summaryrefslogtreecommitdiff
path: root/npc/re/quests/quests_mora.txt
blob: 34293d2005d0f47d34b3d1e3fae710a6b415209d (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2013-2015  Hercules Dev Team
//= Copyright (C)  Euphy
//=
//= 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/>.
//=========================================================================
//= Mora Quest NPCs
//================= File Encoding =========================================
//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
//= -If the encoding is correct, the next three lines have the same length-
//= ============ �ġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġġ� ============
//= ============ ============================================= ============
//= ============ ������������������������������������������������������������������������������������������ ============
//================= Description ===========================================
//= Quest NPCs related to Mora:
//= - Theore's Request, Chesire's New Day,
//= - Helping Lope and Euridi, Mora Daily Quests,
//= - Find the Research Tools, Knights of the Neighborhood
//================= Current Version =======================================
//= 1.1
//=========================================================================

//== Theore's Request :: ep14_1_bs =========================
mid_camp,148,222,4	script	Theore#ep14_1_bs	4_F_SCIENCE,3,3,{
	if (BaseLevel < 100) {
		mes "- A person with a white gown -";
		mes "- is pulling at his hair. -";
		close;
	}
	if (ep14_1_bs == 0) {
		mes "[Theore]";
		mes "Aaaarrrggghh!!!";
		mes "Darn it!!!!";
		mes "I'm finished!!!";
		next;
		mes "[Theore]";
		mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
		mes "Noooo!!!";
		ep14_1_bs = 1;
		close;
	} else if (ep14_1_bs == 1) {
		mes "- A person with a white gown -";
		mes "- is pulling at his hair. -";
		next;
		if(select("Try talking to him.", "How noisy.") == 2) {
			mes "[Theore]";
			mes "Oh, of course, I'm sorry.";
			mes "I'll keep it down.";
			close;
		}
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Sir... Are you okay?";
		mes "You will lose all your hair like that.";
		mes "Calm down.";
		next;
		mes "[Theore]";
		mes "Sob.......";
		next;
		mes "[Theore]";
		mes ".......";
		next;
		mes "[Theore]";
		mes "Odin!!!";
		mes "Freyja!!!!";
		mes "Sazarim!!!";
		mes "Thank you!!";
		mes "It's not all over!!";
		next;
		mes "[Theore]";
		mes "There's always hope! I, Theore, will persevere and go on!!";
		next;
		mes "[Theore]";
		mes "Dear Adventurer!!!";
		mes "No, no, dear Warrior!!!!";
		mes "Are you busy at the moment?";
		mes "If you spare me a little time, I will see to it that you're rewarded handsomely!";
		next;
		switch(select("I'm busy.", "Listen to him more.")) {
		case 1:
			mes "[Theore]";
			mes ".......";
			mes "I see, I suppose it can't be helped.";
			mes "I'll probably lose all my hair and be on the ad for hair growth solutions. But I won't hold it against you, Warrior.";
			next;
			mes "[Theore]";
			mes "Dear God! My luck ends here. *sob*";
			mes "Even though the world is turning its back on me, I won't blame anyone!!!";
			close;
		case 2:
			mes "[Theore]";
			mes "Ahhh!";
			mes "I feel like I was saved.";
			mes "So the thing is.......";
			next;
			mes "[Theore]";
			mes "Oh! Oh dear!";
			mes "How rude of me, I haven't even introduced myself.";
			mes "My name is Theore, and I work for 'Bazett Teablack's Institute of Culture of the Other World.' ";
			next;
			mes "[Theore]";
			mes "I'm currently working on researching Laphines in the Splendide Basecamp.";
			mes "Might be because I've been working soooo hard, but these days the Laphines all run away as soon as they see me.";
			next;
			mes "[Theore]";
			mes "The deadline is approaching, and I still haven't figured out the most critical part. ";
			mes "My professor will be very disappointed .......";
			next;
			mes "[Theore]";
			mes "So won't you give me a hand?!";
			mes "Your help will be acknowledged fully - I will tell the professor myself!";
			next;
			switch(select("Help.", "Don't help.")) {
			case 1:
				mes "[Theore]";
				mes "Sob sob Warrior, you're the best!";
				mes "I will not forget this!!!";
				mes "I'm going to write about it in my diary!!";
				mes "And in the report!!!";
				mes "And in a letter I'm sending home!!";
				next;
				mes "[Theore]";
				mes "I'll tell my buddies at the lab!!!";
				mes "I'll tell Lugen!!!";
				mes "I'll write it in the bulletin board!!!";
				mes "Let's see!!! Where else?";
				next;
				mes "- The man seems to be in a manic state. -";
				mes "- Wait until he calms down -";
				mes "- and try speaking to him again. -";
				ep14_1_bs = 2;
				setquest 11182;
				close;
			case 2:
				mes "[Theore]";
				mes ".......";
				mes "You bad person, making me all worked up.";
				mes "*sob*";
				close;
			}
		}
	} else if (ep14_1_bs == 2) {
		if (questprogress(11182,PLAYTIME) != 2) {
			mes "[Theore]";
			mes "......";
			switch(rand(1,4)) {
			case 1:
				mes "I must tell my next-door neighbor Pico!!!";
				mes "And Kachua!!!";
				break;
			case 2:
				mes "Tell the merchant across the street!!!";
				mes "And also tell the administrator!!!";
				break;
			case 3:
				mes "Tell Mr. Holgren!!!";
				mes "Write up a report for the King!!!";
				break;
			case 4:
				mes "Tell the people around here!!!";
				mes "Shout it out loud from the observatory so the whole world hears!!!";
				break;
			}
			next;
			mes "- He is still manic. -";
			mes "- Wait until he calms down -";
			mes "- and try speaking to him again. -";
			close;
		}
		mes "[Theore]";
		mes "My apologies.";
		mes "I got a little excited.";
		mes "I do apologize.";
		next;
		mes "[Theore]";
		mes "I'm usually a calm and rational person, but it feels like I've been everywhere - heaven AND hell - today!";
		next;
		mes "[Theore]";
		mes "To the point: what I would like to ask you is not a hard task.";
		next;
		mes "[Theore]";
		mes "As you probably know, the Laphines are at war with the Saphas.";
		mes "Until recently, they attacked the Saphas mercilessly.";
		next;
		mes "[Theore]";
		mes "But lately, the frequency of attacks has decreased significantly.";
		mes "I can't figure out why, they are single-minded creatures and it's not likely that they just took pity on the Saphas' situation.";
		next;
		mes "[Theore]";
		mes "Also, there are rumors of unarmed Laphines flying through the fields.";
		next;
		mes "[Theore]";
		mes "I have seen it once, but he ran away as soon as he spotted me and I didn't get a chance to ask him.";
		mes "I'm sure that he went back to the village. But as desperately as I want to ask, I was banned from entering the Splendide Basecamp.";
		next;
		select("Banned?");
		mes "[Theore]";
		mes "Well...";
		mes "I got so excited after the professor assigned me to this research project.......";
		mes "that I combed through Splendide night and day, and they finally kicked me out.";
		mes "Ha ha ha!";
		next;
		mes "[Theore]";
		mes "The Laphines may look cute, but they are combat specialists.......";
		mes "So here I am, without the courage to sneak in, but with the report half-finished.......";
		next;
		mes "[Theore]";
		mes "Tell me, is there a life more unfortunate than mine?";
		mes "*chuckle*";
		next;
		mes "[Theore]";
		mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and find out what they're up to?";
		next;
		mes "[Theore]";
		mes "They may run away if you try to speak to them, so pay close attention when you find one.";
		next;
		mes "[Theore]";
		mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
		ep14_1_bs = 3;
		changequest 11182,11183;
		close;
	} else if (ep14_1_bs == 3) {
		mes "[Theore]";
		mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and ask them what they're up to?";
		next;
		mes "[Theore]";
		mes "They may run away if you try to speak to them, so pay close attention when you find one.";
		next;
		mes "[Theore]";
		mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
		close;
	} else if (ep14_1_bs < 10) {
		if (ep14_1_bs2 == 0) {
			mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
			close;
		} else if (ep14_1_bs2 < 4) {
			mes "[Theore]";
			mes "Hmm...... They were rummaging through the bushes?";
			mes "Hmm... Hmm...";
			next;
			mes "[Theore]";
			mes "They may have left a clue, can you please look around the area?";
			mes "If they were looking through the bushes, they may have been looking for something they've lost.";
			mes "Or they may have left something behind.";
			close;
		} else if (ep14_1_bs2 < 7) {
			if (countitem(Small_Pocket) == 0) {
				mes "[Theore]";
				mes "They may have left a clue, can you please look around the area?";
				mes "If they were looking through the bushes, they may have been looking for something they've lost.";
				mes "Or they may have left something behind.";
				close;
			}
			mes "[Theore]";
			mes "A pouch that a Laphine dropped as it fled?";
			mes "Hmm... Hmm... A soft leather pouch with a string made by soaking dried vines in oil.... too small for humans or Saphas to use...";
			next;
			mes "[Theore]";
			mes "Could... Could it be??!!";
			mes "that object?!";
			mes "that I've only heard about, but never came across!!!";
			next;
			mes "[Theore]";
			mes "In the ancient times, Laphines used to carry fairy dust - such as the flying dust, minimizing dust - in a small pouch like this.";
			next;
			mes "[Theore]";
			mes "They usually enjoy extravagant designs, but this 'fairy dust pouch' is something that they always carry around, and it is made simply without extravagant ornaments, keeping in line with tradition.";
			next;
			mes "[Theore]";
			mes "I'm not sure what it'll be like nowadays, but if this is the 'fairy dust pouch,' the owner should be anxious to find it.";
			next;
			mes "[Theore]";
			mes "We can't give it back for free though. In exchange for some information - that's a fair deal!";
			next;
			mes "[Theore]";
			mes "And perhaps they won't be too upset if we look inside the pouch!";
			mes "Wooow!!";
			mes "I always believed when I was little that a fairy would come and sprinkle me with flying dust to make me fly!!!";
			next;
			mes "- Before I can stop him, -";
			mes "- he opened the small pouch. -";
			next;
			mes "[Theore]";
			mes ".......";
			next;
			mes "[Theore]";
			mes "Oh...";
			mes "Berries......and leaves?";
			mes ".......";
			next;
			mes "[Theore]";
			mes "......What about the flying dust?";
			mes "Noooo!";
			mes "My poor innocent imagination!!!!";
			next;
			mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
			ep14_1_bs2 += 3; //4,5,6 -> 7,8,9
			changequest 11185,11186;
			close;
		} else {
			mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
			close;
		}
	} else if (ep14_1_bs < 18) {
		mes "- He appears to be busy. You should finish the task at hand and come back. -";
		close;
	} else if (ep14_1_bs == 18) {
		mes "[Theore]";
		mes "At last, you're back!!!!";
		mes "How did the investigation go?!";
		next;
		mes "[Theore]";
		mes "Wow!!!";
		mes "Incredible!!!!!!";
		mes "Unbelievable!!!";
		next;
		mes "[Theore]";
		mes "The best!!!!";
		mes "This is surely enough to write an excellent report on!!";
		mes "All thanks to you, Warrior!!";
		next;
		mes "[Theore]";
		mes "I'll never, EVER forget what you've done for me!";
		mes "No!!";
		mes "My grandchildren's grandchildren will remember!!!!";
		mes "*Sob*";
		next;
		mes "[Theore]";
		mes "Then I'm off to put the finishing touches on the report!!!!!!!";
		mes "Oh yeah!!!!";
		ep14_1_bs = 19;
		getexp 0,200000;
		getitem Mora_Coin,5;
		close;
	} else if (ep14_1_bs > 18) {
		mes "[Theore]";
		mes "I'll write the report with lightning speed!!!!!!!";
		mes "Oh yeah!!!!";
		close;
	}
	end;
OnTouch:
	if (BaseLevel > 99) {
		if (ep14_1_bs == 0) {
			mes "[Theore]";
			mes "Aaaarrrggghh!!!";
			mes "Darn it!!!!";
			mes "I'm finished!!!";
			next;
			mes "[Theore]";
			mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
			mes "Noooo!!!";
			ep14_1_bs = 1;
			close;
		}
	}
	end;
}

-	script	#mora_bush	FAKE_NPC,{
	if (ep14_1_bs != 3 || rand(5)) {
		mes "- It's just an ordinary bush. -";
		close;
	}
	.@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9));
	.@rand = rand(1,3);
	mes "[Unarmed Laphine]";
	mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
	donpcevent "Fairy#cmd"+.@i+.@rand+"::OnEnable";
	ep14_1_bs = .@i+3;
	ep14_1_bs2 = .@rand;
	changequest 11183,11184;
	next;
	mes "- You try to talk to the Laphine, -";
	mes "- who is looking around the bushes, -";
	mes "- but it flew away -";
	mes "- while yelling fearfully. -";
	next;
	mes "- What was the fairy doing? -";
	mes "- You decide to look around. -";
	donpcevent "Bush"+.@i+"Timer::OnEnable";
	close;
OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	donpcevent "Bush"+charat(strnpcinfo(NPC_NAME_HIDDEN),9)+"Timer::OnDisable";
	end;
OnDisable:
	disablenpc strnpcinfo(NPC_NAME);
	end;
}

-	script	#mora_pouch	FAKE_NPC,{
	end;
OnTouch:
	.@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9));
	if (ep14_1_bs == .@i+3) {
		if (countitem(Small_Pocket) == 0) {
			if (checkweight(Knife,1) == 0) {
				mes " - Hang on there !! -";
				mes " - You are carrying too many kinds of items - ";
				mes " - to receive any more items. - ";
				mes " - Please lighten your load - ";
				mes " - and try again. - ";
				close;
			}
			if (MaxWeight - Weight < 1000) {
				mes " - Hang on there !! -";
				mes " - You are carrying too much weight - ";
				mes " - Please lighten your load - ";
				mes " - and try again. - ";
				close;
			}
			mes "- Jumble Fumble -";
			mes "- Rustle Bustle -";
			next;
			if (rand(1,5) == 4) {
				mes "- You've found a Small pouch. -";
				if (ep14_1_bs2 > 0 && ep14_1_bs2 < 4)
					ep14_1_bs2 += 3;
				changequest 11184,11185;
				getitem Small_Pocket,1;
				close;
			} else {
				mes "- You didn't find anything. -";
				close;
			}
		}
	}
	end;
}

-	script	#mora_fairy	FAKE_NPC,{
	end;
OnInit:
	disablenpc strnpcinfo(NPC_NAME);
	end;
OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	initnpctimer;
	end;
OnDisable:
	disablenpc strnpcinfo(NPC_NAME);
	stopnpctimer;
	end;
OnTimer5000:
	donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
	stopnpctimer;
	end;
}

spl_fild02,79,104,0	duplicate(#mora_bush)	Bush#ep14_1_bs1	HIDDEN_NPC
spl_fild02,79,104,0	duplicate(#mora_pouch)	#ep14_1_bs1	HIDDEN_WARP_NPC,2,2
spl_fild02,79,104,6	duplicate(#mora_fairy)	Fairy#cmd11	4_F_FAIRYKID5
spl_fild02,79,104,6	duplicate(#mora_fairy)	Fairy#cmd12	4_M_FAIRYKID4
spl_fild02,79,104,6	duplicate(#mora_fairy)	Fairy#cmd13	4_F_FAIRYKID4

spl_fild02,103,344,0	duplicate(#mora_bush)	Bush#ep14_1_bs2	HIDDEN_NPC
spl_fild02,103,344,0	duplicate(#mora_pouch)	#ep14_1_bs2	HIDDEN_WARP_NPC,2,2
spl_fild02,103,344,6	duplicate(#mora_fairy)	Fairy#cmd21	4_F_FAIRYKID5
spl_fild02,103,344,6	duplicate(#mora_fairy)	Fairy#cmd22	4_M_FAIRYKID4
spl_fild02,103,344,6	duplicate(#mora_fairy)	Fairy#cmd23	4_F_FAIRYKID4

spl_fild02,261,323,0	duplicate(#mora_bush)	Bush#ep14_1_bs3	HIDDEN_NPC
spl_fild02,261,323,0	duplicate(#mora_pouch)	#ep14_1_bs3	HIDDEN_WARP_NPC,2,2
spl_fild02,261,323,6	duplicate(#mora_fairy)	Fairy#cmd31	4_F_FAIRYKID5
spl_fild02,261,323,6	duplicate(#mora_fairy)	Fairy#cmd32	4_M_FAIRYKID4
spl_fild02,261,323,6	duplicate(#mora_fairy)	Fairy#cmd33	4_F_FAIRYKID4

spl_fild02,137,305,0	duplicate(#mora_bush)	Bush#ep14_1_bs4	HIDDEN_NPC
spl_fild02,137,305,0	duplicate(#mora_pouch)	#ep14_1_bs4	HIDDEN_WARP_NPC,2,2
spl_fild02,137,305,6	duplicate(#mora_fairy)	Fairy#cmd41	4_F_FAIRYKID5
spl_fild02,137,305,6	duplicate(#mora_fairy)	Fairy#cmd42	4_M_FAIRYKID4
spl_fild02,137,305,6	duplicate(#mora_fairy)	Fairy#cmd43	4_F_FAIRYKID4

spl_fild02,23,196,0	duplicate(#mora_bush)	Bush#ep14_1_bs5	HIDDEN_NPC
spl_fild02,23,196,0	duplicate(#mora_pouch)	#ep14_1_bs5	HIDDEN_WARP_NPC,2,2
spl_fild02,23,196,6	duplicate(#mora_fairy)	Fairy#cmd51	4_F_FAIRYKID5
spl_fild02,23,196,6	duplicate(#mora_fairy)	Fairy#cmd52	4_M_FAIRYKID4
spl_fild02,23,196,6	duplicate(#mora_fairy)	Fairy#cmd53	4_F_FAIRYKID4

spl_fild02,186,260,0	duplicate(#mora_bush)	Bush#ep14_1_bs6	HIDDEN_NPC
spl_fild02,186,260,0	duplicate(#mora_pouch)	#ep14_1_bs6	HIDDEN_WARP_NPC,2,2
spl_fild02,186,260,6	duplicate(#mora_fairy)	Fairy#cmd61	4_F_FAIRYKID5
spl_fild02,186,260,6	duplicate(#mora_fairy)	Fairy#cmd62	4_M_FAIRYKID4
spl_fild02,186,260,6	duplicate(#mora_fairy)	Fairy#cmd63	4_F_FAIRYKID4

-	script	#mora_bush_timer	FAKE_NPC,{
	end;
OnInit:
	disablenpc strnpcinfo(NPC_NAME);
	end;
OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	initnpctimer;
	end;
OnDisable:
	stopnpctimer;
	disablenpc strnpcinfo(NPC_NAME);
	end;
OnTimer1000:
	donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnDisable";
	end;
OnTimer600000:
	donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnEnable";
	donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
	end;
}
spl_fild02,180,1,0	duplicate(#mora_bush_timer)	Bush1Timer	4_F_FAIRYKID5
spl_fild02,181,1,0	duplicate(#mora_bush_timer)	Bush2Timer	4_F_FAIRYKID5
spl_fild02,182,1,0	duplicate(#mora_bush_timer)	Bush3Timer	4_F_FAIRYKID5
spl_fild02,183,1,0	duplicate(#mora_bush_timer)	Bush4Timer	4_F_FAIRYKID5
spl_fild02,184,1,0	duplicate(#mora_bush_timer)	Bush5Timer	4_F_FAIRYKID5
spl_fild02,186,1,0	duplicate(#mora_bush_timer)	Bush6Timer	4_F_FAIRYKID5

spl_fild02,187,1,0	script	Field Bush Switch	4_F_FAIRYKID5,{
	callfunc "F_GM_NPC";
	donpcevent "Bush#ep14_1_bs1::OnEnable";
	end;
}

splendide,183,117,4	script	Tired-looking Fairy	4_F_FAIRYKID3,{
	if (!isequipped(2782)) {
		mes "[Tired-looking Fairy]";
		mes "VeOsaRiveh No ModAsh";
		next;
		mes "- You can't understand the fairy's words. -";
		mes "- You need something to help you interpret them. -";
		close;
	}
	if (ep14_1_bs < 4) {
		mes "[Tired-looking Fairy]";
		mes "I'm tired, don't talk to me.";
		close;
	} else if (ep14_1_bs < 10) {
		if (!questprogress(11187)) {
			mes "[Tired-looking Fairy]";
			mes "I'm tired, don't talk to me.";
			next;
			select("Show the pouch.");
			mes "[Tired-looking Fairy]";
			mes "Huh?!";
			mes "Where did you get this from?!";
			next;
			select("I found it in the bushes.");
			mes "[Tired-looking Fairy]";
			mes "It may not look like much, but it is an important object for us. I suppose I should say thanks.";
			next;
			mes "[Tired-looking Fairy]";
			mes "But it won't be easy to find its owner with just the pouch...";
			changequest 11186,11187;
			next;
			if(select("I think I saw a fairy that might be the owner.", "I'll think about it.") == 2) {
				mes "[Tired-looking Fairy]";
				mes "Then tell me if you remember anything.";
				close;
			}
		} else if (questprogress(11187) == 2) {
			mes "[Tired-looking Fairy]";
			mes "I hope you can find the owner.";
			close;
		}
		mes "[Tired-looking Fairy]";
		mes "Do you remember how the fairy looked?";
		next;

		setarray .@Hair$[0],"blonde","grassy-green","woody-brown","sea-blue";
		setarray .@Skin$[0],"dark","light";
		setarray .@Clothing$[0],"snow-white","grape","sky-blue","grassy-green";
		setarray .@Wings$[0],"round","two pairs of","characteristic";

		setarray .@i[1],
			select("Blonde hair", "Grassy-green hair", "Woody-brown hair", "Sea-blue hair"),
			select("Dark-skinned", "Light-skinned"),
			select("Snow-white clothing", "Grape clothing", "Sky-blue clothing", "Grassy-green clothing"),
			select("Round wings", "Two pairs of wings", "Characteristic Wings");

		.@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10));

		mes "[Tired-looking Fairy]";
		mes "A "+.@Skin$[.@i[2]-1]+"-skinned fairy with "+.@Hair$[.@i[1]-1]+" hair and "+.@Wings$[.@i[4]-1]+" wings, dressed in "+.@Clothing$[.@i[3]-1]+" clothing.......";
		switch(.@i[0]) {
		case 4418: // Kusmi: blonde hair, light skin, grape clothing, two pairs of wings
			mes "Hmm...... That must be Kusmi.";
			next;
			mes "[Tired-looking Fairy]";
			mes "Kusmi must be roaming the area southeast of the village.";
			mes "Go see if she has lost her pouch.";
			if (ep14_1_bs2 == 7)
				ep14_1_bs2 = 10;
			close;
		case 2212: // Theodore: grassy-green hair, dark skin, snow-white clothing, round wings
			mes "Hmm......That must be Theodore.";
			next;
			mes "[Tired-looking Fairy]";
			mes "Theodore must be roaming the area northeast of the village.";
			mes "Go see if he has lost his pouch.";
			if (ep14_1_bs2 == 8)
				ep14_1_bs2 = 11;
			close;
		case 9264: // Pauchon: sea-blue hair, dark skin, grassy-green clothing, characteristic wings
			mes "Hmm......That must be Pauchon.";
			next;
			mes "[Tired-looking Fairy]";
			mes "Pauchon must be roaming the area north of the village.";
			mes "Go see if she has lost her pouch.";
			if (ep14_1_bs2 == 9)
				ep14_1_bs2 = 12;
			close;
		default:
			next;
			mes "[Tired-looking Fairy]";
			mes "Hmm...";
			mes "I don't remember seeing such a fairy.";
			mes "Are you sure you're not mistaken?";
			mes "Try to remember it again.";
			close;
		}
	}
	mes "[Tired-looking Fairy]";
	mes "What's up?";
	mes "Did you find the owner of the pouch?";
	close;
}

splendide,119,138,4	script	Kusmi#ep14_1_bs	4_F_FAIRYKID5,{
	if (!isequipped(2782)) {
		mes "[Kusmi]";
		mes "DimFusTal Mu Lars";
		mes "ModAnduLo";
		mes "Mod";
		mes "DorDuMe U NohLarsFulo Mu Fus";
		next;
		mes "- You can't understand the fairy's words. -";
		mes "- You need something to help you interpret them. -";
		close;
	}
	if (ep14_1_bs > 3 && ep14_1_bs < 10) {
		mes "[Kusmi]";
		mes "And who mayy you be?";
		next;
		select("Show the pouch.");
		if (countitem(Small_Pocket) == 0) {
			mes "[Kusmi]";
			mes "What is it that you want to show mee?";
			close;
		}
		if (ep14_1_bs2 == 10) {
			mes "[Kusmi]";
			mes "Ahh!!";
			mes "My pouch!!!!!";
			mes "Thank you sirr!!!!!";
			mes "I've been looking for it all overr!";
			next;
			select("Ask about the rumor.");
			mes "[Kusmi]";
			mes "That's a difficult questionn!";
			mes "But you've returned my pouch, so I'll have to answerr......";
			next;
			mes "[Kusmi]";
			mes "Promise me you won't tell anyonee!";
			mes "If you can promise, please talk to me againn.";
			delitem Small_Pocket,1;
			ep14_1_bs = 10;
			changequest 11187,11188;
			close;
		} else {
			mes "[Kusmi]";
			mes "Hmm I don't know who, but must be a slobb to be dropping his pouch like soo.";
			mes "Huh? Mine??";
			mes "No, mine is right here safelyy?";
			next;
			mes "[Kusmi]";
			mes "It's a precious object so I hope you'll find the owner itt.";
			close;
		}
	}
	if (ep14_1_bs2 == 10) {
		if (ep14_1_bs == 10) {
			mes "[Kusmi]";
			mes "You can't say this to anybody okayy~?";
			mes "Recently,";
			mes "the supplies from our the mainland have been cutt!";
			mes "Or rather, the supply route is being blocked and we can't get our suppliess?";
			next;
			mes "[Kusmi]";
			mes "We need to find enough food before we run out of stored goods, that's why we've been rummaging the bushess.";
			next;
			mes "[Kusmi]";
			mes "But this cursed frozen land has no good foods.";
			mes "We're barely keeping it green using magic, but it takes too much power to make fruit.";
			next;
			mes "[Kusmi]";
			mes "The energy spent in making food is probably twice as much as the energy gained from eatingg.";
			mes "Those higher up don't want to admit it, but it's going to become a serious problem soonn.";
			next;
			mes "[Kusmi]";
			mes "We can't leave the battleground because we're in war, so we can't go checkk.";
			mes "I am curiousss.......";
			next;
			mes "[Kusmi]";
			mes "Not just me, but many Laphines are worriedd.";
			mes "Well that's the situation, so if you meet a Laphine in the bushes please don't talk to himm.";
			mes "It's embarrassingg!!!";
			next;
			mes "[Kusmi]";
			mes "Oh, and you must never ever tell anyone about what happened todayy!";
			mes "Unless that person wanted to help uss... spreading the word won't do Splendide any goood.";
			ep14_1_bs = 11;
			completequest 11188;
			setquest 11189;
			close;
		} else if (ep14_1_bs == 11) {
			mes "[Kusmi]";
			mes "Eh?";
			mes "You stilll want to talk?";
			next;
			select("Supply route from the mainland?");
			mes "[Kusmi]";
			mes "Well if you hear that you'll have to helpp!";
			mes "Still want to knoww?!";
			next;
			switch(select("Yes.", "No.")) {
			case 1:
				mes "[Kusmi]";
				mes "It's not a special road or anythingg.";
				mes "Just an old roadd.";
				mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
				next;
				mes "[Kusmi]";
				mes "If you're headed that way, please go see that all's okayy.";
				ep14_1_bs = 12;
				changequest 11189,11190;
				close;
			case 2:
				mes "[Kusmi]";
				mes "Thank you for finding my pouchh.";
				mes "I would give you some fairy dust, but there is none leftt.";
				close;
			}
		} else if (ep14_1_bs == 12) {
			mes "[Kusmi]";
			mes "It's not a special road or anythingg.";
			mes "Just an old roadd.";
			mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
			next;
			mes "[Kusmi]";
			mes "If you're headed that way, please go see that all's okayy.";
			close;
		} else if (ep14_1_bs == 13) {
			mes "[Kusmi]";
			mes "A crevicee?";
			mes "That's why we couldn't contact the mainland.";
			mes "Urggg.......";
			mes "It would be good to know what's going on up theree.";
			next;
			mes "[Kusmi]";
			mes "If you happen to go through Bifrost, please figure out what's going onn.";
			mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
			next;
			mes "[Kusmi]";
			mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
			mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
			next;
			mes "[Kusmi]";
			mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
			ep14_1_bs = 14;
			changequest 11191,11192;
			close;
		} else if (ep14_1_bs == 14) {
			mes "[Kusmi]";
			mes "If you happen to go through Bifrost, please figure out what's going onn.";
			mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
			next;
			mes "[Kusmi]";
			mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
			if (questprogress(11193) == 1)
				close;
			mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
			next;
			mes "[Kusmi]";
			mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
			close;
		} else if (ep14_1_bs > 14) {
			if (!questprogress(11193)) {
				mes "[Kusmi]";
				mes "Will you check to see that my friend Rondo is in Mora Villagee?";
				next;
				mes "[Kusmi]";
				mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
				close;
			}
			mes "[Kusmi]";
			mes "Heee!";
			mes "You really went through the fog of the Maze of the Hazy Forest?";
			mes "Wow!!!";
			mes "That's very impressivee.";
			next;
			mes "[Kusmi]";
			mes "Thank you soooo much.";
			mes "I hope we'll be able to go through Bifrost againn.";
			mes "I want to meet Rondo and talk to him againn.";
			if (ep14_1_bs == 17) {
				next;
				mes "[Kusmi]";
				mes "Oh, And Daphrer is in northwest Splendide.";
			}
			if (questprogress(11193) != 2) {
				completequest 11192;
				completequest 11193;
			}
			close;
		}
	}
	mes "[Kusmi]";
	mes "This place is always coldd.";
	mes "So different from my heavenly hometownn.";
	close;
}

splendide,304,295,4	script	Theodore#ep14_1_bs	4_M_FAIRYKID4,{
	if (!isequipped(2782)) {
		mes "[Theodore]";
		mes "DimFusTal Mu Lars";
		mes "ModAnduLo";
		mes "Mod";
		mes "DorDuMe U NohLarsFulo Mu Fus";
		next;
		mes "- You can't understand the fairy's words. -";
		mes "- You need something to help you interpret them. -";
		close;
	}
	if (ep14_1_bs > 3 && ep14_1_bs < 10) {
		mes "[Theodore]";
		mes "Who are you!";
		next;
		select("Show the pouch.");
		if (countitem(Small_Pocket) == 0) {
			mes "[Theodore]";
			mes "Hmm? What do you mean?";
			close;
		}
		if (ep14_1_bs2 == 11) {
			mes "[Theodore]";
			mes "Ahh!!";
			mes "My pouch!!!!!";
			mes "I've been looking for it all over the place.";
			mes "Thanks!";
			next;
			select("Ask about the rumor.");
			mes "[Theodore]";
			mes "Hrm!!";
			mes "What a penetrating question!";
			next;
			mes "[Theodore]";
			mes "If you really want to hear the answer, talk to me again.";
			mes "I need time to think.";
			delitem Small_Pocket,1;
			ep14_1_bs = 10;
			changequest 11187,11194;
			close;
		} else {
			mes "[Theodore]";
			mes "What is that dirty pouch!";
			mes "It is definitely not mine.";
			next;
			mes "[Theodore]";
			mes "But I hope you find its rightful owner.";
			close;
		}
	}
	if (ep14_1_bs2 == 11) {
		if (ep14_1_bs == 10) {
			mes "[Theodore]";
			mes "You are not to tell anyone what I'm about to tell you.";
			next;
			mes "[Theodore]";
			mes "Recently, there's a big problem in Splendide.";
			mes "There is no communication with the mainland.";
			mes "Not just communication, but supplies have been cut off also. People act indifferent but actually there is deep panic.";
			next;
			mes "[Theodore]";
			mes "This frozen land is no use for collecting food, but to farm it would be too much work.";
			next;
			mes "[Theodore]";
			mes "In fact, just maintaining the green is costing an incredible amount of magic power.";
			mes "No word has come from higher up, but from the rumors it's not an easily fixable problem.";
			next;
			mes "[Theodore]";
			mes "And because there is no easy fix, everybody is worried sick.";
			mes "By military law, our soldiers cannot leave the battlefield during war, so it's impossible to get more information.";
			next;
			mes "[Theodore]";
			mes "Therefore, if you happen to run into a Laphine, please don't mention any of this.";
			mes "Everybody is trying as hard as they can, but we are still a proud race.";
			next;
			mes "[Theodore]";
			mes "And as I said before, what I told you is a secret and you must not tell anyone.";
			mes "We do need help, but we are cornered and we don't want others to know.";
			ep14_1_bs = 11;
			completequest 11194;
			setquest 11195;
			close;
		} else if (ep14_1_bs == 11) {
			mes "[Theodore]";
			mes "You have further business with me?";
			next;
			select("Supply route from the mainland?");
			mes "[Theodore]";
			mes "Hmm... if you hear that, you might just have to help us out?";
			mes "Do you still want to know?";
			next;
			switch(select("Yes.", "No.")) {
			case 1:
				mes "[Theodore]";
				mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
				mes "That is why we set up the basecamp here.";
				mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
				next;
				mes "[Theodore]";
				mes "If you happen to venture there, please ask a guard what things are like there.";
				ep14_1_bs = 12;
				changequest 11195,11196;
				close;
			case 2:
				mes "[Theodore]";
				mes "Thank you for getting the pouch back to me.";
				mes "Fairy dust? I don't carry around such a thing.";
				close;
			}
		} else if (ep14_1_bs == 12) {
			mes "[Theodore]";
			mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
			mes "That is why we set up the basecamp here.";
			mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
			next;
			mes "[Theodore]";
			mes "If you happen to venture there, please ask a guard what things are like there.";
			close;
		} else if (ep14_1_bs == 13) {
			mes "[Theodore]";
			mes "A crevice?";
			mes "So that was why we couldn't reach the mainland.";
			mes "It would be good to know what's going on up there.";
			next;
			mes "[Theodore]";
			mes "Hmm...";
			mes "I can't leave here, but you would be able to, no?";
			mes "The supplies from the mainland come through 'Mora' Village, which is located in the middle of Bifrost.";
			next;
			mes "[Theodore]";
			mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
			mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
			next;
			mes "[Theodore]";
			mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
			ep14_1_bs = 14;
			changequest 11197,11198;
			close;
		} else if (ep14_1_bs == 14) {
			mes "[Theodore]";
			mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
			mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
			if (questprogress(11199) == 1)
				close;
			next;
			mes "[Theodore]";
			mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
			close;
		} else if (ep14_1_bs > 14) {
			if (!questprogress(11199)) {
				mes "[Theodore]";
				mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
				close;
			}
			mes "[Theodore]";
			mes "Wow!!!";
			mes "So you went through the Maze of the Hazy Forest and returned from Mora Village.";
			mes "I made the right decision by asking you!";
			next;
			mes "[Theodore]";
			mes "Thank you.";
			mes "I hope this gets resolved soon...";
			mes "I don't want to further upset Lilitia...";
			if (ep14_1_bs == 17) {
				next;
				mes "[Theodore]";
				mes "Oh, And Daphrer is in northwest Splendide.";
			}
			if (questprogress(11199) != 2) {
				completequest 11198;
				completequest 11199;
			}
			close;
		}
	}
	mes "[Theodore]";
	mes "Sometimes, I sense a painful beauty in this frozen earth, quite different from the beauty of my hometown.";
	mes "But this is a difficult environment for us to live in, certainly.";
	close;
}

splendide,168,301,4	script	Pauchon#ep14_1_bs	4_F_FAIRYKID4,{
	if (!isequipped(2782)) {
		mes "[Pauchon]";
		mes "DimFusTal Mu Lars";
		mes "ModAnduLo";
		mes "Mod";
		mes "DorDuMe U NohLarsFulo Mu Fus";
		next;
		mes "- You can't understand the fairy's words. -";
		mes "- You need something to help you interpret them. -";
		close;
	}
	if (ep14_1_bs > 3 && ep14_1_bs < 10) {
		mes "[Pauchon]";
		mes "What can I do for you, sir?";
		next;
		select("Show the pouch.");
		if (countitem(Small_Pocket) == 0) {
			mes "[Pauchon]";
			mes "Huh? Do you see something?";
			mes "I don't see anything...";
			close;
		}
		if (ep14_1_bs2 == 12) {
			mes "[Pauchon]";
			mes "Good heavens...!";
			mes "I think this is mine!";
			mes "Thank you.";
			mes "I've been worried since I lost it, you lifted a burden off of my mind.";
			next;
			select("Ask about the rumor.");
			mes "[Pauchon]";
			mes "That's not easy for me to answer...";
			mes "I do appreciate you finding my pouch.... Hmm...";
			mes "Please give me some time to think..";
			delitem Small_Pocket,1;
			ep14_1_bs = 10;
			changequest 11187,11200;
			close;
		} else {
			mes "[Pauchon]";
			mes "Oh dear. It's not mine.";
			mes "But to carelessly drop such an important object!";
			mes "I don't know who it is, but that Laphine needs a lesson!";
			close;
		}
	}
	if (ep14_1_bs2 == 12) {
		if (ep14_1_bs == 10) {
			mes "[Pauchon]";
			mes "What I'm about to tell you is top secret!";
			mes "We don't even talk about it amongst ourselves!";
			mes "How would we say that the supply from the mainland's been cut off like that!";
			next;
			mes "[Pauchon]";
			mes "Ugh?!";
			mes "Oh boy... I've done it....";
			mes "It's really a top secret!!";
			mes "Don't tell anybody!";
			next;
			mes "[Pauchon]";
			mes "Well since I spilled the beans already... oh well, too late.";
			mes "So it's been a while since we received supplies from the mainland.";
			next;
			mes "[Pauchon]";
			mes "We're not starving, but we're receiving less and less food.";
			mes "I was hungry so I went to go pick fruit, but in this cold climate there are no fruit trees.";
			next;
			mes "[Pauchon]";
			mes "And the people higher up only tell us to wait... I'm so tired of waiting!";
			mes "But the instant I leave this place, I'll end up going to prison....";
			next;
			mes "[Pauchon]";
			mes "So I'm stuck here, and I'll be stuck here, suffering from hunger.... *sob*";
			next;
			mes "[Pauchon]";
			mes "I'd eat the bark off of that tree if I could.";
			mes "If only somebody could help. *sob*";
			ep14_1_bs = 11;
			completequest 11200;
			setquest 11201;
			close;
		} else if (ep14_1_bs == 11) {
			mes "[Pauchon]";
			mes "What?";
			mes "What do you want... I'm hungry, don't have energy to talk...";
			next;
			select("Supply route from the mainland?");
			mes "[Pauchon]";
			mes "Are you going to help me if I tell you?";
			mes "If not, I won't tell.";
			next;
			switch(select("Yes.", "No.")) {
			case 1:
				mes "[Pauchon]";
				mes "A giant road leads away from the back of Splendide.";
				mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
				next;
				mes "[Pauchon]";
				mes "Oh! The guard there might know something.";
				mes "If you're headed that way, please go find out what's up.";
				ep14_1_bs = 12;
				changequest 11201,11202;
				close;
			case 2:
				mes "[Pauchon]";
				mes "Thank you for finding the pouch.";
				mes "Ugh... I'm starving... I suppose I'll have to eat these bitter berries...";
				close;
			}
		} else if (ep14_1_bs == 12) {
			mes "[Pauchon]";
			mes "A giant road leads away from the back of Splendide.";
			mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
			next;
			mes "[Pauchon]";
			mes "Oh! The guard there might know something.";
			mes "If you're headed that way, please go find out what's up.";
			close;
		} else if (ep14_1_bs == 13) {
			mes "[Pauchon]";
			mes "Crevice?!?";
			mes "Hmm I have heard that crevices are creeping up here and there, but it even infiltrated Bifrost....";
			mes "It appears to be more serious than I had imagined.";
			next;
			mes "[Pauchon]";
			mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
			next;
			mes "[Pauchon]";
			mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
			mes "Also, please pay a visit to my friend Humming.";
			next;
			mes "[Pauchon]";
			mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
			ep14_1_bs = 14;
			changequest 11203,11204;
			close;
		} else if (ep14_1_bs == 14) {
			mes "[Pauchon]";
			mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
			next;
			mes "[Pauchon]";
			mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
			if (questprogress(11205) == 1)
				close;
			mes "Also, please pay a visit to my friend Humming.";
			next;
			mes "[Pauchon]";
			mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
			close;
		} else if (ep14_1_bs > 14) {
			if (!questprogress(11205)) {
				mes "[Pauchon]";
				mes "Please pay a visit to my friend Humming.";
				mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
				close;
			}
			mes "[Pauchon]";
			mes "I had my doubts...But you really did cross the legendary Maze of the Hazy Forest...";
			mes "I'm very impressed.";
			next;
			mes "[Pauchon]";
			mes "I really appreciate your help.";
			mes "I hope this gets resolved soon.";
			mes "What I'm really afraid of... is hunger. More than war.";
			if (ep14_1_bs == 17) {
				next;
				mes "[Pauchon]";
				mes "Oh, And Daphrer is in northwest Splendide.";
			}
			if (questprogress(11205) != 2) {
				completequest 11204;
				completequest 11205;
			}
			close;
		}
	}
	mes "[Pauchon]";
	mes "Ah... I'm hungry.";
	mes "When I get back to the mainland I'm going to stuff my belly until it bursts.";
	close;
}

splendide,262,376,4	script	Laphine Soldier#ep14_1	4_M_FAIRYSOLDIER,{
	if (!isequipped(2782)) {
		mes "[Laphine Soldier]";
		mes "DielFarmar Di RiniIyazser Ha mahAgolAsh U  U ";
		mes "TurNohnar Di DurNeiFar Ra AnuVerNoth Ha AshRivehDor Ha BurWehLars Ur RinimanMod";
		next;
		mes "- You can't understand the fairy's words. -";
		mes "- You need something to help you interpret them. -";
		close;
	}
	mes "[Laphine Soldier]";
	mes "This is Bifrost, which leads to Alfheim.";
	mes "Please note that entry is forbidden due to a crevice caused by an unidentified source.";
	if (ep14_1_bs != 12)
		close;
	next;
	mes "[Laphine Soldier]";
	mes "The other way leads to the Maze of the Hazy Forest.";
	next;
	mes "[Laphine Soldier]";
	mes "You can get to Alfheim by making it through the Maze of the Hazy Forest. However, nobody has ever come back from the Maze of the Hazy Forest.";
	if (questprogress(11190) == 1) {
		ep14_1_bs = 13;
		changequest 11190,11191;
	} else if (questprogress(11196) == 1) {
		ep14_1_bs = 13;
		changequest 11196,11197;
	} else if (questprogress(11202) == 1) {
		ep14_1_bs = 13;
		changequest 11202,11203;
	}
	close;
}

mora,185,163,2	script	Warehouse Manager#ep14_1	4_M_RAFLE_GR,{
	if (ep14_1_bs < 15) {
		mes "[Warehouse Manager]";
		mes "No, sir!";
		mes "You cannot enter at will.";
		mes "This is a warehouse. If you need something, please ask the staff outside.";
		if (ep14_1_bs < 14)
			close;
		next;
		select("Supplies for Laphine?");
		mes "[Warehouse Manager]";
		mes "Ah!";
		mes "You're from Splendide?";
		mes "Let's see...";
		mes "All the supplies from over there to there are destined for Splendide.";
		next;
		mes "[Warehouse Manager]";
		mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
		next;
		mes "[Warehouse Manager]";
		mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse..";
		next;
		mes "[Warehouse Manager]";
		mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
		mes "He has something that needs to be urgently delivered to the army of Splendide.";
		ep14_1_bs = 15;
		setquest 11206;
		close;
	} else if (ep14_1_bs == 15) {
		mes "[Warehouse Manager]";
		mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
		mes "He has something that needs to be urgently delivered to the army of Splendide.";
		close;
	} else {
		mes "[Warehouse Manager]";
		mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
		next;
		mes "[Warehouse Manager]";
		mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse...";
		close;
	}
	end;
}

mora,35,119,4	script	Rondo#ep14_1_bs	4_M_DOGTRAVELER,{
	mes "[Rondo]";
	mes "Mora is such a mysterious place.";
	mes "You can understand any language.";
	next;
	mes "[Rondo]";
	mes "Of course, when we leave this area I won't be able to understand what you say, but I'll be able to remember the conversations we had. And I'll look forward to the day we meet again, here.";
	if (ep14_1_bs > 13 && ep14_1_bs2 == 10) {
		next;
		mes "[Rondo]";
		mes "Please tell Kusmi";
		mes "that if he wants to meet, we can meet any time. There is nothing to worry about.";
		if (!questprogress(11193))
			setquest 11193;
	}
	close;
}

mora,98,66,4	script	Lilitia#ep14_1_bs	4_F_RAFLE_PK,{
	if (ep14_1_bs > 13 && ep14_1_bs2 == 11) {
		mes "[Lilitia]";
		mes "Boo!!!";
		mes "He broke his promise again!!!";
		next;
		mes "[Lilitia]";
		mes "He said he'd be here this time for sure!!!";
		mes "That place is too cold for me to visit!!!!!";
		mes "My precious leaves will wither there.";
		next;
		mes "[Lilitia]";
		mes "What? Theodore sent you?";
		mes "Please tell him that I'm so mad!!";
		if (!questprogress(11199))
			setquest 11199;
		close;
	}
	mes "[Lilitia]";
	mes "I really hate the cold.";
	mes "That's why Mora is a lovely place to live.";
	next;
	mes "[Lilitia]";
	mes "The leaves are always fresh here. And, the stress about languages just disappears.";
	close;
}

mora,139,102,2	script	Humming#ep14_1_bs	4_F_DOGTRAVELER,{
	if (ep14_1_bs > 13 && ep14_1_bs2 == 12) {
		mes "[Humming]";
		mes "Oh!";
		mes "You're here because Pauchon sent you?";
		next;
		mes "[Humming]";
		mes "It must've been hard for you to get here. I'm impressed.";
		mes "The Maze of the Hazy Forest~ It fuels my adventurous spirit!";
		next;
		mes "[Humming]";
		mes "If you reach Splendide before me, please tell Pauchon";
		mes "that I'm going through the Maze of the Hazy Forest.";
		if (!questprogress(11205))
			setquest 11205;
		close;
	}
	mes "[Humming]";
	mes "I heard that a crevice crept in between Jotunheim and Midgard, so I wanted to check it out. But I got stuck here.";
	mes "I was looking forward to seeing a new place.";
	next;
	mes "[Humming]";
	mes "Are you from Midgard?";
	mes "What is it like there?";
	mes "I've always wanted to see a creature called Poring.";
	close;
}

mora,55,124,2	script	Jones#ep14_1_bs	4_M_MERCAT1,{
	if (ep14_1_bs < 15) {
		mes "[Jones]";
		mes "Oh.... Darn.......";
		mes "I can't go down, and I can't go back. My credibility that I've worked so hard on is just crumbling into dust.";
		close;
	} else if (ep14_1_bs == 15) {
		mes "[Jones]";
		mes "Ah, are you the traveler who came through the Maze of the Hazy Forest from Splendide?";
		mes "If you plan to go back, can you please deliver this to the Splendide army?";
		next;
		mes "[Jones]";
		mes "A person high up requested it, but I can't cross Bifrost.";
		next;
		mes "[Jones]";
		mes "Deliveries to other places have all stopped also. Ah, my credibility is suffering....";
		next;
		switch(select("Yes.", "No.")) {
		case 1:
			mes "[Jones]";
			mes "Thank you.";
			ep14_1_bs = 16;
			changequest 11206,11207;
			close;
		case 2:
			mes "[Jones]";
			mes "I'm a bit embarrassed to ask this of a stranger...... Ha ha!";
			close;
		}
	} else if (ep14_1_bs == 16) {
		if (checkweight(Knife,1) == 0) {
			mes "[Jones]";
			mes "You have too many kinds of items. Please lighten your load and come back.";
			close;
		}
		if (MaxWeight - Weight < 3500) {
			mes "[Jones]";
			mes "You are carrying too much weight. Please lighten your load and come back.";
			close;
		}
		mes "[Jones]";
		mes "Please take good care of it.";
		mes "It's for Daphrer in Splendide.";
		ep14_1_bs = 17;
		getitem Splendid_Supply_Kit,1;
		changequest 11207,11208;
		close;
	} else if (ep14_1_bs == 17) {
		mes "[Jones]";
		mes "Please take good care of it.";
		mes "It's for Daphrer in Splendide.";
		close;
	} else if (ep14_1_bs > 17) {
		mes "[Jones]";
		mes "Thanks to you, the job is well done.";
		mes "Hehe, I see potential in you as a delivery man.";
		mes "Interested in the career of delivery?";
		close;
	} else {
		mes "[Jones]";
		mes "Hehe, I see potential in you as a delivery man.";
		mes "Interested in the career of delivery?";
		close;
	}
	end;
}

splendide,121,260,4	script	Daphrer#ep14_1_bs	4_F_FAIRY,{
	if (!isequipped(2782)) {
		mes "[Daphrer]";
		mes "DRHSfhsdfGSDH FGkkmvoifk DFG DFHshfeksmn fgg FDbbd fjnnvk n skncki dfgd F FHdfkdfjkmv";
		close;
	}
	if (countitem(Splendid_Supply_Kit)) {
		mes "[Daphrer]";
		mes "Oh....";
		mes "I've been waiting for you.";
		next;
		mes "[Daphrer]";
		mes "This was urgently needed so thank you for bringing it here, I hope I haven't caused you too much trouble..";
		next;
		mes "[Daphrer]";
		mes "This is probably too small to be a reward, but please accept this as a sign of my gratitude.";
		delitem Splendid_Supply_Kit,1;
		if (ep14_1_bs == 17) {
			ep14_1_bs = 18;
			completequest 11208;
			getexp 0,500000;
			getitem Mora_Coin,5;
		} else
			getitem Mora_Coin,2;
		close;
	}
	if (ep14_1_bs == 17) {
		mes "[Daphrer]";
		mes "Oh....";
		mes "So you lost the item on the way.";
		next;
		mes "[Daphrer]";
		mes "I knew that it was probably a stretch......";
		mes "Perhaps I've been unrealistic.";
		mes "But I thank you for your trouble anyway. Please accept this as a sign of my gratitude.";
		ep14_1_bs = 18;
		completequest 11208;
		getexp 0,200000;
		getitem Mora_Coin,2;
		close;
	}
	mes "[Daphrer]";
	mes "For me, a drop of water to make a flower blossom is more important than a sword for war.";
	close;
}

sec_in02,35,175,0	script	Theore Set Guid	4_F_FAIRYKID,{
	callfunc "F_GM_NPC";
	switch(select("Set0", "Set33", "Set2_0")) {
	case 1:
		ep14_1_bs = 0;
		end;
	case 2:
		ep4_1_bs = 3;
		setquest 11183;
		end;
	case 3:
		ep14_1_bs2 = 0;
		end;
	}
}

//== Chesire's New Day :: ep14_1_cheshir2 ==================
dic_in01,262,191,0	script	#ep14_1_xq02	HIDDEN_WARP_NPC,0,3,{
	end;
OnTouch:
	if (ep13_3_secret > 22 && !questprogress(7206)) {
		enablenpc "Cheshire#ep14_1_xq01";
		cutin "ep13_cheshire_h",1;
		mes "[Cheshire]";
		mes "Oh, wait!";
		mes "There's another thing I'd like you to do.";
		mes "There's not enough time to go into details...";
		next;
		mes "- Cheshire glanced at the guard standing close to you, and leaned close and whispered into your ear.-";
		next;
		mes "[Cheshire]";
		mes "You'll find cat caravans in the middle of ^4d4dffKamidal Tunnel^000000.";
		mes "There is ^4d4dffa marked box among the caravans' goods to the west of the entrance to the Scaraba Hole^000000.";
		next;
		mes "[Cheshire]";
		mes "I'd like you to bring it to me.";
		mes "You'll see where you should bring it by looking at the box.";
		mes "This is an important matter.";
		next;
		mes "[Cheshire]";
		mes "I have something to get done in advance...";
		mes "Good luck!";
		setquest 7206;
		close2;
		disablenpc "Cheshire#ep14_1_xq01";
		cutin "",255;
	}
	end;
}

dic_in01,260,194,4	script	Cheshire#ep14_1_xq01	4_M_CATMAN2,{
	end;
OnInit:
	disablenpc "Cheshire#ep14_1_xq01";
	end;
}

dic_dun01,274,114,0	script	Stacked Boxes of Goods	CLEAR_NPC,{
	if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
		mes "- You have too many items to do this quest. -";
		close;
	}
	.@playtime = questprogress(7208,PLAYTIME);
	if (.@playtime == 1) {
		mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
		mes "The marked box Cheshire was talking about doesn't seem to be here yet.";
		close;
	} else if (.@playtime == 2) {
		mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
		mes "Looking closely, you find a box with a small piece of paper stuck to it.";
		mes "You've found the box of goods Cheshire was talking about.";
		next;
		switch(select("Move the box.", "Give up.")) {
		case 1:
			mes "You promised to take the box of Bradium to Cheshire, who will be waiting for you near the Crevice of Bifrost.";
			erasequest 7208;
			setquest 7210;
			getitem Bradium_Box,1;
			close;
		case 2:
			mes "You decided to give up delivering the box.";
			mes "You left the box as it is.";
			erasequest 7208;
			close;
		}
	} else {
		if (!questprogress(7207)) {
			if (questprogress(7206)) {
				mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
				mes "Looking closely, you find a box with a small piece of paper stuck to it.";
				next;
				mes "The piece of paper is marked with some mysterious symbol, and below it is written ^4d4dffTo: The Crevice of Bifrost^000000 in small letters.";
				next;
				mes "This must the box Cheshire was talking about.";
				mes "You decide to take it to the location shown on the piece of paper.";
				completequest 7206;
				setquest 7207;
				getitem Bradium_Box,1;
				close;
			}
		} else if (questprogress(7207) != 2) {
			mes "You've already obtained the box Cheshire was talking about.";
			mes "Now you only have to take it to the Crevice of Bifrost.";
			close;
		}
		mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
		close;
	}
	end;
}

bif_fild01,335,168,3	script	Cheshire#ep14_1_xq04	4_M_CATMAN1,{
	if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
		mes "- You have too many items to do this quest. -";
		close;
	}
	cutin "ep13_cheshire",1;
	if (questprogress(7209)) {
		if (countitem(Purified_Bradium) < 20) {
			mes "[Cheshire]";
			mes "Bring me 20 pieces of refined Bradium.";
			mes "In exchange for the box, which you carelessly and irresponsibly sold to somebody.";
			mes "Have I made myself clear?!";
			close2;
			cutin "",255;
			end;
		}
		mes "[Cheshire]";
		mes "So you've brought it?";
		mes "The amount is less than it was, but I guess I can't help it.";
		mes "Next time, you must bring the box to me intact.";
		next;
		mes "- Cheshire threw the Bradium into the Crevice. -";
		next;
		mes "[Cheshire]";
		mes "You made a mistake of losing the box, you have to be content with this.";
		mes "And starting tomorrow, get the box here intact.";
		mes "Every day.";
		delitem Purified_Bradium,20;
		erasequest 7209;
		setquest 7208;
		getitem Sapa_Feat_Cert,1;
		close2;
		cutin "",255;
		end;
	}
	callsub L_CheckPlaytime;
	if (questprogress(7210)) {
		if (countitem(Bradium_Box) == 0)
			callsub L_LostQuest,7210;
		else {
			mes "[Cheshire]";
			mes "You've come at just the right time.";
			mes "And I see the box is intact!";
			mes "Well done.";
			next;
			mes "[Cheshire]";
			mes "Well, I'll be counting on you, tomorrow as well.";
			mes "Get it?";
			mes "Now, leave this place before the Laphines grow suspicious.";
			erasequest 7210;
			setquest 7208;
			delitem Bradium_Box,1;
			getitem Sapa_Feat_Cert,1;
			getexp 50000,40000;
			close2;
			cutin "",255;
			end;
		}
	}
	if (ep13_3_secret > 22) {
		if (!questprogress(7207)) {
			if (!questprogress(7206)) {
				mes "[Cheshire]";
				mes "...Hmm? Huh?";
				mes "It's "+strcharinfo(PC_NAME)+"!";
				mes "What are you doing here?";
				next;
				select("Huh? Cheshire?");
				mes "[Cheshire]";
				mes "What makes you so surprised?";
				mes "Does it surprise you to see me here?";
				next;
				select("Nothing, it's just the hood...");
				mes "[Cheshire]";
				mes "Oh... This. Because it's bothersome.";
				mes "And here, I don't have to mind others.";
				mes "Oh, and well met!";
				mes "I was going to put you to work when you came to Diel.";
				next;
				mes "[Cheshire]";
				mes ".......What? Why are you staring at me like that?";
				mes "his is all for Ahat's good.";
				next;
				switch(select("I guess I have no choice.", "I have a lot of things to do!")) {
				case 1:
					mes "["+strcharinfo(PC_NAME)+"]";
					mes "(He will be suspicious if I refuse to do it... I guess I should play along for now.)";
					mes "Okay.";
					mes "I'll do anything for Ahat's pleasure.";
					mes "So, what do you need me for?";
					next;
					break;
				case 2:
					mes "[Cheshire]";
					mes "Things to do?";
					mes "What things?";
					mes "This is one of the things you must do.";
					mes "Don't forget you're are loyal to Ahat.";
					next;
					break;
				}
				mes "[Cheshire]";
				mes "Great! Now I will tell you what to do.";
				mes "You know there is an entrance to Scaraba Hole in the middle of Kamidal Tunnel?";
				mes "You will find cat caravans around there who sell supplies and some simple tools.";
				next;
				mes "[Cheshire]";
				mes "There is a marked box among the goods stacked there.";
				mes "I'd like you to bring the box to me.";
				next;
				mes "[Cheshire]";
				mes "It's a simple job of picking up and delivering a box.";
				mes "Do it ^4d4dff quickly and quietly, without being noticed^000000.";
				setquest 7206;
				next;
				mes "[Cheshire]";
				mes "Now, move!";
				close2;
				cutin "",255;
				end;
			} else {
				mes "[Cheshire]";
				mes "Bring the box from Kamidal Tunnel.";
				mes "Quickly and quietly!";
				mes "No, get a move on!";
				close2;
				cutin "",255;
				end;
			}
		} else if (questprogress(7207) != 2) {
			if (countitem(Bradium_Box) == 0)
				callsub L_LostQuest,7207;
			else {
				mes "[Cheshire]";
				mes "........That box!";
				mes "Oh, yes. It's the right one!";
				mes "You've done a good job.";
				mes "This is very important.";
				mes "Ahat will be pleased.";
				next;
				mes "[Cheshire]";
				mes "The boxes will be at the same place every day.";
				mes "I'll leave the job to you.";
				next;
				select("Why don't you do it yourself?");
				mes "[Cheshire]";
				mes "........ Hmm...";
				mes "It's only you humans that have free access to any place.";
				mes "Plus, this place is Laphine territory.";
				next;
				mes "[Cheshire]";
				mes "I don't attract their attention much, looking like this,";
				mes "but what would Saphas think?";
				mes "To see Ahat's man in a Laphine territory?";
				next;
				mes "[Cheshire]";
				mes "They will grow suspicious.";
				mes "But you humans are free from such troubles, so that's why you're the right one for the job.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "(... I don't buy his story, but he believes I'm on his side, so I guess I should play along.)";
				mes "What happens to this Bradium, then?";
				next;
				mes "[Cheshire]";
				mes "That thing?";
				mes "Hand it to me.";
				next;
				mes "- Cheshire opened the box, checked the Bradium in it, threw them into the Crevice,";
				mes "and looked back, dusting his hands off, and with a triumphant look on his face. -";
				next;
				mes "[Cheshire]";
				mes "This is what happens.";
				mes "*laugh* Beyond the Crevice lies a path unknown to you.";
				next;
				mes "[Cheshire]";
				mes "Well, I'll leave the matter to you.";
				mes "Try to bring the box to me every day.";
				mes "Okay?";
				delitem Bradium_Box,1;
				completequest 7207;
				setquest 7208;
				getitem Sapa_Feat_Cert,1;
				getexp 50000,40000;
				next;
				mes "[Cheshire]";
				mes "In compensation for your efforts, I'll give you an Exploit Certification of Sapha and a little cash.";
				mes "Now, leave this place before the Laphines grow suspicious.";
				close2;
				cutin "",255;
				end;
			}
		} else {
			callsub L_CheckPlaytime;
			mes "[Cheshire]";
			mes "Huh? What's up?";
			mes "You haven't brought the box today?";
			next;
			mes "[Cheshire]";
			mes "Hmm, this is unexpected...";
			mes "Well, I have no choice then.";
			mes "I'll have another guy do it today.";
			mes "But you must do it starting tomorrow, okay?";
			setquest 7208;
			close2;
			cutin "",255;
			end;
		}
	} else if (ep13_3_secret > 15) {
		mes "[Cheshire]";
		mes "... Huh? I think I've seen you somewhere...";
		mes "..........Oh!";
		mes strcharinfo(PC_NAME)+"...?!";
		mes "What brings you here?";
		next;
		mes "[Cheshire]";
		mes "You say you've forgotten what to do?";
		mes "You're not supposed to be here.";
		mes "You're supposed to be at the crevice to the south of Dicastes.";
		next;
		mes "[Cheshire]";
		mes "Whoa.";
		mes "What was Ahat thinking when he sent such an idiot to me?";
		mes "Now, get a move on and do your job.";
		close2;
		cutin "",255;
		end;
	}
	mes "[Cheshire]";
	mes "...Why isn't this fellow showing up?";
	mes "Should be here by now...";
	mes "Lost the way back perhaps...?";
	mes "....? Eh? Who, who are you? How long have you been standing here?";
	next;
	select("A cat?!");
	mes "[Cheshire]";
	mes "Who... who's a cat?!";
	mes "Get lost!";
	close2;
	cutin "",255;
	end;
L_LostQuest:
	mes "[Cheshire]";
	mes "Oh, have you been there?";
	mes "What happened to the box?";
	mes "Why are you empty-handed?";
	next;
	switch(select("I'll look for it again!", "I lost it...")) {
	case 1:
		mes "[Cheshire]";
		mes "Make sure you do a good job!";
		mes "And keep looking for it.";
		mes "You must not lose it.";
		break;
	case 2:
		mes "[Cheshire]";
		mes "Where?";
		mes "Which merchant did you sell it to?";
		mes "Can't you distinguish between what to sell and what not to sell?";
		mes "Were you asleep when you made the deal?";
		next;
		mes "[Cheshire]";
		mes "This is utterly ridiculous.";
		mes "Make up for what you lost!";
		mes "^4d4dff20 pieces of refined Bradium^000000!!!";
		erasequest getarg(0);
		setquest 7209;
		break;
	}
	close2;
	cutin "",255;
	end;
L_CheckPlaytime:
	.@playtime = questprogress(7208,PLAYTIME);
	if (.@playtime == 1) {
		mes "[Cheshire]";
		mes "Each day, one of these boxes is sent to Kamidal Tunnel.";
		mes "It's smuggled in among other items.";
		next;
		mes "[Cheshire]";
		mes "Sneak into the place on time, and bring the box to me. The boxes will be at the same place every day.";
		mes "You'll be doing it every day.";
		close2;
		cutin "",255;
		end;
	} else if (.@playtime == 2) {
		mes "[Cheshire]";
		mes "It's about time.";
		mes "Now go get the box.";
		mes "It should be lying near the entrance to Scaraba Hole in the Kamidal Tunnel.";
		mes "You've done this before, so you must be familiar with it?";
		close2;
		cutin "",255;
		end;
	} else
		return;
}

dicastes02,125,192,0	script	#call_cheshir_ep14	HIDDEN_WARP_NPC,0,3,{
	end;
OnTouch:
	if (ep13_3_secret > 22) {
		if (rand(2)) {
			emotion e_ho,1;
			mes "..........?";
			mes "You sense someone moving around.";
			mes "There must be someone down there.";
			if ($@cheshire_on == 0) {
				donpcevent "Cheshire#ep14_extra::OnEnable";
				$@cheshire_on = 1;
			}
			close;
		}
	}
	end;
}

dicastes02,103,190,3	script	Cheshire#ep14_extra	4_M_CATMAN1,{
	if (ep13_3_secret > 22) {
		cutin "ep13_cheshire",1;
		mes "[Cheshire]";
		mes "...Eh?";
		mes "What a surprise. What are you doing here?";
		next;
		switch(select("And what are YOU doing here?", "Those ears...?")) {
		case 1:
			mes "[Cheshire]";
			mes "Out for a walk?";
			mes "I came out with Ahat, but he went back in to take care of an urgent matter.";
			next;
			mes "[Cheshire]";
			mes ".. ..............";
			next;
			select("....", "Wha... What a pretty tree.");
			mes "[Cheshire]";
			mes "This tree... it's white, transparent, and shiny.";
			mes "It's a Sapha's body.";
			next;
			mes "[Cheshire]";
			mes "You know Saphas slowly turn to stone throughout their lives.";
			mes "So when they die, they turn to stony trees.";
			mes "This forest is... their cemetery, so to speak.";
			next;
			mes "[Cheshire]";
			mes "....... Look closely, and you can make out his arms and legs.";
			mes "Interesting, isn't it?";
			next;
			mes "[Cheshire]";
			mes "... .. ...";
			next;
			mes "[Cheshire]";
			mes "Oh, this is so annoying.";
			mes "I'm off!";
			next;
			mes "- Cheshire stormed off... -";
			break;
		case 2:
			mes "[Cheshire]";
			mes "What? The ears?";
			mes "Well, it's no wonder because I'm a beastman.";
			mes "... Why... Why are you staring me like that?";
			next;
			select("Are you responsible for the report?!");
			mes "[Cheshire]";
			mes "What are you talking about?";
			mes "I don't know such a thing!";
			next;
			mes "- Cheshire ran away... -";
			break;
		}
		disablenpc "Cheshire#ep14_extra";
		stopnpctimer;
		close2;
		cutin "",255;
		end;
	}
	mes "A boy dressed in unusual clothing is standing, with a fierce look in his eyes.";
	mes "You guess you'd better leave him alone.";
	close;
OnInit:
	disablenpc "Cheshire#ep14_extra";
	end;
OnEnable:
	enablenpc "Cheshire#ep14_extra";
	initnpctimer;
	end;
OnDisable:
	disablenpc "Cheshire#ep14_extra";
	stopnpctimer;
	end;
OnTimer600000:
	disablenpc "Cheshire#ep14_extra";
	$@cheshire_on = 0;
	stopnpctimer;
	end;
}

//== Helping Lope and Euridi :: ep14_1_rofe ================
mora,117,66,3	script	Euridi#pa	4_F_MORAFINE2,{
	if (BaseLevel < 100) {
		mes "[Euridi]";
		mes "You are very delicate.";
		mes "It's true that I need help,";
		mes "but I don't think you can help.";
		close;
	}
	if (ep14_1_rope == 0) {
		mes "[Euridi]";
		mes "I hear you passed through the Hazy Forest.";
		mes "Did you...";
		mes "Did you happen to see";
		mes "Lope, my fiance, there?";
		next;
		switch(select("Yes, I did.", "No, I didn't.")) {
		case 1:
			mes "[Euridi]";
			mes "Are you sure? Where did you see him?";
			mes "Take me there, quick!";
			mes "...";
			next;
			mes "[Euridi]";
			mes "What?";
			mes "You're kidding...?";
			mes "How could you?";
			close;
		case 2:
			mes "[Euridi]";
			mes "Please find my Lope.";
			mes "I came here to the Village of Mora";
			mes "after asking all around,";
			mes "but there is nothing more I can do.";
			next;
			mes "[Euridi]";
			mes "My heart aches at the thought of Lope...";
			mes "He will be desperately looking for me...";
			next;
			switch(select("Sorry, I'm busy!", "I'll help you!")) {
			case 1:
				mes "[Euridi]";
				mes "How heartless!";
				close;
			case 2:
				mes "[Euridi]";
				mes "I heard that he had gone into the Hazy Forest,";
				mes "while guiding tourists around the village.";
				mes "One of the tourists who went with Lope";
				mes "must still be at the inn.";
				next;
				mes "[Euridi]";
				mes "He wouldn't see me and locked himself in the room.";
				mes "But he might be willing to see you, because you've been to the Hazy Forest.";
				setquest 1109;
				ep14_1_rope = 1;
				close;
			}
		}
	} else if (ep14_1_rope == 1) {
		mes "[Euridi]";
		mes "The tourist is at the inn,";
		mes "not in front of me!";
		close;
	} else if (ep14_1_rope == 2) {
		mes "[Euridi]";
		mes "So you've seen Pitt!";
		mes "I knew he would be willing to see you.";
		mes "What did he say?";
		next;
		mes "[Euridi]";
		mes "...No way....!";
		mes "That is utter nonsense.";
		mes "To blame Lope for it!";
		mes "I found this piece of paper";
		mes "near the Hazy Forest.";
		mes "I'm sure it's Lope's.";
		next;
		mes "[Euridi]";
		mes "If you find the rest of ^0000FFLope's Clues^000000,";
		mes "you'll be able to find out";
		mes "where he is.";
		mes "I'm counting on you, "+strcharinfo(PC_NAME)+".";
		changequest 1110,1111;
		ep14_1_rope = 3;
		close;
	} else if (ep14_1_rope == 3) {
		mes "[Euridi]";
		mes "If you come across a ^0000FFLope's Clue^000000, please show it to Pitt.";
		mes "I hope he will tell the truth soon.";
		close;
	} else if (ep14_1_rope == 4) {
		mes "[Euridi]";
		mes "I don't understand it.";
		mes "I'm now suspicious of his motives.";
		mes "Why is he trying so hard to accuse Lope?";
		mes "Wait... those clues...";
		next;
		mes "[Euridi]";
		mes "Those seem to be more than simple notes.";
		mes "Can I have a look at them?";
		mes "...";
		mes "These fit together like a puzzle.";
		mes "... Oh!... This is...";
		next;
		mes "[Lope's Letter]";
		mes "...We've been wandering around the Forest for days.";
		mes "...So we're not protecting the tourists,";
		mes "I got sick from deadly poison, and became a burden to everyone.";
		mes "How pathetic...";
		next;
		mes "[Lope's Letter]";
		mes "No wonder I was kicked out of";
		mes "the Splendide Expedition.";
		mes "...But I managed to protect at least one tourist.";
		mes "He will deliver this letter and the ring to you.";
		next;
		mes "[Lope's Letter]";
		mes "...I wanted to propose to you";
		mes "as a proud member of the Expedition.";
		mes "I'm sorry, Euridi.";
		mes "See you soon.";
		next;
		mes "Having read the letter,";
		mes "Euridi is standing staring blankly like someone who wasn't all there.";
		mes "Let's go show the letter to Pitt.";
		changequest 1112,1113;

		//delitem Clue_Of_Lope,30;
		.@count = countitem(Clue_Of_Lope);
		if (.@count) delitem Clue_Of_Lope,((.@count > 30)?30:.@count);

		ep14_1_rope = 5;
		close;
	} else if (ep14_1_rope == 5) {
		mes "[Euridi]";
		mes "No, Lope must be safe.";
		mes "He will come back no matter what...";
		close;
	} else if (ep14_1_rope == 6) {
		mes "[Euridi]";
		mes "......";
		next;
		mes "You hear a song coming from the girl who is hanging her head low.";
		mes "Her friend seems to have something to say.";
		close;
	} else if (ep14_1_rope == 7 || ep14_1_rope == 8) {
		mes "You hear a quiet singing voice.";
		mes "You can't make the words out.";
		close;
	} else if (ep14_1_rope == 9) {
		mes "[Euridi]";
		mes "Have you found Lope?";
		mes "Is he safe?";
		next;
		switch(select("Tell her you can't possibly find him.", "Tell her he is dead.")) {
		case 1:
			mes "[Euridi]";
			mes "I'll go look for him myself.";
			mes "Hopefully... it's not too late, yet.";
			mes "Let me go, there's no time to lose!";
			close;
		case 2:
			mes "[Euridi]";
			mes "I don't believe it.";
			mes "He told me he would come back soon...";
			mes "He told me to hang on.";
			mes "It can't be... It just can't be...";
			next;
			mes "You hand her Lope's Ring, which Pitt gave you.";
			mes "With the ring in her hand, Euridi bursts into tears.";
			mes "She starts to sing in a strained voice, still crying.";
			changequest 1116,1117;
			ep14_1_rope = 10;

			//delitem Ring_Of_Lope,1;
			if (countitem(Ring_Of_Lope)) delitem Ring_Of_Lope,1;

			close;
		}
	} else if (ep14_1_rope > 9) {
		mes "You stand frozen.";
		mes "You hear a quiet singing voice.";
		close;
	}
}

mora,115,68,3	script	Euridi's Friend#pa	4_F_MORAFINE1,{
	if (ep14_1_rope < 2) {
		mes "[Euridi's Friend]";
		mes "Please stop Euridi.";
		mes "She is desperate to find her missing fiance.";
		close;
	} else if (ep14_1_rope == 2) {
		mes "[Euridi's Friend]";
		mes "Pitt is definitely suspicious.";
		mes "I think he is avoiding Euridi...";
		mes "He must be hiding something.";
		close;
	} else if (ep14_1_rope == 3) {
		mes "[Euridi's Friend]";
		mes "To tell the truth, I don't think";
		mes "that Lope is alive.";
		mes "I'm just worried about Euridi.";
		next;
		mes "[Euridi]";
		mes "Aaarrrggghhh!!!!!!!!";
		next;
		mes "[Euridi's Friend]";
		mes "...";
		mes "To tell the truth, I really believe";
		mes "that Lope is alive.";
		mes "...";
		mes "*sigh*";
		close;
	} else if (ep14_1_rope == 4) {
		mes "[Euridi's Friend]";
		mes "How's Pitt doing?";
		mes "I think I should go visit him";
		mes "and make him feel worse!";
		mes "He's so disgusting!";
		close;
	} else if (ep14_1_rope == 5) {
		mes "[Euridi's Friend]";
		mes "Go to Pitt, quick.";
		close;
	} else if (ep14_1_rope == 6) {
		mes "[Euridi's Friend]";
		mes "Euridi is singing a song of healing";
		mes "to protect her weakened body and mind.";
		mes "At this rate, something's going to happen to her too.";
		next;
		mes "[Euridi's Friend]";
		mes "Oh, I remember a traveler telling me";
		mes "that he had seen a suspicious man";
		mes "near the entrance to the Hazy Forest.";
		next;
		mes "[Euridi's Friend]";
		mes "The traveler says he looked creepy standing there staring blankly,";
		mes "but he couldn't see clearly";
		mes "because of the thick fog.";
		mes "I think it's worth investigating.";
		changequest 1114,1115;
		ep14_1_rope = 7;
		close;
	} else if (ep14_1_rope == 7) {
		mes "[Euridi's Friend]";
		mes "I hear that a suspicious man was seen";
		mes "near the entrance to the Hazy Forest.";
		mes "The traveler says he looked creepy standing there staring blankly,";
		mes "but he couldn't see clearly";
		mes "because of the thick fog.";
		mes "I think it's worth investigating.";
		close;
	} else if (ep14_1_rope == 8 || ep14_1_rope == 9) {
		mes "[Euridi's Friend]";
		mes "Your face is dark.";
		mes "Bad news?";
		close;
	} else if (ep14_1_rope == 10) {
		mes "[Euridi's Friend]";
		mes "There is a Laphine saying that";
		mes "desperation invites disaster.";
		mes "Maybe we're responsible";
		mes "for what happened.";
		next;
		if (checkweight(Mora_Coin,1) == 0) {
			mes "[Euridi's Friend]";
			mes "You have too many things with you.";
			mes "Can you throw out some of them?";
			close;
		}
		mes "[Euridi's Friend]";
		mes "Lope will be able to rest in peace now.";
		mes "Thank you. I won't forget what you've done for me.";
		completequest 1117;
		ep14_1_rope = 11;
		getexp 1000000,2000000;
		getitem Mora_Coin,10;
		close;
	} else if (ep14_1_rope > 10) {
		mes "[Euridi's Friend]";
		mes "Thank you. I won't forget your help.";
		close;
	}
}

mora,65,145,3	script	Pitt#pa	4_M_LYINGDOG,{
	if (ep14_1_rope == 0) {
		mes "[Pitt]";
		mes "So you're quite good,";
		mes "since you passed through the Hazy Forest alive.";
		mes "I'm completely messed up, you see,";
		mes "so I can't afford to listen to the tales of your exploits.";
		mes "Now leave.";
		close;
	} else if (ep14_1_rope == 1) {
		mes "[Pitt]";
		mes "You have a knack for pestering people, don't you?";
		mes "Euridi sent you, eh?";
		mes "The Laphine couple is";
		mes "anxious to kill me.";
		next;
		mes "[Pitt]";
		mes "Go and tell her!";
		mes "That the stupid guide";
		mes "pushed us reluctant tourists into the forest,";
		mes "and ran off to save his own skin!";
		next;
		mes "[Pitt]";
		mes "So you're sorry that it's me, not him, that's here?";
		mes "He will be alive somewhere,";
		mes "so go and try to find him! Just stop bothering me!";
		changequest 1109,1110;
		ep14_1_rope = 2;
		close;
	} else if (ep14_1_rope == 2) {
		mes "[Pitt]";
		mes "This is all because of";
		mes "the stupid guide!";
		mes "I hate Laphines!";
		close;
	} else if (ep14_1_rope == 3) {
		if (countitem(Clue_Of_Lope) < 30) {
			mes "[Pitt]";
			mes "This is all because of";
			mes "the stupid guide!";
			mes "I hate Laphines!";
			close;
		}
		mes "[Pitt]";
		mes "That thing you have in your hand...";
		mes "It looks very strange.";
		mes "I've never seen such a thing before.";
		mes "You'd better not keep that.";
		mes "Can I have it?";
		next;
		switch(select("Give it to him.", "Don't give it to him.")) {
		case 1:
			mes "[Pitt]";
			mes "So I swallow it like this,";
			mes "and voila! Evidence gone!";
			mes "Now I can sleep soundly, thank you!";
			delitem Clue_Of_Lope,5;
			close;
		case 2:
			mes "[Pitt]";
			mes "Why are you showing me such a thing?";
			mes "I don't know anything! I'm the victim here!";
			mes "I'm a victim of the schemes of the Laphine couple.";
			mes "It's unfair...";
			next;
			mes "It's no use trying to talk to him any more.";
			mes "Try talking to Euridi.";
			changequest 1111,1112;
			ep14_1_rope = 4;
			close;
		}
	} else if (ep14_1_rope == 4) {
		mes "[Pitt]";
		mes "This is unfair!";
		mes "This is so totally unfair!";
		close;
	} else if (ep14_1_rope == 5) {
		if (checkweight(Ring_Of_Lope,1) == 0) {
			mes "[Pitt]";
			mes "What are you, a professional mover?";
			mes "Stomping about with a ton of stuff on your back!";
			mes "I can't rest because of the noise!";
			mes "Throw away all that stuff!";
			close;
		}
		mes "[Pitt]";
		mes "I never imagined you'd find them all";
		mes "and piece them together.";
		mes "Is this a divine punishment...?";
		mes "Or Laphines' curse?";
		mes "Whew...";
		next;
		mes "[Pitt]";
		mes "That guide fellow,";
		mes "he opened the gate out";
		mes "when he was hit hard";
		mes "by the poison.";
		next;
		mes "[Pitt]";
		mes "When I was hesitating whether to take him with me,";
		mes "he handed me that letter and the ring.";
		mes "Laphines' jewelry...";
		mes "It's rumored that nobody could ever have it except Laphines,";
		mes "including the Gods themselves.";
		next;
		mes "[Pitt]";
		mes "So I had in my hands";
		mes "a treasure among treasures!";
		mes "How...! Just how on earth";
		mes "could I have let it pass through!";
		next;
		mes "[Pitt]";
		mes "I was going to leave this place";
		mes "as soon as I pulled myself together.";
		mes "But now I'm stuck here,";
		mes "affected by the poison myself.";
		next;
		mes "[Pitt]";
		mes "I'll give you the ring back,";
		mes "so please leave me alone!";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Then where could Lope...?";
		next;
		mes "[Pitt]";
		mes "If he died near the exit of the forest,";
		mes "he must be somewhere around there,";
		mes "in whatever form he might be in.";
		changequest 1113,1114;
		ep14_1_rope = 6;
		getitem Ring_Of_Lope,1;
		close;
	} else if (ep14_1_rope == 6 || ep14_1_rope == 7) {
		mes "[Pitt]";
		mes "I'm a victim, too!";
		mes "So leave me alone! I beg you!";
		close;
	} else if (ep14_1_rope == 8) {
		mes "[Pitt]";
		mes "...";
		close;
	} else if (ep14_1_rope > 8) {
		mes "He's sleeping.";
		mes "He seems to be in a very deep sleep.";
		close;
	}
}

bif_fild01,132,338,3	script	Lope#pa	4_M_FAIRYSOLDIER2,2,2,{
	if (ep14_1_rope < 8) {
		mes "[Suspicious Man]";
		mes "......";
		close;
	} else if (ep14_1_rope == 8) {
		donpcevent "Lope#pa::OnEnable";
		mes "[Suspicious Man]";
		mes "Aaaarrrrrggggghhhh!!!!!!";
		mes "I can't see anything.";
		mes "Who's there?";
		mes "Answer, or I'll take you as an enemy and kill you.";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Euridi is looking for you.";
		next;
		mes "[Suspicious Man]";
		mes "......";
		next;
		mes "[Lope]";
		mes "Wraith, how can you be so harsh to me?";
		mes "I asked you to wipe the name off my mind";
		mes "in return for bearing the curse!";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Will you please calm down and listen to...";
		next;
		mes "[Lope]";
		mes "My desire to help";
		mes "led me to my death,";
		mes "And my desire to survive and take revenge";
		mes "led me to my rebirth.";
		mes "I will not side with life any more.";
		next;
		mes "[Lope]";
		mes "As soon as my transformation is over,";
		mes "I will punish you all with the bloody confusion of the Hazy Forest,";
		mes "which saved my life!";
		next;
		mes "You put the letter Euridi pieced together in Lope's hands.";
		next;
		mes "[Lope]";
		mes "...This is!";
		mes "I feel Euridi's touch.";
		mes "So the letter... was delivered to Euridi?";
		mes "This is unbelievable...";
		next;
		mes "[Lope]";
		mes "Deformed as I am now,";
		mes "I'm not her love any more.";
		mes "Go back, and tell her that Lope turned to dust";
		mes "on the ground of the Hazy Forest long ago.";
		next;
		mes "[Lope]";
		mes "Now go!";
		mes "This is my last request as a Laphine called Lope...";
		ep14_1_rope = 9;
		changequest 1115,1116;
		close;
	} else {
		mes "[Lope]";
		mes "Deformed as I am now,";
		mes "I'm not her love any more.";
		mes "Go back, and tell her that Lope turned to dust";
		mes "on the ground of the Hazy Forest long ago.";
		next;
		mes "[Lope]";
		mes "Now go!";
		mes "This is my last request as a Laphine called Lope...";
		next;
		mes "You see a ring glowing faintly on his left hand.";
		close;
	}
	end;
OnEnable:
	setnpcdisplay "Lope#pa", 4_M_MUT1;
	end;
OnDisable:
	disablenpc "Lope#pa";
	initnpctimer;
	end;
OnReset:
	setnpcdisplay "Lope#pa", 4_M_FAIRYSOLDIER2;
	enablenpc "Lope#pa";
	end;
OnTimer2000:
	donpcevent "Lope#pa::OnReset";
	stopnpctimer;
	end;
OnTouch:
	mes "I see a suspicious man. Should I try talking to him?";
	next;
	switch(select("Leave him alone.", "Talk to him.")) {
	case 1:
		donpcevent "Lope#pa::OnDisable";
		mes "[Suspicious Man]";
		mes "......";
		close;
	case 2:
		donpcevent "Lope#pa::OnDisable";
		if (ep14_1_rope == 7) {
			mes "[Suspicious Man]";
			mes ".";
			mes "...";
			mes "........!!!";
			next;
			mes "[Suspicious Man]";
			mes "Aaaaarrrrrggghh!!!!!";
			ep14_1_rope = 8;
			close;
		} else {
			mes "[Suspicious Man]";
			mes "......";
			close;
		}
	}
}

//== Find the Research Tools :: ep14_1_muk =================
mora,31,138,6	script	Raffle Researcher#ep14	4_M_RAFLE_OR,{
	if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) {
		mes "^FF0000- Warning message -";
		mes "- Hang on there!! -";
		mes "- You have too many items -";
		mes "- to receive any more items. -";
		mes "- Please lighten your load -";
		mes "- and try again. -^000000";
		close;
	}
	// NPC disabled from 12am ~ 5am.
	if (gettime(GETTIME_HOUR) >= 0 && gettime(GETTIME_HOUR) < 5) {
		if (ep14_1_muk > 0) {
			mes "[Raffle Researcher]";
			mes "Don't humans sleep?";
			mes "People should be sleeping at this hour.";
			mes "Why on earth are you bothering me?";
			next;
			mes "[Raffle Researcher]";
			mes "I can't get any sleep because of you.";
			mes "I have to sleep for my research tomorrow.";
			mes "You should go sleep too.";
			close;
		} else {
			mes "Z z Z z";
			next;
			mes "^FF0000He appears to be asleep.^000000";
			close;
		}
	}
	if (ep14_1_muk == 0) {
		mes "[Raffle Researcher]";
		mes "Oh no~ My research tools...";
		mes "What...... What was it?";
		emotion e_sob;
		next;
		select("What is your business here?");
		mes "[Raffle Researcher]";
		mes "Hmm?";
		emotion e_what;
		next;
		mes "[Raffle Researcher]";
		mes "You're human...? Are you human...?";
		mes "You... came from the underworld?";
		next;
		mes "[Raffle Researcher]";
		mes "Human beings are incredible...";
		mes "You survived the crevice and made it here.";
		next;
		mes "[Raffle Researcher]";
		mes "... ... ...";
		next;
		mes "[Raffle Researcher]";
		mes "You, come here for a minute.";
		mes "It's a simple experiment, so there's no need to be afraid.";
		emotion e_gg;
		next;
		if(select("What a crazy Raffle. I must run away.", "... ...") == 1) {
			mes "[Raffle Researcher]";
			mes "You said you had made it up from the Crevice,";
			mes "so I was wondering what race you were,";
			mes "but a mere human? How did you get up here?";
			emotion e_lv;
			close;
		}
		if (BaseLevel < 100) {
			mes "[Raffle Researcher]";
			mes "What... I thought a human who made it up from the Crevice";
			mes "would be extraordinary,";
			mes "but you're no more than a kid.";
			next;
			mes "[Raffle Researcher]";
			mes "Go hunt more ^000000Porings^000000";
			mes "and come back when your level is in the triple digits kid!";
			close;
		}
		mes "[Raffle Researcher]";
		mes "... ... ...";
		emotion e_dots;
		next;
		mes "[Raffle Researcher]";
		mes "You... You're not like the other humans.";
		mes "You're not running away...";
		next;
		mes "[Raffle Researcher]";
		mes "You've got some serious guts...";
		mes "Now I really want to do some experiments on you...";
		next;
		select("Well... that's... um...");
		mes "[Raffle Researcher]";
		mes "Ha ha... Just kidding...";
		mes "I'm a Raffle researcher,";
		mes "but I don't research humans.";
		mes "Actually, I have no idea";
		mes "what to research";
		mes "about humans...";
		next;
		select("Glad to hear that...");
		mes "[Raffle Researcher]";
		mes "That's that. You're not busy, are you?";
		mes "I'd like you to give me a hand...";
		next;
		select("Help him.", "Help willingly.", "Although you feel a little embarrassed, help anyhow.", "Help with conviction.", "Help adorably.", "You're suspicious, but help anyhow.", "You have no choice. Help him.");
		mes "[Raffle Researcher]";
		mes "I haven't met many humans";
		mes "but you clearly care about";
		mes "another person's hardship.";
		mes "You must be an ^FF0000extremely^000000 nice human.";
		emotion e_no1;
		next;
		mes "[Raffle Researcher]";
		mes "I'll save my thanks for time's sake.";
		mes "It's important, so please take care of it quickly.";
		mes "I can't proceed with the research because of it.";
		next;
		mes "[Raffle Researcher]";
		mes "Here at the Mora Inn,";
		mes "there's a very famous bath.";
		mes "If anybody, not just us Raffles,";
		mes "goes into the bath water";
		mes "their wounds will be healed instantly...";
		next;
		mes "[Raffle Researcher]";
		mes "So being a great researcher, I went into the bath";
		mes "to check it out further";
		mes "and... unfortunately...";
		next;
		mes "[Raffle Researcher]";
		mes "I was attacked by a mysterious creature,";
		mes "and I lost consciousness.";
		next;
		mes "[Raffle Researcher]";
		mes "When I woke up, I realized that";
		mes "my important research tools were missing...";
		mes "So I was at a loss for what to do.";
		next;
		mes "[Raffle Researcher]";
		mes "And here you are, a human,";
		mes "a brave, heroic human that arrived at Mora Village from the Crevice.";
		mes "Your willingness to help has really taken this load off of my mind.";
		next;
		select("... ... ...");
		mes "[Raffle Researcher]";
		mes "Please go to the bath house and retrieve my research tools.";
		mes "The sooner you get them back,";
		mes "the sooner I can get back to my research.";
		setquest 5016;
		ep14_1_muk = 1;
		next;
		mes "[Raffle Researcher]";
		mes "Have a safe trip.";
		emotion e_paper;
		close;
	} else if (ep14_1_muk == 1) {
		if (questprogress(5016) && countitem(Research_Tool_Bag) == 0) {
			mes "[Raffle Researcher]";
			mes "You're back? Where are my research tools?";
			emotion e_what;
			next;
			mes "[Raffle Researcher]";
			mes "You still haven't found the research tools?";
			mes "I'm disappointed. Get yourself to the bath";
			mes "and quickly retrieve my research tools";
			mes "taken away from me.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "Wow!! You found the research tools...?";
		mes "You're quite capable.";
		mes "I really like how you handle your work.";
		next;
		mes "[Raffle Researcher]";
		mes "I like you.";
		mes "Do you want to work on my research with me?";
		mes "I could use your help here and there,";
		mes "until I'm done with this research.";
		next;
		select("As you wish.");
		mes "[Raffle Researcher]";
		mes "Great. Thanks, and when we're done,";
		mes "I'll pay you handsomely.";
		mes "Also, for every research project that's completed,";
		mes "I'll also give you some pocket money.";
		next;
		mes "[Raffle Researcher]";
		mes "Young Raffles these days... they are just plain stupid.";
		mes "I've always wanted a capable research assistant,";
		mes "but it hasn't been easy to find one.";
		next;
		if (checkweight(Mora_Coin,1) == 0) {
			mes "[Raffle Researcher]";
			mes "By the way... Was it that difficult to";
			mes "reclaim the research tools?";
			mes "You're carrying some very heavy looking equipment.";
			mes "Go lighten your load, and I'll pay you for your work.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "It must've been hard work to retrieve the tools.";
		mes "Why don't you take this and go to the inn";
		mes "and rest up? There's nothing for you to do right now.";
		delitem Research_Tool_Bag,1;
		ep14_1_muk = 2;
		getitem Mora_Coin,1;
		erasequest 5016;
		close;
	} else if (ep14_1_muk == 2) {
		// Unofficial check, but it's needed here.
		if (questprogress(5029,PLAYTIME) == 1) {
			mes "[Raffle Researcher]";
			mes "It must've been hard work to retrieve the tools.";
			mes "Why don't you take this and go to the inn";
			mes "and rest up? There's nothing for you to do right now.";
			close;
		}
		switch(rand(1,5)) {
		case 1:
			mes "[Raffle Researcher]";
			mes "I'm still preparing for the research.";
			mes "Unfortunately a few research tools";
			mes "were damaged.";
			emotion e_an;
			close;
		case 2:
			mes "[Raffle Researcher]";
			mes "Come to think of it, I don't think";
			mes "I told you my name.";
			next;
			mes "[Raffle Researcher]";
			mes "My name is Inffle. If anybody";
			mes "asks you who you are working with,";
			mes "you can say ^0000FFI'm working with Researcher Inffle.^000000";
			mes "That's why I'm telling you my name.";
			emotion e_ok;
			close;
		case 3:
			mes "[Raffle Researcher]";
			mes "Why? The inn is closed?";
			mes "That's strange, it shouldn't be.";
			mes "Why don't you go try again?";
			emotion e_what;
			close;
		case 4:
			break;
		case 5:
			mes "[Raffle Researcher]";
			mes "Darn, I get more worked up the more I think about it.";
			mes "It's not like I went with bad intentions...";
			mes "I just wanted to do some research...";
			mes "Can't believe I got attacked...";
			mes "I just can't believe it...";
			mes "What do you think?";
			emotion e_an;
			close;
		}
		mes "[Raffle Researcher]";
		mes "Good thing you're here.";
		next;
		mes "[Raffle Researcher]";
		mes "I've been thinking about";
		mes "the unidentified creature in the bath.";
		mes "He's quite the little devil, to take research tools,";
		mes "which are as important to a researcher as his life...";
		next;
		mes "[Raffle Researcher]";
		mes "A research assistant's job";
		mes "is to make sure that the researcher can focus on his research";
		mes "And not have to worry about anything else... VERY! Important.";
		next;
		mes "[Raffle Researcher]";
		mes "I'd like you to take my revenge";
		mes "on the unidentified creature for me...";
		next;
		mes "[Raffle Researcher]";
		mes "I don't even want anything that drastic.";
		mes "3 times! Go bully him for just 3 times.";
		mes "You can draw on his face,";
		mes "pinch him, tickle him,";
		mes "whatever you want. Just bully him 3 times.";
		ep14_1_muk = 3;
		setquest 5017;
		close;
	} else if (ep14_1_muk  < 6) {
		mes "[Raffle Researcher]";
		mes "How's the work going?";
		mes "An assistant has to work swiftly and effectively.";
		mes "Could it be that you have forgotten";
		mes "what your task is?";
		next;
		select("Exactly. What should I do?");
		mes "[Raffle Researcher]";
		mes "Go bully the unidentified creature";
		mes "just 3 times.";
		mes "You can draw on his face,";
		mes "pinch him, tickle him, or whatever.";
		mes "Bully him 3 times.";
		emotion e_gg;
		close;
	} else if (ep14_1_muk == 6) {
		mes "[Raffle Researcher]";
		mes "So you taught him a lesson? Great. I feel avenged!";
		emotion e_heh;
		next;
		mes "[Raffle Researcher]";
		mes "For a while, I couldn't sleep";
		mes "because I couldn't stop thinking about the lost research tools.";
		next;
		mes "[Raffle Researcher]";
		mes "That's that! We need to begin the bath research now.";
		mes "I need to finish the research quickly,";
		mes "so that I can start on a new topic.";
		next;
		mes "[Raffle Researcher]";
		mes "Go to the bath water";
		mes "with the sample tube that I give you,";
		mes "and gather some samples.";
		next;
		mes "[Raffle Researcher]";
		mes "Look around the bath water,";
		mes "and you will find an area emitting a distinct aura.";
		mes "You can collect the samples";
		mes "from that area.";
		next;
		if (MaxWeight - Weight < 100 || checkweight(Empty_Cylinder,10) == 0) {
			mes "[Raffle Researcher]";
			mes "You are carrying too much weight.";
			mes "I can't give you the sample tube.";
			mes "Why don't you lighten your load and come back?";
			close;
		}
		mes "[Raffle Researcher]";
		mes "Here is the sample tube for collecting.";
		mes "Go and collect 10 samples!";
		ep14_1_muk = 7;
		getitem Empty_Cylinder,10;
		erasequest 5018;
		setquest 5019;
		close;
	} else if (ep14_1_muk == 7) {
		if (questprogress(5019) && countitem(Bathtub_R_Sample) < 10) {
			mes "[Raffle Researcher]";
			mes "Have you collected the samples yet?";
			mes "Please hurry up.";
			next;
			mes "[Raffle Researcher]";
			mes "Look around the bath water,";
			mes "and you will find an area emitting a distinct aura.";
			mes "You can collect the samples";
			mes "from that area.";
			close;
		}
		if (checkweight(Mora_Coin,1) == 0) {
			mes "[Raffle Researcher]";
			mes "I know that you've done a lot...";
			mes "but you are carrying too many things.";
			mes "Even though I want to give you pocket money, I can't.";
			mes "Could you lighten your load and come back?";
			close;
		}
		mes "[Raffle Researcher]";
		mes "You got the bath water sample. Great job.";
		next;
		mes "[Raffle Researcher]";
		mes "I'll have to run a few tests";
		mes "with the bath water samples.";
		mes "It usually takes about 24 hours.";
		mes "Why don't you come back then?";
		delitem Bathtub_R_Sample,10;
		getitem Mora_Coin,1;
		ep14_1_muk = 8;
		erasequest 5019;
		setquest 5020;
		close;
	} else if (ep14_1_muk == 8) {
		if (questprogress(5020,PLAYTIME) == 1) {
			mes "[Raffle Researcher]";
			mes "The basic tests have not been completed yet.";
			mes "There's nothing for you to do now.";
			mes "Go for a walk.";
			mes "Spend some money that I gave you.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "The basic tests are done.";
		mes "As I thought...";
		mes "There were many interesting substances in the bath water.";
		emotion e_ho;
		next;
		mes "[Raffle Researcher]";
		mes "The most notable is this unidentifiable DNA.";
		mes "I didn't have a chance to compare it to a lot of DNA samples,";
		mes "but I'm pretty sure that this DNA";
		mes "has been transformed by the mysterious substances of the bath.";
		next;
		mes "[Raffle Researcher]";
		mes "After much thought,";
		mes "I concluded that this DNA probably belongs to";
		mes "the unidentified creature that attacked me.";
		next;
		if (rand(2)) {
			.@str$ = "teeth";
			.@quest = 5021;
		} else {
			.@str$ = "scales";
			.@quest = 5022;
		}
		mes "[Raffle Researcher]";
		mes "I'd better compare the two.";
		mes "Please return to the bath";
		mes "and look for the creature's "+.@str$+".";
		mes "If you can, please bring me 10 of them.";
		ep14_1_muk = 9;
		erasequest 5020;
		setquest .@quest;
		close;
	} else if (ep14_1_muk == 9) {
		if (questprogress(5021) || questprogress(5022)) {
			if (questprogress(5021)) {
				.@quest = 5021;
				.@item = 6387; //Teeth_Sample
				setarray .@str$[0],"tooth","teeth";
			} else {
				.@quest = 5022;
				.@item = 6388; //Scale_Sample
				setarray .@str$[0],"scale","scales";
			}
			if (countitem(.@item) < 10) {
				mes "[Raffle Researcher]";
				mes "Haven't you found the unidentified creature's "+.@str$[1]+" yet?";
				mes "Look carefully!";
				mes "I'm certain that the creature";
				mes "dropped his "+.@str$[1]+" somewhere.";
				close;
			}
			mes "[Raffle Researcher]";
			mes "You've collected all the "+.@str$[0]+" samples, finally.";
			mes "As humans say,";
			mes "I've been waiting forever for them.";
			next;
			if (checkweight(Mora_Coin,1) == 0) {
				mes "[Raffle Researcher]";
				mes "I know that you've done a lot...";
				mes "but you are carrying too many things.";
				mes "Even though I want to give you pocket money, I can't.";
				mes "Could you lighten your load and come back?";
				close;
			}
			mes "[Raffle Researcher]";
			mes "OK, I'll get to work right away.";
			mes "If you have any business to attend to, do so.";
			mes "The DNA analysis takes about 6 hours.";
			mes "Why don't you go for a walk";
			mes "and come back then?";
			delitem .@item,10;
			getitem Mora_Coin,1;
			erasequest .@quest;
			setquest 5023;
			close;
		} else if (questprogress(5023,PLAYTIME) == 1) {
			mes "[Raffle Researcher]";
			mes "I'm still analyzing the DNA.";
			mes "The DNA analysis takes about 6 hours.";
			mes "Why don't you go for a walk and come back then?";
			close;
		} else {
			switch(rand(1,6)) {
			case 1:
			case 3:
				.@quest = 5021;
				.@item = 6387; //Teeth_Sample
				setarray .@str$[0],"tooth","teeth";
				break;
			case 2:
			case 4:
				.@quest = 5022;
				.@item = 6388; //Scale_Sample
				setarray .@str$[0],"scale","scales";
				break;
			case 5:
			case 6:
				break;
			}
			if (.@quest) {
				mes "[Raffle Researcher]";
				mes "This is not it.";
				mes "The samples that you collected belonged to a normal species.";
				emotion e_swt2;
				next;
				mes "[Raffle Researcher]";
				mes "Must be because so many species of creatures";
				mes "have been in the bath.";
				next;
				mes "[Raffle Researcher]";
				mes "I'm sorry, but please re-collect the samples.";
				mes "This time, the "+.@str$[1]+"... Yes.";
				mes "Please bring the "+.@str$[0]+" samples.";
				erasequest 5023;
				setquest .@quest;
				close;
			}
			mes "[Raffle Researcher]";
			mes "Great! These samples are surely";
			mes "from the mysterious creature.";
			next;
			mes "[Raffle Researcher]";
			mes "According to the analysis,";
			mes "The DNA is a mutant form of fish DNA.";
			mes "I'm not sure how long this creature";
			mes "has lived in the bath,";
			mes "but this DNA is 70% evolved";
			mes "from the original fish DNA.";
			next;
			mes "[Raffle Researcher]";
			mes "Where did this fish come from?";
			mes "How can it survive in the warm bath water?";
			mes "After the DNA analysis,";
			mes "my head is filled with even more questions.";
			next;
			mes "... ... ... ... ...";
			emotion e_dots;
			emotion e_dots,1;
			next;
			mes "[Raffle Researcher]";
			mes "The village elders say";
			mes "that the bath water comes from";
			mes "the puddles around the village.";
			next;
			callsub L_CheckWeight;
			mes "[Raffle Researcher]";
			mes "If you get me a sample from the puddle";
			mes "to the east, at 2 o'clock from here,";
			mes "I'll tell you what to do next.";
			next;
			mes "[Raffle Researcher]";
			mes "You probably don't need to run around";
			mes "like you did collecting";
			mes "the bath water samples.";
			ep14_1_muk = 10;
			getitem Empty_Cylinder,1;
			erasequest 5023;
			setquest 5024;
			next;
			mes "[Raffle Researcher]";
			mes "If you get all 4 puddle samples at once";
			mes "it may be more convenient. However,";
			mes "there's the risk of samples being damaged or mixed up.";
			mes "Therefore, I'm going to send you one place at a time. Good luck.";
			close;
		}
	} else if (ep14_1_muk == 10) {
		if (countitem(Puddle_R_Sample) == 0) {
			mes "[Raffle Researcher]";
			mes "You still haven't gone to collect the puddle sample?";
			mes "Go to the puddle to the east of the village,";
			mes "and collect a sample.";
			mes "It's going to be at 2 o'clock from here.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "You have the sample from the puddle to the east?";
		mes "Great job, but it's no time to rest -";
		mes "the research is almost done.";
		next;
		callsub L_CheckWeight;
		mes "[Raffle Researcher]";
		mes "Get me a sample from the puddle from the west.";
		mes "It's not completely to the west...";
		mes "The puddle should be at 7 o'clock";
		mes "from the village.";
		delitem Puddle_R_Sample,1;
		ep14_1_muk = 11;
		getitem Empty_Cylinder,1;
		changequest 5024,5025;
		next;
		mes "[Raffle Researcher]";
		mes "Take care not to damage the sample.";
		mes "Good luck!";
		close;
	} else if (ep14_1_muk == 11) {
		if (countitem(Puddle_R_Sample) == 0) {
			mes "[Raffle Researcher]";
			mes "You still haven't gone to collect the puddle sample?";
			mes "Go to the puddle to the west of the village,";
			mes "and collect a sample.";
			mes "It's going to be at 7 o'clock from here.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "You have the sample from the puddle to the west?";
		mes "Great job, but it's no time to rest -";
		mes "the research is almost done.";
		next;
		callsub L_CheckWeight;
		mes "[Raffle Researcher]";
		mes "Get me a sample from the puddle from the south.";
		mes "The puddle to the south";
		mes "should be... at 6 o'clock from here.";
		delitem Puddle_R_Sample,1;
		ep14_1_muk = 12;
		getitem Empty_Cylinder,1;
		changequest 5025,5026;
		next;
		mes "[Raffle Researcher]";
		mes "I can't emphasize this enough, even if I did it 1000000000000000000000 times.";
		mes "Please take care that";
		mes "the sample is not damaged.";
		close;
	} else if (ep14_1_muk == 12) {
		if (countitem(Puddle_R_Sample) == 0) {
			mes "You still haven't gone to collect the puddle sample?";
			mes "Get me a sample from the puddle from the south.";
			mes "The puddle to the south is located";
			mes "at 6 o'clock from here.";
			next;
			mes "[Raffle Researcher]";
			mes "You know what I'm going to say?";
			mes "Be careful.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "You have the sample from the puddle to the south?";
		mes "Now only the puddle to the north";
		mes "remains to be sampled.";
		next;
		callsub L_CheckWeight;
		mes "[Raffle Researcher]";
		mes "Please get me the sample from the puddle to the north.";
		mes "It's not completely to the north.";
		mes "it's at 11 o'clock from the village.";
		delitem Puddle_R_Sample,1;
		ep14_1_muk = 13;
		getitem Empty_Cylinder,1;
		changequest 5026,5027;
		next;
		mes "[Raffle Researcher]";
		mes "You know what I'm going to say?";
		mes "Be careful.";
		close;
	} else if (ep14_1_muk == 13) {
		if (countitem(Puddle_R_Sample) == 0) {
			mes "[Raffle Researcher]";
			mes "You still haven't gone to collect the puddle sample?";
			mes "Please get me a sample from the puddle to the north.";
			mes "It's not exactly north of the village.";
			mes "The puddle should be located at 11 o'clock";
			mes "from the village.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "You brought the last sample from the puddle from the north.";
		mes "Great work. You've done really well.";
		next;
		mes "[Raffle Researcher]";
		mes "Now, I'm going to do some research";
		mes "with these samples,";
		mes "looking at the relationship between";
		mes "these puddles and the bath.";
		next;
		if (checkweight(Mora_Coin,4) == 0) {
			mes "[Raffle Researcher]";
			mes "I know that you've done a lot...";
			mes "but you are carrying too many things.";
			mes "Even though I want to give you pocket money, I can't.";
			mes "Could you lighten your load and come back?";
			close;
		}
		mes "[Raffle Researcher]";
		mes "If I finish this experiment...";
		mes "There's probably nothing else to do. While I run the experiment,";
		mes "why don't you go and entertain yourself?";
		delitem Puddle_R_Sample,1;
		ep14_1_muk = 14;
		getitem Mora_Coin,4;
		erasequest 5027;
		setquest 5028;
		next;
		mes "[Raffle Researcher]";
		mes "Comparison of the samples and the bath water";
		mes "will take about 12 hours.";
		close;
	} else if (ep14_1_muk == 14) {
		if (questprogress(5028,PLAYTIME) == 1) {
			mes "[Raffle Researcher]";
			mes "What? You're here? Well...";
			next;
			mes "[Raffle Researcher]";
			mes "But the sample studies have not been finished.";
			mes "This is an experiment for the final result,";
			mes "so don't be too hasty.";
			mes "I think the research will take about 12 hours.";
			next;
			mes "[Raffle Researcher]";
			mes "Come back then.";
			close;
		}
		mes "[Raffle Researcher]";
		mes "You're here? Finally,";
		mes "the experiment results are all in.";
		mes "Do you want to look at the results?";
		next;
		switch(select("Actually, I don't want to.", "Look at the results.")) {
		case 1:
			mes "[Raffle Researcher]";
			mes "Good thinking. Actually, it may hurt";
			mes "regular people's brains to look at it.";
			mes "I suppose it's time for your reward";
			mes "for helping me out so much.";
			next;
			mes "[Raffle Researcher]";
			mes "Did I talk to you about the reward before the experiment?";
			mes "That you won't be sorry that you helped out...";
			next;
			break;
		case 2:
			mes "[Raffle Researcher]";
			mes "You're curious about the results? Really???";
			mes "OK, here it is.";
			next;
			callsub L_ShowReport;
			mes "[Raffle Researcher]";
			mes "There are no volcanoes around the area";
			mes "and no record of volcanoes in the past,";
			mes "but the water temperature is that high...";
			mes "Isn't it surprising?";
			next;
			mes "[Raffle Researcher]";
			mes "The ingredients are... yes.";
			mes "There are certainly substances that are beneficial for you humans.";
			mes "But, there are also substances";
			mes "that are fatal to us Raffles,";
			mes "or other races.";
			next;
			mes "[Raffle Researcher]";
			mes "And if you look at the electric conductivity,";
			mes "it is quite higher than that of the average water.";
			mes "My theory is that";
			mes "this must be the cause of the mysterious power.";
			mes "That's what I'm thinking about.";
			mes "Anyhow.";
			next;
			mes "[Raffle Researcher]";
			mes "There is something at work that science cannot explain";
			mes "in the bath water...";
			mes "Take the unidentified creature, for instance.";
			mes "How strange is it that a fish can live";
			mes "in such warm water?";
			next;
			mes "[Raffle Researcher]";
			mes "I'm not satisfied with the research results and conclusions.";
			mes "I guess in the end,";
			mes "it will remain a mystery...";
			next;
			mes "[Raffle Researcher]";
			mes "I suppose it's time for your reward";
			mes "for helping me out so much.";
			next;
			mes "[Raffle Researcher]";
			mes "Did I talk to you about the reward before the experiment?";
			mes "That you won't be sorry that you helped out...";
			next;
			break;
		}
		mes "[Raffle Researcher]";
		mes "I was thinking about what you would want";
		mes "for your reward... and I felt";
		mes "a little... sad.";
		next;
		mes "[Raffle Researcher]";
		mes "... ... ... ...";
		next;
		mes "[Raffle Researcher]";
		mes "During our short time here together working on these projects,";
		mes "I sent you all over the place.";
		mes "It must've been hard, but you didn't complain at all.";
		mes "And unlike some of the other guys I've had,";
		mes "you never skipped work.";
		next;
		mes "[Raffle Researcher]";
		mes "I suppose I've grown fond of you,";
		mes "so that it saddens me to say goodbye...";
		next;
		mes "[Raffle Researcher]";
		mes "But thank you anyhow. I've been researching for a while,";
		mes "but I've never met such an excellent research assistant as you.";
		next;
		if (MaxWeight - Weight < 100 || checkweight(Empty_Cylinder,1) == 0) {
			mes "[Raffle Researcher]";
			mes "Hmm? By the way...";
			mes "You are carrying too much weight.";
			mes "Could it be because you are also sad";
			mes "about parting ways?";
			next;
			mes "[Raffle Researcher]";
			mes "With this weight, I can't give you a reward!";
			close;
		}
		mes "[Raffle Researcher]";
		mes "The best research assistant in my life...";
		mes "is you, "+strcharinfo(PC_NAME)+"!!!";
		ep14_1_muk = 15;
		completequest 5028;
		getexp 1000000,4000000;
		getitem Mora_Coin,30;
		next;
		mes "[Raffle Researcher]";
		mes "If we happen to run into each other again,";
		mes "let's work on a research project once more.";
		close;
	} else if (ep14_1_muk == 15) {
		mes "[Raffle Researcher]";
		mes "Hmm? No?... What are you doing here?";
		next;
		mes "[Raffle Researcher]";
		mes "Could it be that you suddenly want to look at";
		mes "the research report???";
		next;
		switch(select("Look at the report.", "I came to say hello.")) {
		case 1:
			mes "[Raffle Researcher]";
			mes "Haven't I shown it to you before?";
			next;
			mes "[Raffle Researcher]";
			mes "... ... ... ...";
			emotion e_dots;
			next;
			mes "[Raffle Researcher]";
			mes "Maybe I haven't shown you.";
			mes "Sorry about that. So you wanted to see it so badly";
			mes "that you came back to see me?";
			mes "Great! Here it is.";
			next;
			while(1) {
				callsub L_ShowReport;
				mes "[Raffle Researcher]";
				mes "This concludes the report of";
				mes "Mora Village's mysterious bath.";
				mes "You want to look again?";
				emotion e_what;
				next;
				switch(select("Look again.", "Don't look again.")) {
				case 1:
					mes "[Raffle Researcher]";
					mes "Sure... As you wish!!";
					next;
					break;
				case 2:
					mes "[Raffle Researcher]";
					mes "Goodbye. Come by any time,";
					mes "if you want to look at the results again.";
					mes "You're always welcome here.";
					close;
				}
			}
		case 2:
			mes "[Raffle Researcher]";
			mes "Oh, You came to say hi. I see.";
			mes "Long time no see, "+strcharinfo(PC_NAME)+".";
			next;
			mes "[Raffle Researcher]";
			mes "I've been telling you that I lucked out in picking you as my research assistant.";
			mes "Come by any time,";
			mes "if you want to look at the results again.";
			mes "You're always welcome here.";
			close;
		}
	} else {
		mes "[Raffle Researcher]";
		mes "Hmm? I'm Researcher Inffle.";
		mes "Who are you?";
		close;
	}
	end;
L_ShowReport:
	mes "[Experimental Results]";
	mes "*** Researcher - Inffle";
	mes "*** Research Assistant - "+strcharinfo(PC_NAME);
	mes " ";
	mes "<Research topic>";
	mes "*** Bath of Mora Village";
	mes " ";
	mes "<Aim>";
	mes "To investigate the mysterious power of the bath water";
	mes "and to find out ways to better utilize";
	mes "the water.";
	mes " ";
	mes "<Methods>";
	mes "1. Obtained an unidentified DNA sample.";
	mes "Obtained a sample of an unidentified DNA,";
	mes "and collected more samples to look further into it.";
	mes " ";
	mes "2. A comparison analysis on the unidentified DNA";
	mes "Concluded that the DNA belongs to";
	mes "an unidentified creature living in the bath water.";
	mes "combine and result in";
	mes "from the swordfish DNA.";
	mes " ";
	mes "3. Research on the puddles around the village";
	mes "From the four puddles around the village,";
	mes "confirmed that the testing substances were";
	mes "distributed evenly across the puddles.";
	mes "It is thought that the four puddles";
	mes "combine and result in";
	mes "the mysterious power.";
	mes " ";
	mes "<Material analysis>";
	mes sprintf("*** %s ***** 33.5��",
			_("Temperature"));
	mes "*** PH ************ 9.8";
	mes "*** Solid residues *** 176";
	mes "*** K+ ************ 0,23";
	mes "*** Ca++ ********** 1.83";
	mes "*** Cl- *********** 26.2";
	mes "*** HCO3- ********* 31.0";
	mes "*** H2S *********** 1.7";
	mes "*** Na++ ********** 51.9";
	mes "*** Mg+ *********** 0.03";
	mes "*** SO4- ********** 5.0";
	mes "*** F ************* 12.8";
	mes "*** SiO2 ********** 23.9";
	mes "*** Li ************ 0.06";
	mes "*** CO3+ ********** 22.8";
	mes "*** Sr ************ 0.04";
	mes "*** Ge ************ 0.004";
	mes "*** T-solids ****** 165";
	mes "*** Electric conductivity **** 500";
	mes "*** Longitude ********** 4.6";
	next;
	return;
L_CheckWeight:
	if (MaxWeight - Weight < 100 || checkweight(Empty_Cylinder,1) == 0) {
		mes "[Raffle Researcher]";
		mes "You are carrying too much weight.";
		mes "I can't give you the sample tube.";
		mes "Why don't you lighten your load and come back?";
		close;
	}
	return;
}

mora,114,79,0	script	Black Shadow#ep14_muk	CLEAR_NPC,{
	if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 500) {
		mes "^FF0000- Warning message -";
		mes "- Hang on there!! -";
		mes "- You have too many items -";
		mes "- to receive any more items. -";
		mes "- Please lighten your load -";
		mes "- and try again. -^000000";
		close;
	}
	if (BaseLevel < 100) {
		mes "Something looks at you from head to toe, and disappears, mocking you.";
		close2;
		donpcevent "Black Shadow#ep14_muk::OnDisable";
		end;
	}
	.@playtime = questprogress(5029,PLAYTIME);
	if (.@playtime == 1) {
		mes "You see a dark hole. As you show interest, something disappears quickly into the dark hole.";
		close2;
		donpcevent "Black Shadow#ep14_muk::OnDisable";
		end;
	} else if (.@playtime == 2)
		erasequest 5029;
	if (ep14_1_goki == 30) {
		if (!questprogress(5030) && !questprogress(5031) && !questprogress(5032) && !questprogress(5033) && !questprogress(5034)) {
			mes "[Unidentified creature]";
			mes "Arrgghh!!!";
			mes "Why you bother me.";
			mes "You stop bullying me.";
			next;
			if(select("Bully anyway.", "I'll stop.") == 1) {
				emotion e_sob;
				ep14_1_goki = 0;
				close2;
				donpcevent "Black Shadow#ep14_muk::OnDisable";
				end;
			}
			mes "[Unidentified creature]";
			mes "You... Good.";
			mes "Everybody calls me monster.";
			mes "Hit me. Bully. Me tired.";
			next;
			mes "[Fishee]";
			mes "My name Fishee.";
			mes "Dad name me.";
			next;
			mes "... ... ... ... ...";
			next;
			mes "He appears to be rambling.";
			next;
			mes "[Fishee]";
			mes "Bully. Fun. Every day.";
			mes "I talk. Still bully.";
			next;
			mes "[Fishee]";
			mes "You... Good. Help Fishee?";
			next;
			if(select("Don't help.", "Help.") == 1) {
				emotion e_sob;
				ep14_1_goki = 0;
				close2;
				donpcevent "Black Shadow#ep14_muk::OnDisable";
				end;
			}
			mes "[Fishee]";
			mes "You good. Good!";
			next;
			mes "[Fishee]";
			mes "Me didn't live here.";
			mes "Me lived puddle.";
			mes "Puddle. Live there.";
			next;
			mes "[Fishee]";
			mes "Me sleep weird.";
			mes "Wake up one day.";
			mes "Here, bath.";
			next;
			mes "[Fishee]";
			mes "Don't know how go home.";
			mes "Me just live here.";
			mes "Grow big. Hole small.";
			mes "Can't get in.";
			next;
			mes "[Fishee]";
			mes "Me miss family. Me want to see family.";
			mes "You good. How my family do.";
			mes "Bring me. Good.";
			next;
			select("How would I know who is your family?");
			mes "[Fishee]";
			mes "Us fish stupid.";
			mes "Stupid. But know family name.";
			next;
			mes "[Fishee]";
			mes "Family know name Fishee. Family come.";
			next;
			mes "[Fishee]";
			mes "Please. In puddle.";
			mes "You tell me my family do okay.";
			setquest 5030+rand(4); //5030,5031,5032,5033
			close;
		} else if (questprogress(5030) || questprogress(5031) || questprogress(5032) || questprogress(5033)) {
			mes "[Fishee]";
			mes "Please. In puddle.";
			mes "You tell me my family do okay.";
			next;
			mes "[Fishee]";
			mes "You forgot me name?";
			next;
			if(select("Please tell me your name again!", "I know your name.") == 1) {
				mes "[Fishee]";
				mes "Your memory, like fish.";
				mes "Stupid. I talk.";
				mes "My name Fishee, Fishee!!";
				next;
			}
			mes "[Fishee]";
			mes "Please. In puddle.";
			mes "You tell me my family do okay.";
			close;
		} else if (questprogress(5034) == 1) {
			if (MaxWeight - Weight < 100 || checkweight(Fish_Pin,1) == 0) {
				mes "[Fishee]";
				mes "You have lots.";
				mes "I give. To you.";
				mes "Empty bag. Come back.";
				close;
			}
			mes "[Fishee]";
			mes "You told me my family ok. Thank you.";
			mes "I know thank you. Fish.";
			mes "Re... Don't know word.";
			next;
			select("Perhaps... Reward??");
			mes "[Fishee]";
			mes "Yes. That. You good.";
			mes "Smart. Give you reward.";
			mes "I know thank you. Fish.";
			next;
			mes "[Fishee]";
			mes "This, I got from bath.";
			mes "No. Someone left it.";
			mes "... ... Good guy. I give you.";
			completequest 5034;
			getitem Fish_Pin,1;
			close;
		} else if (questprogress(5034) == 2) {
			mes "[Fishee]";
			mes "You...  I saw. Feeling. I saw. Feeling.";
			mes "You... Name?";
			next;
			input .@inputstr$;
			mes "[Fishee]";
			mes .@inputstr$+" do.";
			mes "No know. No remember..";
			mes "Who.. you... are?";
			close;
		}
	}
	.@weapon$ = ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed");
	.@pc_hp = 200;
	.@npc_hp = 200;
	setarray .@skills$[0],"Midsection punch","Headbutt","Wiggle wiggle","Screw punch","Mumble muble";
	mes "The unidentified creature is attacking. What will you do?";
	next;
	while(1) {
		switch(select("Attack with a weapon.", "Attack using a skill.", "Attack using teeth.", "Run away in fear.")) {
		case 1: // Weapon
			.@p_damage = 10;
			.@pc_attack = rand(1,10);
			mes "["+strcharinfo(PC_NAME)+"'s Attack]";
			switch(.@pc_attack) {
			// Miss.
			case 3:
				mes "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000, but the unidentified creature rapidly dodged.";
				break;
			case 6:
				mes "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature, but the creature foresaw the attack and dodged.";
				break;
			case 9:
				mes "You use your precious ^FF0000[+"+.@weapon$+"+]^000000 to attack the unidentified creature, but the creature pulled back and dodged your attack.";
				break;
			// Hit.
			default:
				specialeffect EF_HIT1;
				.@npc_hp -= .@p_damage;
				switch(.@pc_attack) {
					case 1: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break;
					case 2: .@str$ = "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break;
					case 4: .@str$ = "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break;
					case 5: .@str$ = "You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break;
					case 7: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break;
					case 8: .@str$ = "You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
					case 10: .@str$ = "You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
				}
				mes .@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
				break;
			}
			next;
			break;
		case 2: // Skill
			.@p_damage = 20;
			.@pc_attack = rand(1,6);
			.@skillname$ = .@skills$[rand(5)];
			mes "["+strcharinfo(PC_NAME)+"'s Attack]";
			switch(.@pc_attack) {
			// Miss.
			case 2:
				mes "You use skill ^0000FF["+.@skillname$+"]^000000 but you couldn't concentrate, and failed to use the skill properly.";
				break;
			case 4:
				mes "You use skill ^0000FF["+.@skillname$+"]^000000 with all your might, but the unidentified creature dodged lightly and mocked you.";
				break;
			case 6:
				mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the creature, but he got out of sight and you failed to use the skill.";
				break;
			// Hit.
			default:
				specialeffect EF_BASH;
				.@npc_hp -= .@p_damage;
				switch(.@pc_attack) {
					case 1: .@str$ = "With an attack so fast and furious, the creature is too stunned to move."; break;
					case 3: .@str$ = "The creature dodged, but you foresaw his movements and targeted accurately."; break;
					case 5: .@str$ = "Your skill flew in a perfect parabola and hit the creature exactly."; break;
				}
				mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the unidentified creature. "+.@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
				break;
			}
			next;
			break;
		case 3: // Tooth
			.@p_damage = 50;
			.@pc_attack = rand(1,10);
			mes "["+strcharinfo(PC_NAME)+"'s Attack]";
			if (.@pc_attack == 4 || .@pc_attack == 7) {
				specialeffect EF_HIT1;
				.@npc_hp -= .@p_damage;
				mes "You use your well-groomed teeth to bite the unidentified creature hard until your teeth sink into its flesh. ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
			} else
				mes "You use your steel-like teeth to bite the unidentified creature, but the frightened creature dodged. He stares at you with strange eyes.";
			next;
			break;
		case 4: // Run
			mes "You get scared of the unidentified creature, and attempt to run.";
			next;
			mes "["+strcharinfo(PC_NAME)+"'s Escape]";
			if (rand(1,2) == 1) {
				mes "Fortunately, the unidentified creature did not come after you.";
				close;
			} else {
				mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape.";
				next;
				specialeffect(EF_HIT1, AREA, playerattached());
				mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
				.@pc_hp -= 10;
				next;
				// Unofficial check, but it's needed here.
				callsub L_CheckPCAlive, .@pc_hp;
			}
			break;
		}
		if (.@npc_hp <= 0) {
			mes "You won. The unidentified creature is unconscious.";
			next;
			if (questprogress(5016) && countitem(Research_Tool_Bag) == 0) {
				mes "What will you do?";
				next;
				select("Look for the research tools.");
				if (checkweight(Research_Tool_Bag,1) == 0) {
					mes "You attempted to look for the research tools,";
					mes "but you are carrying too many things.";
					mes "You'd better lighten your load";
					mes "and come back.";
					close2;
					donpcevent "Black Shadow#ep14_muk::OnDisable";
					end;
				}
				mes "Found Researcher Raffle's ^0000FF Research tool ^000000.";
				ep14_1_goki += 1;
				getitem Research_Tool_Bag,1;
				setquest 5029;
				next;
				mes "The creature wakes up and disappears into the dark hole.";
				close2;
				donpcevent "Black Shadow#ep14_muk::OnDisable";
				end;
			} else if (questprogress(5017)) {
				mes "How will you bully the creature?";
				next;
				input .@inputstr$;
				mes "You do ^0000FF"+.@inputstr$+"^000000 to bully the unidentified creature.";
				next;
				setquest 5029;
				switch(ep14_1_muk) {
				case 3:
					mes "You bully the unidentified creature. This is kind of fun.";
					break;
				case 4:
					mes "You bully the unidentified creature for the second time. It's definitely entertaining.";
					break;
				case 5:
					mes "You bully the unidentified creature for the third time. It's fun, but now it is time to stop.";
					changequest 5017,5018;
					break;
				}
				ep14_1_muk += 1;
				ep14_1_goki += 1;
				close2;
				donpcevent "Black Shadow#ep14_muk::OnDisable";
				end;
			} else {
				mes "What will you do?";
				next;
				if(select("Check the body of the unidentified creature.", "Leave.") == 2) {
					setquest 5029;
					ep14_1_goki += 1;
					close2;
					donpcevent "Black Shadow#ep14_muk::OnDisable";
					end;
				}
				if (rand(1,30) == 7) {
					if (checkweight(Mora_Coin,1) == 0) {
						mes "While you were checking the body of the unidentified creature, your fingers touch something. You got lucky, but due to your heavy load you failed to obtain a ^0000FF Mora Coin^000000.";
						ep14_1_goki += 1;
						setquest 5029;
						close2;
						donpcevent "Black Shadow#ep14_muk::OnDisable";
						end;
					}
					mes "While you were checking the body of the unidentified creature, your fingers touch something. Lucky. Obtained a ^0000FF Mora Coin^000000.";
					ep14_1_goki += 1;
					getitem Mora_Coin,1;
					setquest 5029;
					next;
					mes "The creature wakes up and disappears into the dark hole.";
				} else {
					mes "As soon as you touch the creature's body, it wakes up and disappears into the dark hole.";
					ep14_1_goki += 1;
					setquest 5029;
				}
				close2;
				donpcevent "Black Shadow#ep14_muk::OnDisable";
				end;
			}
		}
		mes "[ Current Progress ]";
		mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp;
		mes "Unidentified Creature HP = "+.@npc_hp;
		next;
		mes "[Attack of the unidentified creature]";
		.@npc_attack = rand(1,3);
		switch(.@npc_attack) {
		case 1:
			.@n_damage = 10;
			mes "The unidentified creature shoots a stream of bath water.";
			break;
		case 2:
			.@n_damage = 20;
			mes "The unidentified creature dashes at you with great speed. It appears to be attempting a headbutt.";
			break;
		case 3:
			.@n_damage = 50;
			mes "The unidentified creature runs at you with its teeth bared. It appears to be attempting to bite.";
			break;
		}
		next;
		mes "What will you do?";
		next;
		switch(select("... ... ...", "Dodge.", "Block.", "It's too much. Run away.")) {
		case 1:
			switch(.@npc_attack) {
			case 1:
				specialeffect(EF_ICEARROW, AREA, playerattached());
				mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
				break;
			case 2:
				specialeffect(EF_BASH, AREA, playerattached());
				mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
				break;
			case 3:
				specialeffect(EF_HIT1, AREA, playerattached());
				mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
				break;
			}
			.@pc_hp -= .@n_damage;
			next;
			break;
		case 2:
			switch(.@npc_attack) {
			case 1:
				.@miss = rand(1,5);
				mes "[Attack of the unidentified creature]";
				switch(.@miss) {
				// Miss.
				case 1:
					mes "The unidentified creature shoots a stream of water at you, but you dodge it easily by tilting your body.";
					break;
				case 3:
					mes "The unidentified creature shoots a stream of water at you, but you dodge it while picking your nose.";
					break;
				// Hit.
				default:
					specialeffect(EF_ICEARROW, AREA, playerattached());
					.@pc_hp -= .@n_damage;
					switch(.@miss) {
						case 2: .@str$ = "face"; break;
						case 4: .@str$ = "stomach"; break;
						case 5: .@str$ = "arm"; break;
					}
					mes "The stream of water hits your "+.@str$+" squarely. ^FF0000["+.@n_damage+"]^000000 damage received.";
					break;
				}
				next;
				break;
			case 2:
				.@miss = rand(1,10);
				mes "[Attack of the unidentified creature]";
				switch(.@miss) {
				// Miss.
				case 1:
					mes "The unidentified creature dashes at you attempting a headbutt, but you are not the one to succumb to such an attack.";
					break;
				case 3:
					mes "The unidentified creature dashes at you attempting a headbutt, but you move slightly to dodge the attack.";
					break;
				case 5:
					mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack while picking your nose.";
					break;
				case 7:
					mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack easily.";
					break;
				// Hit.
				default:
					specialeffect(EF_BASH, AREA, playerattached());
					.@pc_hp -= .@n_damage;
					switch(.@miss) {
						case 2: .@str$ = "With a thud, you can feel intense pain."; break;
						case 4: .@str$ = "*thud* Your back seems to give way."; break;
						case 6: .@str$ = "The creature's attack hits you in the shoulder."; break;
						case 8: .@str$ = "The attack is like an arrow."; break;
						case 9: .@str$ = "The attack was fast and accurate."; break;
						case 10: .@str$ = "It hits your hand with a thud."; break;
					}
					mes "The unidentified creature dashes at you and headbutts. "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
					break;
				}
				next;
				break;
			case 3:
				.@miss = rand(1,10);
				mes "[Attack of the unidentified creature]";
				switch(.@miss) {
				// Miss.
				case 1:
					mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
					break;
				case 3:
					mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack by moving slightly.";
					break;
				case 5:
					mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while stretching.";
					break;
				case 7:
					mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while counting Zenies.";
					break;
				case 8:
					mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack lightly.";
					break;
				case 9:
					mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
					break;
				// Hit.
				default:
					specialeffect(EF_HIT1, AREA, playerattached());
					.@pc_hp -= .@n_damage;
					switch(.@miss) {
						case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break;
						case 4: .@str$ = "arm. Its sharp teeth penetrate your arm."; break;
						case 6: .@str$ = "toe. You feel like your toe is being cut off."; break;
						case 10: .@str$ = "finger. You feel like your finger is being cut off."; break;
					}
					mes "The unidentified creature runs at you with its teeth bared, and bites your "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
					break;
				}
				next;
				break;
			}
			break;
		case 3:
			.@defend = rand(1,10);
			switch(.@npc_attack) {
			case 1:
				if (.@defend == 3 || .@defend == 6) {
					.@n_damage /= 2;
					specialeffect(EF_GUARD, AREA, playerattached());
				} else
					specialeffect(EF_ICEARROW, AREA, playerattached());
				.@pc_hp -= .@n_damage;
				mes "[Defense of "+strcharinfo(PC_NAME)+"]";
				switch(.@defend) {
					// Blocked.
					case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break;
					case 6: .@str$ = "You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break;
					// Not blocked.
					case 1: .@str$ = "You try to block the stream of water with your strong butt, but it's too late."; break;
					case 2: .@str$ = "You try to block the stream of water with your big gut, but to no avail."; break;
					case 4: .@str$ = "You try to block the stream of water with your gathered hands, but the creature targets a different place."; break;
					case 5: .@str$ = "You try to block the stream of water with your strong hands, but you fail."; break;
					case 7: .@str$ = "You try to block the stream of water with arms crossed, but you fold them wrong."; break;
					case 8: .@str$ = "You try to block the stream of water with your rock-like head, but it was not possible."; break;
					case 9: .@str$ = "You try to block the stream of water with your solid muscles, but it was not possible."; break;
					case 10: .@str$ = "You try to block the stream of water with your strong feet, but your effort was wasted."; break;
				}
				mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
				next;
				break;
			case 2:
				if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) {
					.@n_damage /= 2;
					specialeffect(EF_GUARD, AREA, playerattached());
				} else
					specialeffect(EF_BASH, AREA, playerattached());
				.@pc_hp -= .@n_damage;
				mes "[Defense of "+strcharinfo(PC_NAME)+"]";
				switch(.@defend) {
					// Blocked.
					case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break;
					case 3: .@str$ = "You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break;
					case 5: .@str$ = "You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break;
					case 7: .@str$ = "The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break;
					// Not blocked.
					case 2: .@str$ = "You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break;
					case 4: .@str$ = "You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break;
					case 6: .@str$ = "You try to block the dash attack with arms crossed, but you feel an incredible force."; break;
					case 8: .@str$ = "You try to block the dash attack, to no avail."; break;
					case 9: .@str$ = "You try to block the dash attack with your strong hands, to no avail."; break;
					case 10: .@str$ = "You try to block the dash attack with your durable feet, but the pain woke you up."; break;
				}
				mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
				next;
				break;
			case 3:
				if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) {
					.@n_damage /= 2;
					specialeffect(EF_GUARD, AREA, playerattached());
				}
				.@pc_hp -= .@n_damage;
				mes "[Defense of "+strcharinfo(PC_NAME)+"]";
				switch(.@defend) {
					// Blocked.
					case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break;
					case 4: .@str$ = "but you block its attack with a weapon. HP reduced only by half."; break;
					case 6: .@str$ = "but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break;
					case 8: .@str$ = "but you block its attack using a book you always carry around. HP reduced only by half."; break;
					// Not blocked.
					case 1: .@str$ = "and bites your arm."; break;
					case 3: .@str$ = "and bites your leg."; break;
					case 5: .@str$ = "and bites your shoulder."; break;
					case 7: .@str$ = "and bites your finger."; break;
					case 9: .@str$ = "and bites your finger."; break;
					case 10: .@str$ = "and bites your toe."; break;
				}
				mes "The unidentified creature runs at you with its teeth bared, "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
				next;
				break;
			}
			break;
		case 4:
			mes "You get scared of the unidentified creature, and attempt to run.";
			next;
			mes "["+strcharinfo(PC_NAME)+"'s Escape]";
			if (rand(1,2) == 1) {
				mes "Fortunately ^BF2C15Unidentified creature^000000";
				mes "did not come after you.";
				close;
			} else {
				mes "When you attempt to run away, the unidentified creature sees you and attacks.";
				mes "You fail to escape.";
				next;
				mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
				.@pc_hp -= 10;
				next;
			}
			break;
		}
		callsub L_CheckPCAlive, .@pc_hp;
		mes "[ Current Progress ]";
		mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp;
		mes "Unidentified Creature HP = "+.@npc_hp;
		next;
	}
	end;
L_CheckPCAlive:
	if (getarg(0) <= 0) {
		mes "You lost to the unidentified creature. Your mind goes blank and you faint.";
		next;
		mes "You leave the bath with somebody's help.";
		percentheal -99,0;
		donpcevent "Black Shadow#ep14_muk::OnDisable";
		warp "mora",31,132;
		end;
	}
	return;
OnInit:
	disablenpc "Black Shadow#ep14_muk";
	end;
OnEnable:
	enablenpc "Black Shadow#ep14_muk";
	disablenpc "???#ep14_muk01";
	disablenpc "???#ep14_muk02";
	disablenpc "???#ep14_muk03";
	disablenpc "???#ep14_muk04";
	disablenpc "???#ep14_muk05";
	end;
OnDisable:
	disablenpc "Black Shadow#ep14_muk";
	donpcevent "Black Shadow#ep14_muk::OnFullon";
	mapannounce "mora","You can now use the mysterious power of bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
	end;
OnFullon:
	donpcevent "???#ep14_muk01::OnReset";
	donpcevent "???#ep14_muk02::OnReset";
	donpcevent "???#ep14_muk03::OnReset";
	donpcevent "???#ep14_muk04::OnReset";
	donpcevent "???#ep14_muk05::OnReset";
	end;
}

-	script	???#mora	FAKE_NPC,{
	if (questprogress(5019)) {
		mes "You find an area emitting a distinct aura.";
		mes "You may be able to collect bath water samples.";
		mes "What will you do?";
		next;
		if(select("Collect samples.", "Leave.") == 2) {
			donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
			end;
		}
		if (countitem(Bathtub_R_Sample) >= 10) {
			mes "You will not need additional samples.";
			close2;
			donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
			end;
		}
		if (countitem(Empty_Cylinder) == 0) {
			mes "To obtain a sample, you need a sample tube.";
			close2;
			donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
			end;
		}
		mes "Collecting samples.";
		next;
		progressbar "ffff00",3;
		if (!rand(3)) {
			if (checkweight(Bathtub_R_Sample,1) == 0) {
				mes "You have so many items";
				mes "that it is difficult to collect samples.";
				mes "You will have to lighten your load and come back.";
				close2;
				donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
				end;
			}
			mes "Bath water sample collection complete.";
			delitem Empty_Cylinder,1;
			getitem Bathtub_R_Sample,1;
		} else {
			mes "Bath water sample collection failed.";
			percentheal 5,5;
		}
		close2;
		donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
		end;
	} else if (questprogress(5021) || questprogress(5022)) {
		if (questprogress(5021)) {
			.@str$ = "tooth";
			.@item = 6387; //Teeth_Sample
		} else {
			.@str$ = "scale";
			.@item = 6388; //Scale_Sample
		}
		mes "Something is shining in the water.";
		mes "You may be able to collect the unidentified creature's "+.@str$+" samples.";
		mes "What do you want to do?";
		next;
		if(select("Look further.", "Leave.") == 2) {
			donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
			end;
		}
		if (countitem(.@item) >= 10) {
			mes "You will not need additional samples.";
			close2;
			donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
			end;
		}
		progressbar "ffff00",3;
		if (!rand(3)) {
			if (checkweight(.@item,1) == 0) {
				mes "You have so many items";
				mes "that it is difficult to collect samples.";
				mes "You will have to lighten your load and come back.";
				close;
			}
			mes "Obtained a "+.@str$+" sample";
			mes "of the unidentified creature.";
			getitem .@item,1;
		} else
			mes "You thought you saw it on the ground, but it was an illusion.";
		close2;
		donpcevent strnpcinfo(NPC_NAME)+"::OnDisable";
		end;
	} else {
		mes "???";
		next;
		select("???");
		mes "???";
		close;
	}
	end;
OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	stopnpctimer;
	end;
OnDisable:
	disablenpc strnpcinfo(NPC_NAME);
	initnpctimer;
	end;
OnReset:
	if (rand(2))
		donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
	else
		initnpctimer;
	end;
OnTimer10000:
OnTimer20000:
OnTimer30000:
OnTimer40000:
OnTimer50000:
	if (rand(2))
		donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
	end;
OnTimer60000:
	donpcevent strnpcinfo(NPC_NAME)+"::OnEnable";
	end;
OnTouch:
	if (questprogress(5034) == 2 || ep14_1_muk == 0 || rand(5)) {
		percentheal 5,5;
		end;
	}
	.@playtime = questprogress(5029,PLAYTIME);
	if (.@playtime == 1) {
		percentheal 5,5;
		end;
	} else if (.@playtime == 2) {
		erasequest 5029;
		end;
	} else {
		mapannounce "mora","You can no longer use the mysterious power of the bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
		mes "^FF0000Something appeared.^000000";
		mes "^FFFF00You cannot use the mysterious power of the bath water.^000000";
		close2;
		donpcevent "Black Shadow#ep14_muk::OnEnable";
		end;
	}
}
mora,108,86,0	duplicate(???#mora)	???#ep14_muk01	CLEAR_NPC,2,2
mora,107,82,0	duplicate(???#mora)	???#ep14_muk02	CLEAR_NPC,2,2
mora,113,84,0	duplicate(???#mora)	???#ep14_muk03	CLEAR_NPC,2,2
mora,116,81,0	duplicate(???#mora)	???#ep14_muk04	CLEAR_NPC,2,2
mora,118,86,0	duplicate(???#mora)	???#ep14_muk05	CLEAR_NPC,2,2

-	script	#mora_puddle	FAKE_NPC,{
	.@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9));

	// This script has a lot of checks,
	// so arrays are only set when used.
	setarray .@quest1[1],5024,5025,5026,5027;
	setarray .@dir$[1],"east","west","south","north";

	if (questprogress(.@quest1[.@i])) {
		if (countitem(Puddle_R_Sample) == 0) {
			mes "This appears to be the puddle to the "+.@dir$[.@i];
			mes "that the researcher talked about.";
			mes "Will you collect a sample?";
			next;
			if(select("Collect a sample.", "Don't collect a sample.") == 2)
				close;
			if (countitem(Empty_Cylinder) == 0) {
				mes "You have no empty sample tubes.";
				close;
			}
			progressbar "ffff00",5;
			if (checkweight(Puddle_R_Sample,1) == 0) {
				mes "You have so many items";
				mes "that it is difficult to collect samples.";
				mes "You will have to lighten your load and come back.";
				close;
			}
			mes "You have collected a sample from the puddle to the "+.@dir$[.@i]+".";
			delitem Empty_Cylinder,1;
			getitem Puddle_R_Sample,1;
			close;
		} else {
			mes "You already have a sample.";
			close;
		}
	}

	.@quest1[0] = .@quest1[.@i];
	.@dir$[0] = .@dir$[.@i];
	deletearray .@quest1[.@i],1;
	deletearray .@dir$[.@i],1;

	if (questprogress(.@quest1[1]) || questprogress(.@quest1[2]) || questprogress(.@quest1[3])) {
		for(.@j = 1; .@j<=3; ++.@j) {
			if (questprogress(.@quest1[.@j]))
				break;
		}
		mes "This is not the puddle to the "+.@dir$[.@j]+".";
		close;
	}

	setarray .@quest2[1],5030,5031,5032,5033;
	.@quest2[0] = .@quest2[.@i];
	deletearray .@quest2[.@i],1;

	if (ep14_1_goki == 30 && questprogress(.@quest2[0])) {
		mes "You arrived at the puddle to the "+.@dir$[0]+".";
		mes "You should look for the unidentified creature's family.";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Fish~ Fish~";
		next;
		mes "When you called out, an answer came";
		mes "from the puddle.";
		next;
		mes "[???]";
		mes "Who? Fisher? Go!";
		next;
		select("I'm looking for a particular fish's family.");
		mes "[???]";
		mes "Family? What be that fish name?";
		next;
		mes "What was the name of the unidentified creature?";
		next;
		input .@inputstr$;
		if (.@inputstr$ != "Fishee") {
			mes "[???]";
			mes "No Family. "+.@inputstr$+" No.";
			mes "You go.";
			next;
			mes "It appears that the unidentified creature's family is not here.";
			close;
		}
		mes "[???]";
		mes .@inputstr$+"? Oh... How...";
		mes "Husband here come. Your son.";
		mes "News here.";
		next;
		mes "Another creature from the puddle spoke to you.";
		next;
		mes "[????]";
		mes "What? Missing son news?";
		next;
		mes "The two fish were very excited,";
		mes "and their conversation was hard to follow.";
		mes "You waited for them to calm down";
		mes "and told them the full story.";
		next;
		mes "[Fishee's Dad]";
		mes "Yes... At night, son";
		mes "gone... Night fishers.";
		mes "Son stupid. Caught. Dead. OK.";
		next;
		mes "[Fishee's Mom]";
		mes "Fishee alive. Great. Great.";
		next;
		mes "[Fishee's Dad]";
		mes "Yes... Human give son news.";
		mes "Thanks. Son,";
		mes "We okay. Happy. Here. You tell son.";
		changequest .@quest2[0],5034;
		close;
	} else if (questprogress(5034) == 1) {
		mes "[Fishee's Dad]";
		mes "Yes... Human give son news.";
		mes "Thanks. Son,";
		mes "We okay. Happy. Here. You tell son.";
		close;
	} else if (questprogress(.@quest2[1]) || questprogress(.@quest2[2]) || questprogress(.@quest2[3])) {
		mes "You arrived at the puddle to the "+.@dir$[0]+".";
		mes "You should look for the unidentified creature's family.";
		next;
		mes "["+strcharinfo(PC_NAME)+"]";
		mes "Fish~ Fish~";
		next;
		mes "You yelled out loud for fish,";
		mes "but there is no response.";
		mes "I don't think anybody lives";
		mes "in this puddle.";
		close;
	}
	mes "You see a puddle with a calm surface.";
	close;
}
bif_fild02,315,285,0	duplicate(#mora_puddle)	Puddle#ep14_muk01	CLEAR_NPC
bif_fild02,65,109,0	duplicate(#mora_puddle)	Puddle#ep14_muk02	CLEAR_NPC
bif_fild02,223,71,0	duplicate(#mora_puddle)	Puddle#ep14_muk03	CLEAR_NPC
bif_fild02,113,340,0	duplicate(#mora_puddle)	Puddle#ep14_muk04	CLEAR_NPC

//== Mora Daily Quests :: ep14_1_dealer ====================
mora,133,80,6	script	Elephantine#pa0829	4_ELEPHANT,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You are carrying too much weight to do that. Reduce the weight and try again.";
		close;
	}
	if (ep14_1_mistwoods < 10) {
		mes "[Elephantine]";
		mes "Hmm, you don't look reliable enough to perform tasks for me.";
		close;
	}
	if (BaseLevel < 135) {
		mes "[Elephantine]";
		mes "Why don't you come back when you've grown stronger? I can't give you tasks when you're in your current state.";
		close;
	}
	.@playtime = questprogress(12230,PLAYTIME);
	if (.@playtime == 1) {
		mes "[Elephantine]";
		mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
		close;
	} else if (.@playtime == 2) {
		mes "[Elephantine]";
		mes "Will you please check with ^990099Hotcha^000000";
		mes "on the details of the previous task?";
		close;
	}
	mes "[Elephantine]";
	mes "Welcome.";
	mes "I have some tasks for you - will you take a look at them?";
	next;
	if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
		mes "[Elephantine]";
		mes "I'm the Head of the Volunteer Patrol of the Village of Mora. It didn't used to be like this, he he.";
		next;
		mes "[Elephantine]";
		mes "Each day, I'll be giving you a quest to kill off monsters in the surrounding area.";
		next;
		mes "[Elephantine]";
		mes "You might get a task that's far too difficult for you to take care of alone - in that case, try to get help from your fellow adventurers.";
		close;
	}
	mes "[Elephantine]";
	mes "Let me see what tasks we've got today... Hmm...";
	next;
	mes "[Elephantine]";
	mes "How about this one?";
	next;
	switch(rand(1,5)) {
	case 1:
		setquest 12225;
		setquest 12230;
		mes "[Elephantine]";
		mes "Strange insects that carry fruit on their backs roam this area - you must've seen them.";
		next;
		mes "[Elephantine]";
		mes "I'd like you to take them out as you see them, before they try to sell anything to the adventurers lost in the forest.";
		.@n$ = "Fruit-Carrying Insects";
		break;
	case 2:
		setquest 12226;
		setquest 12230;
		mes "[Elephantine]";
		mes "There have been a lot of reports lately about mantises disguised as flowers attacking creatures passing by.";
		next;
		mes "[Elephantine]";
		mes "No casualties have been reported yet, but it wouldn't hurt to take precautions. Please deal with them appropriately.";
		.@n$ = "Flowery Hunters";
		break;
	case 3:
		setquest 12227;
		setquest 12230;
		mes "[Elephantine]";
		mes "An adventurer was reported to have been attacked by little birds while gathering resources in the vicinity of Bifrost.";
		next;
		mes "[Elephantine]";
		mes "They didn't look so ferocious... but the adventurer has asked me to get rid of them, so you'll have to do it.";
		.@n$ = "Small but Ferocious...";
		break;
	case 4:
		setquest 12228;
		setquest 12230;
		mes "[Elephantine]";
		mes "I have qualms about this one, but somebody anonymously asked me to hunt down the naughty fairies.";
		next;
		mes "[Elephantine]";
		mes "I don't know what grudge he has against the fairies, but a request is a request.";
		.@n$ = "An Unknown Grudge";
		break;
	case 5:
		setquest 12229;
		setquest 12230;
		mes "[Elephantine]";
		mes "Would you believe it if I said there are balls of blonde hair rolling around? You wouldn't, would you?";
		next;
		mes "[Elephantine]";
		mes "They don't seem so dangerous, but they are reported to steal books and sweets from adventurers. Please deal with them appropriately.";
		.@n$ = "Blondie Ann";
		break;
	}
	next;
	mes "You have received the task ^005500"+.@n$+"^000000. Open and see the quest window for the details.";
	close;
}

mora,115,98,0	script	Hotcha#pa0829	4_ELEPHANT,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You are carrying too much weight to do that. Reduce the weight and try again.";
		close;
	}
	if (ep14_1_mistwoods < 10) {
		mes "[Hotcha]";
		mes "Hmm, you don't look reliable enough for Elephantine's tasks.";
		close;
	}
	if (BaseLevel < 97) {
		mes "[Hotcha]";
		mes "This place is like a paradise for adventurers. Not for weak ones like you, though.";
		close;
	}
	.@playtime = questprogress(12230,PLAYTIME);
	if (!.@playtime) {
		mes "[Hotcha]";
		mes "I see you haven't received";
		mes "any tasks yet.";
		mes "Go talk to Elephantine,";
		mes "and Elephantine will give you";
		mes "one of the countless tasks.";
		close;
	} else if (.@playtime == 2) {
		mes "[Hotcha]";
		mes "The time is up to complete the existing tasks.";
		next;
		mes "[Hotcha]";
		mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
		next;
		mes "[Hotcha]";
		mes "Once they are removed, go talk to Elephantine and you can receive new tasks.";
		for(.@i = 12225; .@i<=12229; ++.@i) {
			if (questprogress(.@i))
				erasequest .@i;
		}
		erasequest 12230;
		close;
	}
	mes "[Hotcha]";
	mes "Welcome.";
	mes "How may I help you?";
	next;
	select("I have completed a task.");
	mes "Oh.";
	mes "Have you?";
	mes "Please wait a minute while I check the documents.";
	next;

	for(.@i = 12225; .@i<=12229; ++.@i) {
		if (questprogress(.@i,HUNTING) == 2) {
			mes "[Hotcha]";
			mes "Yes, I see you've completed the task. It has been confirmed as completed.";
			erasequest .@i;
			specialeffect(EF_STEAL, AREA, playerattached());
			if (BaseLevel > 99)
				getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
			else
				getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
			getitem Mora_Coin,3;
			close;
		}
	}

	mes "[Hotcha]";
	mes "Hmm... "+strcharinfo(PC_NAME)+".";
	mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
	close;
}

mora,119,103,4	script	Bow-wow#pa0829	4_M_DOGTRAVELER,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You are carrying too much weight to do that. Reduce the weight and try again.";
		close;
	}
	if (ep14_1_mistwoods < 10) {
		mes "[Bow-wow]";
		mes "I try to give tasks only to reliable people. You are......... no, never mind.";
		close;
	}
	if (BaseLevel < 97) {
		mes "[Bow-wow]";
		mes "You really have no clue. What could you do with such a weak body?";
		close;
	}
	.@playtime = questprogress(12241,PLAYTIME);
	if (.@playtime == 1) {
		mes "[Bow-wow]";
		mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
		close;
	} else if (.@playtime == 2) {
		mes "[Bow-wow]";
		mes "Will you please check with the ^990099General Goods Dealer^000000";
		mes "on the details of the previous task?";
		close;
	}
	mes "[Bow-wow]";
	mes "Welcome.";
	mes "I have some tasks for you - will you take a look at them?";
	next;
	if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
		mes "[Bow-wow]";
		mes "Here, we make all kinds of supplies for adventurers.";
		next;
		mes "[Bow-wow]";
		mes "We accept raw materials for the supplies once a day.";
		next;
		mes "[Bow-wow]";
		mes "Sometimes, we might ask for materials that are very difficult to obtain. In that case, try to get help from your fellow adventurers.";
		close;
	}
	mes "[Bow-wow]";
	mes "Let me see... what supplies are we making today...?";
	next;
	mes "[Bow-wow]";
	mes "How about this one?";
	next;
	switch(rand(1,5)) {
	case 1:
		setquest 12231;
		setquest 12241;
		mes "[Bow-wow]";
		mes "The adventurers here make sure to bring with them, on their exploration to dungeons, a preservative to keep their food fresh. Do you know what the preservative is made from?";
		next;
		mes "[Bow-wow]";
		mes "*grin* None other than... Insect Feelers! The General Goods Dealer there asked me to get four of them. I personally would not eat it for all the world...";
		.@n$ = "Material for the Preservative";
		break;
	case 2:
		setquest 12232;
		setquest 12241;
		mes "[Bow-wow]";
		mes "These days, it's common for adventurers here to make talismans to protect themselves on their dangerous adventures. Like a kind of insurance.";
		next;
		mes "[Bow-wow]";
		mes "Immortal Hearts seem to be all the rage lately. The General Goods Merchant asked me to get five of them.";
		.@n$ = "A Symbol of Resistance";
		break;
	case 3:
		setquest 12233;
		setquest 12241;
		mes "[Bow-wow]";
		mes "They need tons of Rotten Bandages for making first aid bandages. They must have run out of new materials.";
		next;
		mes "[Bow-wow]";
		mes "The client is the General Goods Merchant over there. Three bunches of them will be enough.";
		.@n$ = "Material for First Aid Kits";
		break;
	case 4:
		setquest 12234;
		setquest 12241;
		mes "[Bow-wow]";
		mes "Symbols of strong warriors give adventurers great support on their journeys. That's why Orcish Vouchers sell like hotcakes.";
		next;
		mes "[Bow-wow]";
		mes "The General Goods Dealer asked me to get three Orcish Vouchers, which are to be used to make symbols of courage.";
		.@n$ = "Symbols of Courage";
		break;
	case 5:
		setquest 12235;
		setquest 12241;
		mes "[Bow-wow]";
		mes "It seems to be rumored among adventurers that drinking powdered bones mixed with water helps boost their stamina.";
		next;
		mes "[Bow-wow]";
		mes "The General Goods Dealer asked me to get three Skel-Bones, which are to be used to make tonic.";
		.@n$ = "Good for Stamina...";
		break;
	}
	next;
	mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
	close;
}

mora,119,118,4	script	General Good Dealer#pa0	4_M_RAFLE_GR,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You are carrying too much weight to do that. Reduce the weight and try again.";
		close;
	}
	if (ep14_1_mistwoods < 10) {
		mes "[General Good Dealer]";
		mes "Hmm, you don't look reliable enough for Bow-wow's tasks.";
		close;
	}
	if (BaseLevel < 97) {
		mes "[General Good Dealer]";
		mes "What could you do with that fragile body? Go get some exercise.";
		close;
	}
	.@playtime = questprogress(12241,PLAYTIME);
	if (!.@playtime) {
		mes "[General Good Dealer]";
		mes "I see you haven't received";
		mes "any tasks yet.";
		mes "Go talk to Bow-wow,";
		mes "and Bow-wow will give you";
		mes "one of the countless tasks.";
		close;
	} else if (.@playtime == 2) {
		mes "[General Good Dealer]";
		mes "The time is up to complete the existing tasks.";
		next;
		mes "[General Good Dealer]";
		mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
		next;
		mes "[General Good Dealer]";
		mes "Once they are removed, go talk to Bow-wow and you can receive new tasks.";
		for(.@i = 12231; .@i<=12235; ++.@i) {
			if (questprogress(.@i))
				erasequest .@i;
		}
		erasequest 12241;
		close;
	}
	mes "[General Good Dealer]";
	mes "Welcome.";
	mes "How may I help you?";
	next;
	select("I have completed a task.");
	mes "[General Good Dealer]";
	mes "Oh.";
	mes "Have you?";
	mes "Please wait a minute while I check the documents.";
	next;

	callsub L_CheckQuest,12231,928,4; //Insect_Feeler
	callsub L_CheckQuest,12232,929,5; //Immortal_Heart
	callsub L_CheckQuest,12233,930,1; //Rotten_Bandage
	callsub L_CheckQuest,12234,931,3; //Orcish_Voucher
	callsub L_CheckQuest,12235,932,3; //Skel_Bone

	mes "[General Good Dealer]";
	mes "Hmm... "+strcharinfo(PC_NAME)+".";
	mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
	close;

L_CheckQuest:
	if (questprogress(getarg(0))) {
		if (countitem(getarg(1)) < getarg(2)) {
			mes "[General Good Dealer]";
			mes "The amount is not enough...";
			close;
		}
		mes "[General Good Dealer]";
		mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?";
		delitem getarg(1),getarg(2);
		erasequest getarg(0);
		specialeffect(EF_STEAL, AREA, playerattached());
		if (BaseLevel > 99)
			getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
		else
			getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
		getitem Mora_Coin,1;
		close;
	}
	return;
}

mora,124,108,7	script	Woof-grrr#pa0829	4_M_DOGTRAVELER2,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You are carrying too much weight to do that. Reduce the weight and try again.";
		close;
	}
	if (ep14_1_mistwoods < 10) {
		mes "[Woof-grrr]";
		mes "Can you please keep away from me? You're getting in the way.";
		close;
	}
	if (BaseLevel < 97) {
		mes "[Woof-grrr]";
		mes "This place is not a nursery. Grow up and come back, and I'll gladly give you tasks.";
		close;
	}
	.@playtime = questprogress(12242,PLAYTIME);
	if (.@playtime == 1) {
		mes "[Woof-grrr]";
		mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
		close;
	} else if (.@playtime == 2) {
		mes "[Woof-grrr]";
		mes "Will you please check with the ^990099Commodities Dealer^000000, standing across from me,";
		mes "on the details of the previous task?";
		close;
	}
	mes "[Woof-grrr]";
	mes "Nice to see you.";
	mes "I have some tasks for you - will you take a look at them?";
	next;
	if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
		mes "[Woof-grrr]";
		mes "Bow-wow and I are in the same industry.";
		next;
		mes "[Woof-grrr]";
		mes "We are a manufacturer of adventurers' supplies.";
		next;
		mes "[Woof-grrr]";
		mes "My tasks won't be easy - you'd better prepare yourself.";
		close;
	}
	mes "[Woof-grrr]";
	mes "Hmm... What tasks are at hand today?";
	next;
	mes "[Woof-grrr]";
	mes "Oh. This one looks good.";
	next;
	switch(rand(1,5)) {
	case 1:
		setquest 12236;
		setquest 12242;
		mes "[Woof-grrr]";
		mes "Some people just hang their talismans around their necks, but more people choose to seal them in special cases and carry them on their bodies.";
		next;
		mes "[Woof-grrr]";
		mes "Mementos serve as inspirations for designers of those cases. The Commodities Dealer across from me asked me to get two of them.";
		.@n$ = "The Latest Trend in Talismans";
		break;
	case 2:
		setquest 12237;
		setquest 12242;
		mes "[Woof-grrr]";
		mes "Adventurers make sure to keep their talismans safe, because they could save their lives.";
		next;
		mes "[Woof-grrr]";
		mes "The Commodities Dealer across from me seems to make protective cases out of Shells. I was asked to get three of them.";
		.@n$ = "Keep Your Valuables Safe";
		break;
	case 3:
		setquest 12238;
		setquest 12242;
		mes "[Woof-grrr]";
		mes "Adventurers that go into the bushes of the Maze of the Hazy Forest always wear knee protectors.";
		next;
		mes "[Woof-grrr]";
		mes "The Commodities Dealer across from me asked me to get three Scale Shells, which are to be used to make knee protectors.";
		.@n$ = "Material for Knee Protectors";
		break;
	case 4:
		setquest 12239;
		setquest 12242;
		mes "[Woof-grrr]";
		mes "I have a task for you at hand, making a vaccine for possible poisonous insects.";
		next;
		mes "[Woof-grrr]";
		mes "The Commodities Dealer across from me asked me to get two Venom Canines, which are to be used in the research of the substance.";
		.@n$ = "Poison for Poison...";
		break;
	case 5:
		setquest 12240;
		setquest 12242;
		mes "[Woof-grrr]";
		mes "It seems they have run out of the material for adding non-slip soles to shoes.";
		next;
		mes "[Woof-grrr]";
		mes "The Commodities Dealer across from me commissioned me to get five globs of Sticky Mucus.";
		.@n$ = "Don't Slip and Fall";
		break;
	}
	next;
	mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
	close;
}

mora,127,112,4	script	Commodities Dealer#pa08	4_F_RAFLE_PK,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You are carrying too much weight to do that. Reduce the weight and try again.";
		close;
	}
	if (ep14_1_mistwoods < 10) {
		mes "[Commodities Dealer]";
		mes "Well, Woof-grrr can't have given a weakling like you tasks.";
		close;
	}
	if (BaseLevel < 97) {
		mes "[Commodities Dealer]";
		mes "Go away! I can't concentrate on cataloging with you hanging around like that...";
		close;
	}
	.@playtime = questprogress(12242,PLAYTIME);
	if (!.@playtime) {
		mes "[Commodities Dealer]";
		mes "I see you haven't received";
		mes "any tasks yet.";
		mes "Go talk to Woof-grrr,";
		mes "and Woof-grrr will give you";
		mes "one of the countless tasks.";
		close;
	} else if (.@playtime == 2) {
		mes "[Commodities Dealer]";
		mes "The time is up to complete the existing tasks.";
		next;
		mes "[Commodities Dealer]";
		mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
		next;
		mes "[Commodities Dealer]";
		mes "Once they are removed, go talk to Woof-grrr and you can receive new tasks.";
		for(.@i = 12236; .@i<=12240; ++.@i) {
			if (questprogress(.@i))
				erasequest .@i;
		}
		erasequest 12242;
		close;
	}
	mes "[Commodities Dealer]";
	mes "Welcome.";
	mes "How may I help you?";
	next;
	select("I have completed a task.");
	mes "[Commodities Dealer]";
	mes "Oh.";
	mes "Have you?";
	mes "Please wait a minute while I check the documents.";
	next;

	callsub L_CheckQuest,12236,934,2; //Mementos
	callsub L_CheckQuest,12237,935,3; //Shell
	callsub L_CheckQuest,12238,936,3; //Scales_Shell
	callsub L_CheckQuest,12239,937,2; //Posionous_Canine
	callsub L_CheckQuest,12240,938,5; //Sticky_Mucus

	mes "[Commodities Dealer]";
	mes "Hmm... "+strcharinfo(PC_NAME)+".";
	mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
	close;

L_CheckQuest:
	if (questprogress(getarg(0))) {
		if (countitem(getarg(1)) < getarg(2)) {
			mes "[Commodities Dealer]";
			mes "The amount is not enough...";
			close;
		}
		mes "[Commodities Dealer]";
		mes "I've received the items all right. I look forward to working with you again.";
		delitem getarg(1),getarg(2);
		erasequest getarg(0);
		specialeffect(EF_STEAL, AREA, playerattached());
		if (BaseLevel > 99)
			getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
		else
			getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
		getitem Mora_Coin,1;
		close;
	}
	return;
}

mora,170,101,4	script	Soul Guide#pa0829	4_F_DOGTRAVELER,{
	if (checkweight(Knife,1) == 0) {
		mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
		close;
	}
	if (MaxWeight - Weight < 1000) {
		mes "You are carrying too much weight to do that. Reduce the weight and try again.";
		close;
	}
	if (ep14_1_mistwoods < 10) {
		mes "[Soul Guide]";
		mes "Reliability is the primary quality needed in looking for lost souls. You don't look so reliable to me.";
		close;
	}
	if (BaseLevel < 97) {
		mes "[Soul Guide]";
		mes "You need to have a strong spirit to do this task. I think you need a lot more discipline.";
		close;
	}
	.@playtime = questprogress(12253,PLAYTIME);
	if (.@playtime == 1) {
		mes "You still have marks of the haunting souls on your body.";
		next;
		mes "You'll have to come back when the marks have disappeared.";
		close;
	} else if (.@playtime == 2) {
		mes "You feel your mind has calmed down once again. You now have enough energy to go look for other souls, so talk to the Guide again.";
		for(.@i = 12243; .@i<=12252; ++.@i) {
			if (questprogress(.@i))
				erasequest .@i;
		}
		erasequest 12253;
		close;
	}
	mes "[Soul Guide]";
	mes "Welcome.";
	mes "Are you ready?";
	next;
	if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) {
		mes "[Soul Guide]";
		mes "My job is to gather the remains of the souls haunting the forest and put them to rest.";
		next;
		mes "[Soul Guide]";
		mes "There are countless souls trapped in the Maze.";
		next;
		mes "[Soul Guide]";
		mes "Help them get their long-deserved rest.";
		close;
	}
	mes "[Soul Guide]";
	mes "I'll show you the details of one of the lost souls.";
	next;
	switch(rand(1,10)) {
	case 1:
		setquest 12243;
		setquest 12253;
		mes "^660066Age 32. Comes from Midgard. Has been missing for 3 months since he went to the Maze of the Hazy Forest in order to collect the native plants. Low chance of survival.^000000";
		.@n$ = "Tazar";
		break;
	case 2:
		setquest 12244;
		setquest 12253;
		mes "^660066Age 19. Adventurer who came from a far, unknown place by ship. Been missing for 2 months since he went to explore the Maze dressed in thin tights, despite dissuasion of all Mora residents.";
		mes "Even if he's alive, he would cause trouble to the rescue team.^000000";
		.@n$ = "Niger";
		break;
	case 3:
		setquest 12245;
		setquest 12253;
		mes "^660066Age unknown. Has some mental illness. Went alone in order to purify the Maze of the Hazy forest. He insists that he has good ancestry but no one trusts him.";
		mes "Disappearance period : 12 years. Not much chance of survival.^000000";
		.@n$ = "Messil";
		break;
	case 4:
		setquest 12246;
		setquest 12253;
		mes "^660066Age 51. Used to be a big thief who stole famous swords from all around the world.";
		mes "Went missing in the Maze after being pursued for running an illegal casino house which caused massive casualties in his final years. Low chance of survival.^000000";
		.@n$ = "Noirit";
		break;
	case 5:
		setquest 12247;
		setquest 12253;
		mes "^660066Age 22. An apprentice of an airship pilot. He has gone missing while drinking in Mora town, where he went for a break.";
		mes "Rumor has it that he fled after signing somewhere. Disappearance period : 4 months. Low chance of survival.^000000";
		.@n$ = "Pajama Sin";
		break;
	case 6:
		setquest 12248;
		setquest 12253;
		mes "^660066Age Unknown. A female with long hair, dressed in black. Went on an expedition to the forest of the Maze in search of eternal life. Disappearance period : 3 months. Low chance of survival.^000000";
		.@n$ = "Mendel";
		break;
	case 7:
		setquest 12249;
		setquest 12253;
		mes "^660066Age around 50. The current Mayor of the Mora village. He ran away to the Forest of Maze after being caught pocketing profits by cheating the residents. Survival uncertain.^000000";
		.@n$ = "Milebit";
		break;
	case 8:
		setquest 12250;
		setquest 12253;
		mes "^660066Age 29. A young man with an unknown background.";
		mes "Fled to the forest of maze after scamming 1200 Mora coins from Mora residents while pretending to start a lot of business and adapting himself in Mora. Survival uncertain.^000000";
		.@n$ = "Kunmoon";
		break;
	case 9:
		setquest 12251;
		setquest 12253;
		mes "^660066Age 34. Flirted with several women in Mora. Fled from Mora villagers to the forest of maze. Survival uncertain.^000000";
		.@n$ = "Chaihokin";
		break;
	case 10:
		setquest 12252;
		setquest 12253;
		mes "^660066Age Unknown. Disappered with coins which were joint controlled by the villagers. Low chance of survival.^000000";
		.@n$ = "Tual";
		break;
	}
	next;
	mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information.";
	specialeffect(EF_STEAL, AREA, playerattached());
	close;
}

mora,131,165,7	script	Wandering Customer#pa082	4_F_MORAFINE1,{
	mes "[Wandering Customer]";
	mes "I don't know whether to believe this art dealer... He made me stand here like this for days.... Ah... I feel dizzy.";
	close;
}

mora,125,174,2	script	A Random Customer#pa0829	4_F_MORAFINE1,{
	mes "[Naive Customer]";
	mes "I don't know when carving my pendant will be completed. Since he is a reliable art dealer, I suppose he won't break my pendant.";
	close;
}

mora,104,172,7	script	Victim#pa0829	4_F_MORAFINE1,{
	mes "[Victim]";
	mes "You Bastard! I want my rugged outwear! That was passed on to me by my father *SOB*";
	next;
	mes "^990099 It seems that he has gotten a great deal of damage from the art dealer.^000000";
	close;
}

sec_in02,29,34,5	script	Initializing Mora Sanjo	4_MAN_NITT,{
	callfunc "F_GM_NPC";
	mes "Enter your password";
	if (callfunc("F_GM_NPC","1854",1) == 0) {
		mes "Hehe";
		close;
	} else {
		mes "[Initialization]";
		mes "14.1 Initializing all quest window include related daily quest and map and so on";
		freeloop(1);
		for(.@i = 12225; .@i<=12353; ++.@i) {
			if (questprogress(.@i))
				erasequest .@i;
		}
		freeloop(0);
		ep14_1_mistwoods = 10;
		close;
	}
}

//== Mora Daily Quests - Souls :: md_cadaver_in ============
// callfunc "mora_remains",<quest ID>,<NPC name>,<Mora Coin amount>,<reward ID>,<max reward amount>;
function	script	mora_remains	{
	if (MaxWeight - Weight < 1000) {
		mes "You have to make space in your inventory.";
		close;
	}
	if (questprogress(getarg(0))) {
		specialeffect(EF_BLIND, AREA, playerattached());
		specialeffect(EF_BEGINSPELL, AREA, playerattached());
		progressbar "ffff00",4;
		erasequest getarg(0);
		mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains.";
		specialeffect(EF_STEAL, AREA, playerattached());
		getitem getarg(3), rand(1,getarg(4));
		if (rand(10)) {
			next;
			mes "You picked up "+getarg(2)+" Mora Coins next to the remains.";
			specialeffect(EF_STEAL, AREA, playerattached());
			getitem Mora_Coin,getarg(2);
		}
		close;
	}
	mes "You see traces of recent digging.";
	close;
}
1@mist,132,100,0	script	Tazaar's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12243,"Tazaar",6,526,3; }	//Royal_Jelly
1@mist,102,242,0	script	Naizar's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12244,"Naizar",5,942,17; }	//Yoyo_Tail
1@mist,145,245,0	script	Meshir's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12245,"Meshir",5,943,4; }	//Solid_Shell
1@mist,196,276,0	script	Noirit's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12246,"Noirit",6,549,3; }	//Nice_Sweet_Potato
1@mist,304,327,0	script	Pajama God's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12247,"Pajama God",5,945,18; }	//Raccoon_Leaf
1@mist,334,287,0	script	Mendel's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; }	//Snails_Shell
1@mist,330,177,0	script	Milebit's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12249,"Milebit",5,7008,17; }	//Stiff_Horn
1@mist,284,84,0	script	Kunmun's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12250,"Kunmun",4,6380,20; }	//Mora_Coin
1@mist,170,54,0	script	Tsaihokin's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; }	//Immortal_Heart
1@mist,118,43,0	script	Tuar's Remains#33	CLEAR_NPC,{ callfunc "mora_remains",12252,"Tuar",3,6380,20; }	//Mora_Coin

//== Knights of the Neighborhood :: ep14_1_mora_knight =====
mora,118,166,6	script	Knights Chief#mo	4_F_RAFLE_VI,{
	mes "[Order of the Knights Chief]";
	mes "We are the legendary order of the Neighborhood Knights, founded just five minutes ago!";
	next;
	mes "[Order of the Knights Chief]";
	mes "We have four chiefs but no foot soldiers...";
	mes "It's so frustrating!";
	next;
	mes "[Other Leaders]";
	mes "Those other guys are all soldiers, but I'm the Boss!";
	mes "I, the Head, will tell you what to do!";
	mes "The Leader is the highest in the rank!";
	mes "You talked me into joining the order, and now look at this!";
	close;
}

mora,116,165,5	script	Knights Boss#mo	4_M_RAFLE_VI,{
	.@playtime = questprogress(1119,PLAYTIME);
	if (.@playtime == 1) {
		mes "[Order of the Knights Boss]";
		mes "We've run out of Mora Coins.";
		mes "Come back tomorrow!";
		close;
	} else if (.@playtime == 2)
		erasequest 1119;
	if (checkweight(Mora_Coin,1) == 0) {
		mes "[Order of the Knights Boss]";
		mes "You have a lot of things with you!";
		mes "Why not dump some of them in my pocket?";
		close;
	}
	if (countitem(Mysterious_Seed) >= 200) {
		mes "[Order of the Knights Boss]";
		mes "So you've brought back";
		mes "200 ^FF0000Mysterious Seeds^000000.";
		mes "Are you working under my command?";
		mes "I'm so confused";
		mes "because I've been sending random people on errands.";
		next;
		mes "[Order of the Knights Boss]";
		mes "I'll reward you as I promised.";
		mes "You made sure everyone knows";
		mes "it's the Order of the Neighborhood Knights's work, right?";
		setquest 1119;
		delitem Mysterious_Seed,200;
		getitem Mora_Coin,1;
		close;
	}
	mes "[Order of the Knights Boss]";
	mes "You have courage to";
	mes "show up out of nowhere";
	mes "and demand Mora Coins... how impressive!";
	mes "You're more than qualified to be a soldier of the Order of the Neighborhood Knights.";
	next;
	mes "[Order of the Knights Boss]";
	mes "Soldier, I need you to do something for me.";
	mes "Go to the Hazy Forest and gather 200 ^FF0000Mysterious Seeds^000000!";
	next;
	switch(select("Yes, sir!", "I challenge you to a duel!")) {
	case 1:
		mes "[Order of the Knights Boss]";
		mes "Good attitude, "+strcharinfo(PC_NAME)+" Soldier!";
		mes "I'll reward you handsomely when you get back.";
		next;
		mes "[Other Bosses]";
		mes "This is from me, the Chief!";
		mes "Don't look down on the Head!";
		mes "It's from me, the Leader!";
		close;
	case 2:
		mes "[Order of the Knights Boss]";
		mes "See the Chief if you want to have a duel!";
		mes "I'm in charge of recruiting here.";
		mes "Ahem...";
		close;
	}
}

mora,114,163,5	script	Knights Head#mo	4_M_RAFLE_OR,{
	if (checkweight(Mora_Coin,1) == 0) {
		mes "[Order of the Knights Head]";
		mes "You have a lot of things with you!";
		mes "Why not dump some of them in my pocket?";
		close;
	}
	if (ep14_1_rope < 11) {
		mes "[Order of the Knights Head]";
		mes "I hear that a Laphine called 'Lope'";
		mes "went missing in the Hazy Forest.";
		mes "I wish the Order of the Neighborhood Knights";
		next;
		mes "[Order of the Knights Head]";
		mes "could help solve the case,";
		mes "but we can't now";
		mes "because we're not done cleaning the yard yet.";
		mes "So, what I'm trying to say is";
		next;
		mes "[Order of the Knights Head]";
		mes "why don't you go";
		mes "and deal with the problem";
		mes "on behalf of the Order of the Neighborhood Knights!";
		next;
		mes "[Order of the Knights Head]";
		mes "I promise, as the Head of the Order,";
		mes "that I'll give you more work";
		mes "when you get back!";
		next;
		mes "[Other Heads]";
		mes "I approve it, as the Chief.";
		mes "You can thank me, the Boss.";
		mes "You know the Leader is the boss here, right?";
		close;
	} else if (ep14_1_rope == 11) {
		mes "[Order of the Knights Head]";
		mes "So the missing Laphine";
		mes "is dead?";
		mes "I'm sorry to hear that.";
		mes "I could have saved him.";
		next;
		mes "[Order of the Knights Head]";
		mes "I hear that there are more ^0000FFLope's Clues^000000";
		mes "in the Hazy Forest.";
		mes "Go look for the rest of them";
		mes "and bring back about 30 of them.";
		mes "They will make great souvenirs.";
		next;
		switch(select("Am I doing all the work here or what?", "Yes, sir!")) {
		case 1:
			mes "[Order of the Knights Head]";
			mes "So you've noticed it?";
			mes "Darn! I should have given you work earlier!";
			close;
		case 2:
			mes "[Order of the Knights Head]";
			mes "It was worthwhile to have trained you after all.";
			mes "I'm proud of you,"+strcharinfo(PC_NAME)+" Soldier!";
			next;
			mes "[Other Heads]";
			mes "I think you'll make a great right-hand man, the Chief.";
			mes "I feel rewarded, as the Boss.";
			mes "As the Leader, I'm so pleased to see you all improve.";
			ep14_1_rope = 12;
			setquest 1118;
			close;
		}
	} else if (ep14_1_rope == 12) {
		if (countitem(Clue_Of_Lope) < 30) {
			mes "[Order of the Knights Head]";
			mes "You still haven't gathered";
			mes "^0000FFLope's Clues^000000?";
			mes "I feel somewhat good,";
			mes "because that's about what I expected out of you.";
			close;
		}
		mes "[Order of the Knights Head]";
		mes "So you've brought back ^0000FFLope's Clues^000000.";
		mes "Let's see ...";
		mes "Assemble, assemble";
		mes "Attach, attach";
		next;
		mes "[Lope's Letter]";
		mes "...a traveler... attacked...";
		mes "...under disguise... deadly poison...";
		mes "...the Village... in danger...";
		next;
		mes "[Order of the Knights Head]";
		mes "What on earth does this mean?";
		mes "Well done, anyway.";
		mes "Cheer up, you will be a great head of the Knights like myself, someday.";
		next;
		mes "[Other Heads]";
		mes "I'm not so sure!";
		mes "It's too much for us.";
		mes "It's no use trying to do it.";
		completequest 1118;
		delitem Clue_Of_Lope,30;
		ep14_1_rope = 13;
		getitem Mora_Coin,2;
		getexp 1000000,1000000;
		close;
	} else if (ep14_1_rope > 12) {
		mes "[Order of the Knights Head]";
		mes "We're in trouble.";
		mes "We're sick of being knights.";
		mes "We're thinking of forming";
		mes "a circus troupe instead.";
		mes "Are you interested in trying tightrope walking?";
		next;
		switch(select("Well, I could do a fire show.", "This is so absurd.")) {
		case 1:
			mes "[Order of the Knights Head]";
			mes "No, it's impossible.";
			mes "I burned down a few houses";
			mes "playing with fire.";
			close;
		case 2:
			mes "[Order of the Knights Head]";
			mes "That's the answer I expected.";
			mes "I'm proud of myself.";
			close;
		}
		close;
	}
	end;
}

mora,112,161,5	script	Knights Leader#mo	4_F_RAFLE_YE,{
	mes "[Order of the Knights Leader]";
	mes "I'm the Leader of the Order -";
	mes "you can tell me.";
	mes "What brings you here? Do you have some work for us?";
	next;
	mes "[Other Leaders]";
	mes "Huh! I said the Boss is the boss!";
	mes "No, the Chief is the best!";
	mes "How rude you all are! I'm the Head here!";
	emotion e_swt2,1;
	close;
}