes "Guess you're too busy to help me.";
				close;
			}
		}
		else if (para_2nd04 == 1 || para_2nd04 == 2) {
			if (para_2nd04 == 1) {
				setarray .@item[0],Iron_Ore,Iron;
				setarray .@amount[0],20,10;
				setarray .@countitem[0],countitem(Iron_Ore),countitem(Iron);
				.@string$ = "I asked you to get 20 Iron Ore, and 10 Iron.";
			}
			else {
				.@item[0] = 7319;
				.@amount[0] = 20;
				.@countitem[0] = countitem(Old_Steel_Plate);
				.@add = 1;
				.@string$ = "I asked you to get 20 Used Iron Plate.";
			}
			if (.@countitem[0] >= .@amount[0] && .@countitem[1] >= .@amount[1]) {
				mes "Let me guess...";
				mes "You've brought me the best quality materials.";
				mes "Good.";
				next;
				mes "[Thorn]";
				mes "I can always use more Iron materials.";
				mes "Instead of a normal reward I'll give you an advanced equipment.";
				next;
				mes "[Thorn]";
				mes "If at any time you think you have equipment that you need to strengthen come by me again.";
				delitem .@item[0],.@amount[0];
				if (.@countitem[1])
					delitem .@item[1],.@amount[1];
				para_2nd04 = 3;
				erasequest (7238 + .@add);
				setquest 7240;
			}
			else {
				mes .@string$;
				mes "I'm pretty sure that it isn't that difficult to do.";
			}
		}
		else if (para_2nd04 == 3) {
			mes "Now, that's it.";
			mes "That's enough for today.";
			mes "For now, ask me to strengthen your equipment and I'll do it for you.";
			next;
			mes "[Thorn]";
			mes "If you have one of these bring them to me.";
			mes "Eden Group Manteau II, Eden Group Armor IV, Eden Group Boots IV.";
		}
		else if (para_2nd04 == 4) {
			if (questprogress(7241,PLAYTIME) == 1) {
				mes "Come back later.";
				mes "You have to wait for some time first.";
			}
			else {
				mes "Uh-huh...";
				mes "What are we going to... oh don't worry.";
				mes "Come to me later.";
				erasequest 7241;	// Errands for Thorn timer
				para_2nd04 = 0;
			}
		}
		close;
	case 3:
		if (para_2nd02 < 1) {
			mes "I'm not permitted to do this by Instructor Ur.";
			mes "Don't mess with me.";
		}
		else if (para_2nd02 == 1) {
			mes "Okay, I'll give you equipment.";
			mes "I'll give you good armor and equipment that you'll be proud of.";
			next;
			mes "[Thorn]";
			mes "So now, ^4d4dffmake sure that you have enough free inventory space.^000000";
			next;
			if (select( "Let me organize my inventory.", "I have free space." ) == 1) {
				mes "[Thorn]";
				mes "You do that.";
				mes "Free up your inventory so that you can get the weapons, boots, and all the other equipment.";
				close;
			}
			mes "[Thorn]";
			if (BaseJob == Job_Knight || BaseJob == Job_Crusader) {
				callsub L_Select,"One-handed sword, two-handed sword or spear.",
					P_Slayer3,"Eden Group Slayer III","Two-handed Sword, Attack 200",
					P_Saber3,"Eden Group Saber III","One-handed Sword, Attack 185",
					P_Sphere1,"Eden Group Spear I","One-handed, Attack 165";
			}
			else if (BaseJob == Job_Assassin) {
				callsub L_Select,"You have your choice of dagger or katar.",
					P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
					P_Katar1,"Eden Group Katar I","Katar, ATK 155";
			}
			else if (BaseJob == Job_Rogue || BaseClass == Job_Novice)
				getitem P_Dagger3,1;
			else if (BaseJob == Job_Alchemist || BaseJob == Job_Blacksmith) {
				callsub L_Select,"Your options are Mace, Saber and Axe.",
					P_Mace3,"Eden Group Mace III","Mace, Attack 172",
					P_Saber3,"Eden Group Saber III","Sword, Attack 185",
					P_Two_Handed_Axe1,"Eden Group Axe I","Axe, Attack 195"; 
			}
			else if (BaseJob == Job_Wizard)
				getitem P_Staff3,1;
			else if (BaseJob == Job_Sage) {
				callsub L_Select,"",
					P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60",
					P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135";
			}
			else if (BaseJob == Job_Priest) {
				callsub L_Select,"",
					P_Staff3,"Eden Group Staff III","Staff, MATK + 170, INT +4, Attack 60",
					P_Dic1,"Eden Group Dictionary I","Book, MATK +100, Attack 135",
					P_Mace3,"Eden Group Mace III","Mace, Attack 172";
			}
			else if (BaseJob == Job_Monk) {
				callsub L_Select,"",
					P_Knuckle1,"Eden Group Knuckles I","Knuckle, Attack 120",
					P_Mace3,"Eden Group Mace III","Mace, Attack 172";
			}
			else if (BaseJob == Job_Hunter)
				getitem P_Bow3,1;
			else if (BaseJob == Job_Bard) {
				callsub L_Select,"",
					P_Bow3,"Eden Group Bow III","Bow, Attack 140",
					P_String_Inst1,"Eden Group Guitar I","Guitar, Attack 125";
			}
			else if (BaseJob == Job_Dancer) {
				callsub L_Select,"",
					P_Bow3,"Eden Group Bow III","Bow, Attack 140",
					P_Tail1,"Eden Group Whip I","Whip, Attack 125";
			}
			else if (BaseClass == Job_Ninja) {
				callsub L_Select,"",
					P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
					P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170";
			}
			else if (BaseJob == Job_Star_Gladiator)
				getitem P_Dic1,1;
			else if (BaseJob == Job_Soul_Linker) {
				callsub L_Select,"",
					P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165",
					P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60";
			}
			else if (BaseClass == Job_Gunslinger)
				getitem P_Revolver3,1;
			else {
				mes "Hmm, you are eligible to receive equipment.";
				mes "Yeah I understand that.";
				next;
				mes "[Thorn]";
				mes "Hmm something went wrong though. I'm not sure what...";
				close;
			}
			para_2nd02 = 2;
			getitem Para_Team_Hat2,1;
			getitem Para_Team_Manteau2,1;
			getitem Para_Team_Boots4,1;
			getitem Para_Team_Armor,1;
			mes "Here's your equipment.";
			mes "I'll also give you the other gear that comes along with this set.";
		}
		else if (para_2nd02 == 2) {
			mes "You can strengthen the equipment that I gave you.";
			mes "Weapons Expert BK is at Eden Group Headquarters and he can do that for you.";
			next;
			mes "[Thorn]";
			mes "So go to him and he can make your equipment stronger.";
		}
		else {
			mes "Have you gotten your gear yet?";
			mes "I can give you the gear but I can't strengthen it for you.";
			next;
			mes "[Thorn]";
			mes "Your armor can be strengthened by someone else.";
			mes "I wish I could but I can't.";
		}
	}
	close;
L_Select:
	mes "Choose a weapon.";
	mes getarg(0);
	mes "Choose from the following.";
	for ( .@i = 1; .@i < getargcount(); .@i += 3 ) {
		.@menu$ =  .@menu$ + getarg(.@i+1) + ":";
		mes getarg(.@i+1)+" : "+ getarg(.@i+2);
	}
	next;
	.@i = (select(.@menu$) -1) *3 +1;
	mes "[Toren]";
	getitem getarg(.@i),1;
	return;
S_Enchant:
	mes "[Thorn]";
	if (countitem(getarg(0)) > 0) {
		setarray .@bonus[1],
			Luck2,
			Mdef4,
			Def3,
			Strength2,
			Mdef6,
			Def6,
			Agility2,
			Mdef8,
			Def9,
			Dexterity2,
			Inteligence2,
			Vitality2;
		.@1st = .@bonus[ rand(1,12) ];
		.@2nd = .@bonus[ rand(1,12) ];
		mes "Eden Group "+ getarg(1) +"?";
		mes "I understand.";
		mes "Remember the stats that are enhanced will be random.";
		mes "You sure you want me to enhance this?";
		next;
		switch( select( "I changed my mind.", "Yes, enhance it." ) ) {
			mes "[Thorn]";
		case 1:
			mes "You sure you don't want to enhance it?";
			mes "It's your choice.";
			close;
		case 2:
			mes "I understand.";
			mes "Let's begin the enhancement.";
			next;
			specialeffect EF_REPAIRWEAPON;
			progressbar "ffff00",3;
			delitem getarg(0),1;
			para_2nd04 = 4;
			changequest 7240,7241;
			getitem2 getarg(0),1,1,0,0,0,0,.@1st,.@2nd;
			mes "[Thorn]";
			mes "Ok, seems that the enhancement went well.";
			mes "If you don't like the result then you can come back again tomorrow.";
			close;
		}
	}
	mes "Hmm... Don't you have the "+ getarg(1) +"?";
	mes "I don't think you have it with you.";
	close;
}

moc_para01,112,79,3	script	Weapons Expert BK#2nd11	4_M_REPAIR,{
	setarray .@wplist[0],
		P_Slayer3,
		P_Saber3,
		P_Dagger3,
		P_Katar1,
		P_Two_Handed_Axe1,
		P_Sphere1,
		P_Staff3,
		P_Mace3,
		P_Bow3,
		P_Dic1,
		P_String_Inst1,
		P_Tail1,
		P_Revolver3,
		P_Knuckle1,
		P_Huuma_Shuriken1;
	.@wplist_size = getarraysize(.@wplist);
	for ( .@i = 0; .@i < .@wplist_size; ++.@i ) {
		.@menu$ += getitemname(.@wplist[.@i]) + ":";
	}
	mes "[BK]";
	mes "What's happening?";
	mes "No way?!";
	next;
	if (select( "Enhancing weapons.", "What?" ) == 2) {
		mes "[BK]";
		mes "Yeah?";
		mes "Are you asking me what I know?";
		next;
		select("...??");
		mes "[BK]";
		mes ".....????";
		close;
	}
	mes "[BK]";
	mes "Ah, you're here to enhance your gear.";
	mes "Okay, shall we?";
	next;
	mes "[BK]";
	if (para_2nd02 < 2) {
		mes "You have to have the equipment first in order for me to do anything.";
		mes "Didn't you get anything from Thorn yet?";
	}
	else if (para_2nd02 == 2) {
		if (para_2nd01 < 11) {
			mes "Hmm, no.";
			mes "I don't have permission from Instructor Ur.";
			mes "You have to finish your training.";
			next;
			mes "[BK]";
			mes "Once you do that I can help you.";
			mes "Until then I won't talk to you.";
		}
		else {
			mes "Okay, what weapon do you want to enhance?";
			next;
			.@s = select(.@menu$) -1;
			mes "[BK]";
			if (countitem(.@wplist[.@s]) > 0) {
				mes "Ok for the first reinforcement.";
				mes "ATK + 3% or MATK + 3%?";
				mes "I'll give you the option to grant this effect on the selected gear.";
				next;
				mes "[BK]";
				mes "You can't change your mind after so choose wisely.";
				next;
				if (select( "ATK +3%","MATK +3%" ) == 1) {
					.@string$ = "Ok, you've chosen to raise physical attack.";
					.@card = Atk3;
				}
				else {
					.@string$ = "Ok, you've chosen to raise magical attack.";
					.@card = Matk3;
					.@add = 1;
				}
				mes "[BK]";
				mes .@string$;
				mes "Would you look at that. Your weapon will now be stronger.";
				para_2nd03 = 1 + .@add;
				next;
				specialeffect EF_REPAIRWEAPON;
				progressbar "ffff00",3;
				para_2nd02 = 3;
				delitem .@wplist[.@s],1;
				getitem2 .@wplist[.@s],1,1,0,0,0,0,0,.@card;
				mes "[BK]";
				mes "Isn't it magnificent?";
				mes "I know, I know, I'm pretty amazing!";
			}
			else {
				mes "Are you kidding me?";
				mes "You don't seem to have that weapon in your possession.";
			}
		}
	}
	else if (para_2nd02 == 3) {
		if (para_2nd01 < 16) {
			mes "Hmm, I'm not sure you're ready.";
			mes "All 3 steps of Instructor Ur's missions have to be completed first.";
			next;
			mes "[BK]";
			mes "You get what I'm saying?";
			mes "Finish the third mission from Instructor Ur.";
		}
		else {
			mes "Good. So you previously received an addition to Atk or Matk.";
			mes "For this option you can choose from Brute, Plant, Fish, Dragon, Increased Heal.";
			next;
			mes "[BK]";
			mes "Once you've chosen you can't change your mind again.";
			mes "But your weapon will increase damage to the type of enhancement you pick.";
			next;
			mes "[BK]";
			mes "Basically I will add a random monster card with the property type that you choose.";
			mes "Good luck!";
			next;
			switch( select( "Brute Type", "Plant Type", "Insect Type", "Fish Type", "Dragon Type", "Increased Heal" ) ) {
			case 1:
				setarray .@arg[0],Goblin_Card,Bradium_Goram_Card,111;
				.@type$ = "Brute";
				break;
			case 2:
				setarray .@arg[0],Scorpion_Card,Nepenthes_Card,121;
				.@type$ = "Plant";
				break;
			case 3:
				setarray .@arg[0],Caramel_Card,Pinguicula_Card,131;
				.@type$ = "Insect";
				break;
			case 4:
				setarray .@arg[0],Flora_Card,Naga_Card,141;
				.@type$ = "Fish";
				break;
			case 5:
				setarray .@arg[0],Petit_Card,Egg_Of_Draco_Card,151;
				.@type$ = "Dragon";
				break;
			case 6:
				setarray .@arg[0],Heal_Amount2,Heal_Amount2,161;
			}
			mes "[BK]";
			for ( .@i = 0; .@i < 15; .@i++ ) {
				if (countitem(.@wplist[.@i]) > 0) {
					if (.@arg[0] == Heal_Amount2)
						mes "Good. Your weapon will now increase Heal effectiveness.";
					else
						mes "Good. Your weapon will increase attacks to "+ .@type$ +" type monsters.";
					next;
					specialeffect EF_REPAIRWEAPON;
					progressbar "ffff00",3;
					delitem .@wplist[.@i],1;
					para_2nd02 = 4;
					if (para_2nd03 == 1) {
						para_2nd03 = .@arg[2];
						getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[0],Atk3;
					}
					else {
						para_2nd03 = .@arg[2] + 100;
						getitem2 .@wplist[.@i],1,1,0,0,0,0,.@arg[1],Matk3;
					}
					mes "[BK]";
					mes "Isn't it magnificent?";
					mes "I know, I know, I'm pretty amazing!";
					close;
				}
			}
			mes "Sorry, but it doesn't seem like you have a weapon that can be enhanced.";
			mes "How did this happen?";
			close;
		}
	}
	else if (para_2nd02 == 4) {
		if (para_2nd01 < 30) {
			mes "Instructor Ur has a lot of training missions doesn't he?";
			mes "There's only one more stage.";
			mes "Reach the final stage of training.";
		}
		else {
			mes "Okay, this is the last step.";
			mes "I will make your weapon even more enhanced.";
			next;
			mes "[BK]";
			mes "The card added from the previous step will be doubled.";
			mes "And if you have a healing weapon it will increase it's healing efficiency.";
			mes "You understand?";
			next;
			mes "[BK]";
			mes "Ok what weapon did you have now?";
			next;
			.@s = select(.@menu$) -1;
			mes "[BK]";
			if (countitem(.@wplist[.@s]) > 0) {
				mes "Doubling the strength of your bonus stat.";
				next;
				specialeffect EF_REPAIRWEAPON;
				progressbar "ffff00",3;
				delitem .@wplist[.@s],1;
				para_2nd02 = 5;
				if (para_2nd03 == 111)
					getitem2 .@wplist[.@s],1,1,0,0,0,Goblin_Card,Goblin_Card,Atk3;
				else if (para_2nd03 == 121)
					getitem2 .@wplist[.@s],1,1,0,0,0,Scorpion_Card,Scorpion_Card,Atk3;
				else if (para_2nd03 == 131)
					getitem2 .@wplist[.@s],1,1,0,0,0,Caramel_Card,Caramel_Card,Atk3;
				else if (para_2nd03 == 141)
					getitem2 .@wplist[.@s],1,1,0,0,0,Flora_Card,Flora_Card,Atk3;
				else if (para_2nd03 == 151)
					getitem2 .@wplist[.@s],1,1,0,0,0,Petit_Card,Petit_Card,Atk3;
				else if (para_2nd03 == 161)
					getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Atk3;
				else if (para_2nd03 == 211)
					getitem2 .@wplist[.@s],1,1,0,0,0,Bradium_Goram_Card,Bradium_Goram_Card,Matk3;
				else if (para_2nd03 == 221)
					getitem2 .@wplist[.@s],1,1,0,0,0,Nepenthes_Card,Nepenthes_Card,Matk3;
				else if (para_2nd03 == 231)
					getitem2 .@wplist[.@s],1,1,0,0,0,Pinguicula_Card,Pinguicula_Card,Matk3;
				else if (para_2nd03 == 241)
					getitem2 .@wplist[.@s],1,1,0,0,0,Naga_Card,Naga_Card,Matk3;
				else if (para_2nd03 == 251)
					getitem2 .@wplist[.@s],1,1,0,0,0,Egg_Of_Draco_Card,Egg_Of_Draco_Card,Matk3;
				else if (para_2nd03 == 261)
					getitem2 .@wplist[.@s],1,1,0,0,0,Heal_Amount2,Heal_Amount2,Matk3;
				mes "[BK]";
				mes "Isn't it magnificent?";
				mes "I know, I know, I'm pretty amazing!";
			}
			else {
				mes "Hey, you think I'm joking?";
				mes "Do you have the weapons or not?";
			}
		}
	}
	else if (para_2nd02 > 4) {
		mes "How do you like your enhanced weapon?";
		mes "Hopefully it has helped you.";
		next;
		mes "[BK]";
		mes "I've given you the peak of your weapon's efficiency.";
		mes "Weapons aren't the only things that need strength, though, don't you agree?";
		next;
		mes "[BK]";
		mes "Come on admit it.";
		mes "Thorn gave inspiration and I intend on providing strong equipment, that's how to live life.";
		mes "Hahahaha!";
	}
	close;
}

sec_in02,25,33,4	script	Assistant#para_suvquest	4_M_BABYCAT,{
	callfunc "F_GM_NPC";
	mes "Password";
	next;
	if (callfunc("F_GM_NPC",1854,0) == 1) {
		mes "Please select the variable you want to modify.";
		next;
		.@var =  select("para_suv01", "para_suv02");
		mes "Enter the modified value";
		next;
		input(.@input, 0, 9999);
		mes "Value of para_suv0"+.@var+" has been changed to "+.@input+".";
		setd "para_suv0"+.@var,.@input;
		close;
	} else {
		mes "......meow wee.";
		close;
	}
}