//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Joseph
//= Copyright (C)  Euphy
//= Copyright (C)  Masao
//= Copyright (C)  Gepard
//= Copyright (C)  L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Collection of episode 13.2 quests.
//================= Description ===========================================
//= Cat Hand Addition. (Leads to 13.2 areas)
//= Two Tribes
//= Monster Suppression
//= Daily Quests:
//= - Bradium Collection
//= - Laphine Craftsman
//= - Draco Egg Collection (npc includes 'Wanted' quest)
//= Otherworld language
//= Daily Quests:
//= - Midgard Ore
//= - Alfheim Perfume
//= Secret note of Bazett
//= Yggdrasil Dungeon Floor 2 puzzle.
//================= Current Version =======================================
//= 2.8
//=========================================================================

//== Cat Hand Addition :: cat_enhance ======================
spl_fild02,25,211,4	script	Cat Hand Agent#spl	4_M_BOSSCAT,{
	function Catwarp;
	if (ep13_yong1 < 3) {
		mes "[Cat Hand Agent]";
		mes "Welcome to Cat Trading.";
		mes "I guess you're a first-time customer, huh?";
		next;
		mes "[Cat Hand Agent]";
		mes "For more details about our contract, you need to talk to our staff first.";
		close;
	}
	else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
		mes "[Cat Hand Agent]";
		mes "Cat Trading's available services are as followed.";
		mes "For additional services, please consult Agent Gyaruk.";
		next;
		switch(select("Save your location", "Cancel")) {
		case 1:
			if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
			else savepoint "man_fild02",129,61;
			mes "[Cat Hand Agent]";
			mes "Thank you.";
			mes "Your location has been saved.";
			mes "You can now directly return to this camp.";
			close;
		case 2:
			mes "[Cat Hand Agent]";
			mes "Thank you for using our service.";
			close;
		}
	}
	else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
		mes "[Cat Hand Agent]";
		mes "Cat Trading's available services are as followed.";
		mes "For additional services, please consult Agent Gyaruk.";
		next;
		switch(select("Save your location", "Use Storage", "Cancel")) {
		case 1:
			if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
			else savepoint "man_fild02",129,61;
			mes "[Cat Hand Agent]";
			mes "Thank you.";
			mes "Your location has been saved.";
			mes "You can now directly return to this camp.";
			close;
		case 2:
			if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
				mes "[Cat Hand Agent]";
				mes "I'm sorry, but you";
				mes "need the Novice's";
				mes "Basic Skill Level 6 to";
				mes "use the Storage Service.";
				close;
			}
			else if (Zeny >= 60) {
				Zeny -= 60;
				mes "[Cat Hand Agent]";
				mes "Thank you.";
				mes "Your storage will be opened shortly.";
				close2;
				openstorage;
				end;
			}
			else {
				mes "[Cat Hand Agent]";
				mes "I'm sorry, but you don't";
				mes "have enough money?";
				mes "Cat Trading's storage";
				mes "service is 60 zeny.";
				mes "It's cheap, isn't it?";
				close;
			}
		case 3:
			mes "[Cat Hand Agent]";
			mes "Thank you for using our service.";
			close;
		}
	}
	else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
		mes "[Cat Hand Agent]";
		mes "Cat Trading's available services are as followed.";
		mes "For additional services, please consult Agent Gyaruk.";
		next;
		switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Cancel")) {
		case 1:
			if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
			else savepoint "man_fild02",129,61;
			mes "[Cat Hand Agent]";
			mes "Thank you.";
			mes "Your location has been saved.";
			mes "You can now directly return to this camp.";
			close;
		case 2:
			if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
				mes "[Cat Hand Agent]";
				mes "I'm sorry, but you";
				mes "need the Novice's";
				mes "Basic Skill Level 6 to";
				mes "use the Storage Service.";
				close;
			}
			else if (Zeny >= 60) {
				Zeny -= 60;
				mes "[Cat Hand Agent]";
				mes "Thank you.";
				mes "Your storage will be opened shortly.";
				close2;
				openstorage;
				end;
			}
			else {
				mes "[Cat Hand Agent]";
				mes "I'm sorry, but you don't";
				mes "have enough money?";
				mes "Cat Trading's storage";
				mes "service is 60 zeny.";
				mes "It's cheap, isn't it?";
				close;
			}
		case 3:
			// Custom Translation.
			mes "[Cat Hand Agent]";
			mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
			next;
			if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
				switch(select("Prontera -> 5500z", "Cancel")) {
					case 1: Catwarp(5500,2);
					case 2: close;
				}
			}
			else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
				switch(select("Alberta -> 5500z", "Prontera -> 5500z", "Cancel")) {
					case 1: Catwarp(5500,1);
					case 2: Catwarp(5500,2);
					case 3: close;
				}
			}
			else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
				switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Cancel")) {
					case 1: Catwarp(5025,1);
					case 2: Catwarp(5025,2);
					case 3: Catwarp(5025,3);
					case 4: close;
				}
			}
			else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
				switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Geffen -> 5025z", "Cancel")) {
					case 1: Catwarp(5025,1);
					case 2: Catwarp(5025,2);
					case 3: Catwarp(5025,3);
					case 4: Catwarp(5025,4);
					case 5: close;
				}
			}
			else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
				switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Cancel")) {
					case 1: Catwarp(4765,1);
					case 2: Catwarp(4765,2);
					case 3: Catwarp(4765,3);
					case 4: Catwarp(4765,4);
					case 5: Catwarp(4765,5);
					case 6: close;
				}
			}
			else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
				switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Morroc -> 4765z", "Cancel")) {
					case 1: Catwarp(4765,1);
					case 2: Catwarp(4765,2);
					case 3: Catwarp(4765,3);
					case 4: Catwarp(4765,4);
					case 5: Catwarp(4765,5);
					case 6: Catwarp(4765,6);
					case 7: close;
				}
			}
			else if (ep13_yong1 > 99) {
				switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) {
					case 1: Catwarp(4590,1);
					case 2: Catwarp(4590,2);
					case 3: Catwarp(4590,3);
					case 4: Catwarp(4590,4);
					case 5: Catwarp(4590,5);
					case 6: Catwarp(4590,6);
					case 7: Catwarp(4590,7);
					case 8: close;
				}
			}
			else {
				// Custom Translation.
				mes "[Cat Hand Agent]";
				mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
				close;
			}
		case 4:
			mes "[Cat Hand Agent]";
			mes "Thank you for using our service.";
			close;
		}
	}
	else if (ep13_yong1 > 99) {
		mes "[Cat Hand Agent]";
		mes "Cat Trading's available services are as followed.";
		mes "For additional services, please consult Agent Gyaruk.";
		next;
		switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Use Cat Warp (Jottunheim)", "Cancel")) {
		case 1:
			if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225;
			else savepoint "man_fild02",129,61;
			mes "[Cat Hand Agent]";
			mes "Thank you.";
			mes "Your location has been saved.";
			mes "You can now directly return to this camp.";
			close;
		case 2:
			if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
				mes "[Cat Hand Agent]";
				mes "I'm sorry, but you";
				mes "need the Novice's";
				mes "Basic Skill Level 6 to";
				mes "use the Storage Service.";
				close;
			}
			else if (Zeny >= 60) {
				Zeny -= 60;
				mes "[Cat Hand Agent]";
				mes "Thank you.";
				mes "Your storage will be opened shortly.";
				close2;
				openstorage;
				end;
			}
			else {
				mes "[Cat Hand Agent]";
				mes "I'm sorry, but you don't";
				mes "have enough money?";
				mes "Cat Trading's storage";
				mes "service is 60 zeny.";
				mes "It's cheap, isn't it?";
				close;
			}
		case 3:
			// Custom Translation.
			mes "[Cat Hand Agent]";
			mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
			next;
			if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
				switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) {
					case 1: Catwarp(4590,1);
					case 2: Catwarp(4590,2);
					case 3: Catwarp(4590,3);
					case 4: Catwarp(4590,4);
					case 5: Catwarp(4590,5);
					case 6: Catwarp(4590,6);
					case 7: Catwarp(4590,7);
					case 8: close;
				}
			}
			else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
				switch(select("Alberta -> 4170z", "Prontera -> 4170z", "Izlude -> 4170z", "Geffen -> 4170z", "Payon -> 4170z", "Morroc -> 4170z", "Al De Baran -> 4170z", "Juno -> 4170z", "Cancel")) {
					case 1: Catwarp(4170,1);
					case 2: Catwarp(4170,2);
					case 3: Catwarp(4170,3);
					case 4: Catwarp(4170,4);
					case 5: Catwarp(4170,5);
					case 6: Catwarp(4170,6);
					case 7: Catwarp(4170,7);
					case 8: Catwarp(4170,8);
					case 9: close;
				}
				close;
			}
			else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
				switch(select("Alberta -> 4025z", "Prontera -> 4025z", "Izlude -> 4025z", "Geffen -> 4025z", "Payon -> 4025z", "Morroc -> 4025z", "Al De Baran -> 4025z", "Juno -> 4025z", "Einbroch -> 4025z", "Cancel")) {
					case 1: Catwarp(4025,1);
					case 2: Catwarp(4025,2);
					case 3: Catwarp(4025,3);
					case 4: Catwarp(4025,4);
					case 5: Catwarp(4025,5);
					case 6: Catwarp(4025,6);
					case 7: Catwarp(4025,7);
					case 8: Catwarp(4025,8);
					case 9: Catwarp(4025,9);
					case 10: close;
				}
				close;
			}
			else if (ep13_yong1 > 299) {
				switch(select("Alberta -> 3970z", "Prontera -> 3970z", "Izlude -> 3970z", "Geffen -> 3970z", "Payon -> 3970z", "Morroc -> 3970z", "Al De Baran -> 3970z", "Juno -> 3970z", "Einbroch -> 3970z", "Lighthalzen -> 3970z", "Cancel")) {
					case 1: Catwarp(3970,1);
					case 2: Catwarp(3970,2);
					case 3: Catwarp(3970,3);
					case 4: Catwarp(3970,4);
					case 5: Catwarp(3970,5);
					case 6: Catwarp(3970,6);
					case 7: Catwarp(3970,7);
					case 8: Catwarp(3970,8);
					case 9: Catwarp(3970,9);
					case 10: Catwarp(3970,10);
					case 11: close;
				}
				close;
			}
			else {
				// Custom Translation
				mes "[Cat Hand Agent]";
				mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
				close;
			}
		case 4:
			if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") switch(select("Alliance Forces Post -> 5500z", "Manuk Camp -> 7500z", "Cancel")) {
				case 1: Catwarp(5500,13);
				case 2: Catwarp(5500,12);
				case 3:
					mes "[Cat Hand Agent]";
					mes "Thank you for using our service.";
					close;
				}
			else switch(select("Alliance Forces Post -> 5500z", "Splendide Camp -> 7500z", "Cancel")) {
				case 1: Catwarp(5500,13);
				case 2: Catwarp(5500,11);
				case 3:
					mes "[Cat Hand Agent]";
					mes "Thank you for using our service.";
					close;
				}
		case 5:
			mes "[Cat Hand Agent]";
			mes "Thank you for using our service.";
			close;
		}
	}
	else {
		mes "[Cat Hand Agent]";
		mes "... ... ... ...";
		mes "Please give me some Piece of Fish.";
		close;
	}
function Catwarp {
	if (Zeny < getarg(0)) {
		mes "[Cat Hand Agent]";
		mes "Don't play with money.";
		close;
	}
	close2;
	Zeny -= getarg(0);
	switch(getarg(1)) {
		case 1: warp "alberta",117,56; end;
		case 2: warp "prontera",116,72; end;
		case 3: if (RENEWAL) warp "izlude",128,98; else warp "izlude",91,105; end;
		case 4: warp "geffen",120,39; end;
		case 5: warp "payon",161,58; end;
		case 6: warp "morocc",156,46; end;
		case 7: warp "aldebaran",168,112; end;
		case 8: warp "yuno",158,125; end;
		case 9: warp "einbroch",158,301; end;
		case 10: warp "lighthalzen",163,64; end;
		case 11: warp "spl_fild02",32,225; end;
		case 12: warp "man_fild02",129,61; end;
		case 13: warp "mid_camp",62,127; end;
	}
}
}
man_fild02,132,47,4	duplicate(Cat Hand Agent#spl)	Cat Hand Agent#man	4_M_BOSSCAT

-	script	Mysterious Rock#30::manukrock2	FAKE_NPC,{
	if (countitem(Unidentified_Mineral) < 3 && !questprogress(12062,PLAYTIME)) {
		specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
		progressbar "ffff00",10;
		.@rhea_ran = rand(1,20);
		if (.@rhea_ran < 13) getitem Stone,1;
		else if (.@rhea_ran == 13) getitem Boody_Red,1;
		else if (.@rhea_ran == 14) getitem Crystal_Blue,1;
		else if (.@rhea_ran == 15) getitem Wind_Of_Verdure,1;
		else if (.@rhea_ran == 16) getitem Yellow_Live,1;
		else if (.@rhea_ran == 17) getitem Manuk_Coin,1;
		else getitem Unidentified_Mineral,1;
		initnpctimer;
		disablenpc strnpcinfo(NPC_NAME);
		end;
	}
	else {
		mes "This rock contains unidentified minerals.";
		mes "It's not possible to mine more than the limit.";
		close;
	}
	end;

OnTimer120000:
	enablenpc strnpcinfo(NPC_NAME);
	stopnpctimer;
	end;
}

man_fild02,146,81,0	duplicate(manukrock2)	Mysterious Rock#31	CLEAR_NPC
man_fild02,140,148,0	duplicate(manukrock2)	Mysterious Rock#32	CLEAR_NPC
man_fild02,88,263,0	duplicate(manukrock2)	Mysterious Rock#33	CLEAR_NPC
man_fild02,146,365,0	duplicate(manukrock2)	Mysterious Rock#34	CLEAR_NPC
man_fild02,336,305,0	duplicate(manukrock2)	Mysterious Rock#35	CLEAR_NPC
man_fild02,248,124,0	duplicate(manukrock2)	Mysterious Rock#36	CLEAR_NPC
man_fild02,285,115,0	duplicate(manukrock2)	Mysterious Rock#37	CLEAR_NPC
man_fild02,346,116,0	duplicate(manukrock2)	Mysterious Rock#38	CLEAR_NPC
man_fild02,358,174,0	duplicate(manukrock2)	Mysterious Rock#39	CLEAR_NPC
man_fild02,241,227,0	duplicate(manukrock2)	Mysterious Rock#40	CLEAR_NPC

spl_fild03,226,151,0	script	School of Fish#5::FishingHole_spl3	CLEAR_NPC,{
	if (!questprogress(12060,PLAYTIME) && countitem(Piece_Of_Fish) < 20) {
		specialeffect(EF_BUBBLE, AREA, playerattached());
		specialeffect(EF_INVENOM, AREA, playerattached());
		.@fcast = 15;
		if (isequipped(2550)) //Fishers_Muffler
			.@fcast -= 2;
		if (isequipped(2443)) //Fish_Shoes
			.@fcast -= 2;
		if (isequipped(2764)) //Small_Fishing_Rod
			.@fcast -= 3;
		if (isequipped(2775)) //Lure
			.@fcast -= 1;
		if (isequipped(1599)) //Ahura_Mazda
			.@fcast -= 3;
		if (isequipped(2199)) //Angra_Manyu
			.@fcast -= 4;
		progressbar "ffff00",.@fcast;
		if (ep13_1_rhea == 13) {
			if (rand(1,20) == 2) {
				getitem Rough_File,1;
				ep13_1_rhea = 14;
				specialeffect(EF_BUBBLE, AREA, playerattached());
				mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Loose File.",bc_map,"0xff77ff";
			}
		}
		.@rhea_ran = rand(1,70);
		if (.@rhea_ran < 20) getitem Piece_Of_Fish,1;
		else if (.@rhea_ran == 20) getitem Spawn,1;
		else if (.@rhea_ran == 21) getitem Jellopy,1;
		else if (.@rhea_ran == 22) getitem Sharp_Scale,1;
		else if (.@rhea_ran == 23) getitem Gill,1;
		else if (.@rhea_ran == 24) getitem Marlin,1;
		else if (.@rhea_ran == 25) getitem Sticky_Webfoot,1;
		else if (.@rhea_ran == 26) getitem Nipper,1;
		else if (.@rhea_ran == 27) getitem Garlet,1;
		else if (.@rhea_ran == 28) getitem Splendide_Coin,1;
		else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) getitem Stone,1;
		else {
			mes "Nothing was caught.";
			close;
		}
		.@rhea_ran5 = rand(1,200);
		if (.@rhea_ran5 == 3) {
			getitem Gift_Box,1;
			mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Gift Box.",bc_map,"0x00ffff";
		}
		.@rhea_ran3 = rand(1,500);
		if (.@rhea_ran3 == 3) {
			getitem Old_Blue_Box,1;
			mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Blue Box.",bc_map,"0x00ffff";
		}
		.@rhea_ran4 = rand(1,3000);
		if (.@rhea_ran4 == 3) {
			getitem Old_Violet_Box,1;
			mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Purple Box.",bc_map,"0x44ff44";
		}
	}
	else {
		mes "Fish are swimming in the water.";
		close;
	}
	end;
}
spl_fild03,268,230,0	duplicate(FishingHole_spl3)	School of Fish#6	CLEAR_NPC
spl_fild03,293,253,0	duplicate(FishingHole_spl3)	School of Fish#7	CLEAR_NPC
spl_fild03,165,100,0	duplicate(FishingHole_spl3)	School of Fish#8	CLEAR_NPC
spl_fild03,317,190,0	duplicate(FishingHole_spl3)	School of Fish#9	CLEAR_NPC
spl_fild01,41,118,0	duplicate(FishingHole_spl3)	School of Fish#10	CLEAR_NPC
spl_fild01,317,361,0	duplicate(FishingHole_spl3)	School of Fish#11	CLEAR_NPC
spl_fild01,55,269,0	duplicate(FishingHole_spl3)	School of Fish#12	CLEAR_NPC
spl_fild01,332,131,0	duplicate(FishingHole_spl3)	School of Fish#13	CLEAR_NPC
spl_fild01,170,74,0	duplicate(FishingHole_spl3)	School of Fish#14	CLEAR_NPC

//== Two Tribes :: ep13_2_msg ==============================
spl_in01,32,306,3	script	Splendide Guard#ep13md01	4_M_FAIRYSOLDIER,2,2,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
		if (ep13_mdrama == 0) {
			mes "[Splendide Guard]";
			mes "Outsider?";
			mes "Outsiders have been coming more frequently.";
			next;
			mes "[Splendide Guard]";
			mes "It seems like our superiors have permitted your entrance, so I won't stop you either.";
			next;
			mes "[Arc]";
			mes "My name is Arc.";
			mes "By the way, hmm... Can you understand what I'm saying?";
			next;
			switch(select("Yes.", "Shake my head")) {
			case 1:
				mes "[Arc]";
				mes "What? Did you just say 'Yes'?";
				mes "Can't believe we understand eachother!";
				mes "When did you learn our language?";
				mes "What is your race called?";
				next;
				mes "- I show my ring to Arc and explain everything including how I ended up here... -";
				next;
				mes "[Arc]";
				mes "So...hmm, That's how it is...";
				mes "The source of that huge shock and mysterious explosion...";
				next;
				mes "[Arc]";
				mes "Quite an interesting story.";
				mes "That's why you humans were exploring here and there...";
				next;
				mes "[Arc]";
				mes "Now I clearly understand that you are not sent by the giants of Manuk.";
				mes "Thank you for telling me these interesting stories.";
				ep13_mdrama = 1;
				close;
			case 2:
				mes "[Arc]";
				mes "Oh? Is that so?";
				mes "We use different languages as expected...";
				mes "That's a bit frustrating.";
				close;
			}
		}
		else if (ep13_mdrama == 1) {
			mes "[Arc]";
			mes "By the way, you...";
			mes "No, never mind...";
			mes "What is your name?";
			next;
			select("" + strcharinfo(PC_NAME) + "");
			mes "[Arc]";
			mes "Ah, right. " + strcharinfo(PC_NAME) +"!";
			mes "That's a strange pronunciation.";
			mes "I might mispronunce it, so please understand...";
			next;
			mes "[Arc]";
			mes "Anyways, I have a favor to ask you. Is it okay?";
			next;
			switch(select("What favor?", "Not now.")) {
			case 1:
				mes "[Arc]";
				mes "Um...Ah..It's...";
				mes "A little...complicated...";
				next;
				mes "- Arc looks around to check if someone else is around. Satisfied you're alone he continues with his story in a low tone. -";
				next;
				mes "[Arc]";
				mes "Frankly, I'm worried about a friend of mine who left without permission saying that she's going to check on your camp. She hasn't come back since then.";
				next;
				mes "[Arc]";
				mes "But, I can't leave this post to look for her 'cause I have a duty to guard the research data stored here.";
				next;
				mes "[Arc]";
				mes "Since she left without permission, I can't even report to my superiors... that will just end up as a bigger problem.";
				next;
				mes "[Arc]";
				mes "The thought of it just worries me...";
				mes "As a matter of fact, we are trying not to have any contact with the giants of Manuk so we stay away from each other's territory.";
				next;
				mes "[Arc]";
				mes "That camp of yours is located in the area that has been acting as the neutral zone between our two races...";
				next;
				mes "[Arc]";
				mes "If she has gotten close to their side then she might have gone over to the snow fields...";
				mes "That will make it even more difficult for us to look for her...";
				next;
				mes "[Arc]";
				mes "The Manuk giants might misunderstand this as provoking them...Couldn't they?";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "So...the point is, you want me to look for your friend. Right?";
				mes "Because you can't do it yourself from all these complicated situations?";
				next;
				mes "[Arc]";
				mes "Exactly!";
				mes "You're quite observant.";
				next;
				switch(select("Sure, I will do it.", "Sorry, can't help you.")) {
				case 1:
					mes "[" + strcharinfo(PC_NAME) + "]";
					mes "But, I'm going to need more information if I'm going to look for her.";
					next;
					mes "[Arc]";
					mes "You don't have to worry about that...";
					mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
					next;
					mes "[Arc]";
					mes "She does it so that she won't get lost.";
					mes "If you find a trail of knotted plants it should lead you to where she is.";
					next;
					mes "[Arc]";
					mes "It can be hard to look for them, but it's better than doing nothing...";
					mes "Please, I beg of you.";
					next;
					mes "[Arc]";
					mes "Ah, and please keep this a secret from the other Laphines.";
					next;
					mes "[Arc]";
					mes "Remember " + strcharinfo(PC_NAME) + "... you must keep this to yourself...";
					mes "Please, find her.";
					ep13_mdrama = 2;
					setquest 7056;
					close;
				case 2:
					mes "[Arc]";
					mes "It sure was an unreasonable favor...";
					mes "You too were sent here to carry on a mission...";
					mes "That was thoughtless of me...";
					close;
				}
			case 2:
				mes "[Arc]";
				mes "Is that so? Of course.";
				mes "You were sent here to carry on your own mission...";
				close;
			}
		}
		else if (ep13_mdrama == 2) {
			mes "[Arc]";
			mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
			mes "Keep that in mind when searching for her. And don't tell any other Laphine's about her missing.";
			next;
			mes "[Arc]";
			mes "You " + strcharinfo(PC_NAME) + " are the only one I could ask for help...";
			mes "Do me this favor please.";
			close;
		}
		else if ((ep13_mdrama > 3) && (ep13_mdrama < 7)) {
			mes "[Arc]";
			mes "Did you find anything?";
			mes "Have you found any knotted plants?";
			mes "Yeah, that's the mark";
			mes "that Terra leaves.";
			next;
			mes "[Arc]";
			mes "Keep it up and find her";
			mes "for me.";
			close;
		}
		else if (ep13_mdrama == 7) {
			mes "[Arc]";
			mes "Ah, Well met!";
			mes "What do I do now?!";
			next;
			select("What? What happened?");
			mes "- Arc looks like he was thrown into confusion about something. -";
			next;
			mes "[Arc]";
			mes "Terra...";
			next;
			mes "[Arc]";
			mes "Terra came back!!!";
			mes "but, she was covered all over with wounds...";
			next;
			select("Covered with wounds?");
			mes "[Arc]";
			mes "She didn't even get treatment!";
			mes "She just took the Bradium with that exhausted body!";
			next;
			mes "[Arc]";
			mes "Didn't even tell me the reason!";
			mes "I told her no, but she wouldn't listen to me!";
			mes "It happened all of a sudden.";
			next;
			mes "[Arc]";
			mes "" + strcharinfo(PC_NAME) + "!";
			mes "What shoud I do now?";
			mes "What do I have to do?";
			mes "Terra left again and she was hurt...";
			next;
			mes "[Arc]";
			mes "And I just stood here...doing nothing.";
			next;
			select("You have a strong sense of responsibility.");
			mes "[Arc]";
			mes "......anyways.";
			mes "I couldn't either stop her, or follow her...";
			mes "What now...?";
			mes "Why did she take the Bradium...?";
			next;
			mes "- You tell Arc about the Giant from the cave. -";
			next;
			mes "[Arc]";
			mes "What? Is that what happened?";
			mes "Bradium...is certainly a precious ore for Sapha.";
			mes "They use a refined Bradium ore...";
			next;
			mes "[Arc]";
			mes "You said that a Sapha was hurt?";
			mes "And its body was already stiff?";
			mes "Impossible!";
			mes "Terra!!";
			next;
			mes "- Arc suddenly began gathering up his gear. -";
			ep13_mdrama = 8;
			close;
		}
		else if (ep13_mdrama == 8) {
			mes "[Arc]";
			mes "Where was that cave where you found that Sapha?";
			mes "There was no such cave when we inspected our surrounding areas.";
			next;
			select("What are you trying to do?");
			mes "[Arc]";
			mes "Can't you see?";
			mes "I'm going out to look for Terra. She took the Bradium with her, it has got to be something to do with that Sapha.";
			next;
			select("Is it okay for you to leave your post?");
			mes "[Arc]";
			mes "It's.. ...";
			mes "...No....";
			mes "Shit, then what should I do!!";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "I will go. I'm the one who knows exactly where that cave is.";
			mes "I will go and bring her back.";
			mes "If Terra headed for that cave, I should be able to find her.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Let's hear rest of the story from Terra.";
			mes "It is important for you to guard this place, isn't it?";
			mes "If Terra really took the Bradium without any permission...";
			next;
			mes "[Arc]";
			mes "The higher ups won't just remain still...";
			mes "I'm sorry to ask you but...";
			mes "Please go and bring her back here...";
			ep13_mdrama = 9;
			changequest 7058,7059;
			close;
		}
		else if ((ep13_mdrama > 8) && (ep13_mdrama < 13)) {
			mes "[Arc]";
			mes "I'm really sorry for getting you into this mess.....";
			mes "...Please, find Terra.";
			close;
		}
		else if (ep13_mdrama == 13) {
			mes "[Arc]";
			mes "What? A wounded Laphine in the Sapha's village?";
			mes "Was it Terra?! Was she captured by those Sapha bastards?!";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Calm down. I couldn't check out exactly who the captured Laphine was.";
			mes "And they seem to have no intention of harming the Laphine.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Also, they were looking for something that can cure a wounded Laphine...";
			mes "If we bring some medicine to them, we might have a chance to see who the Laphine is.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "I understand how anxious you feel.. but that is the only way I can think of finding out who it is.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "I will take some things to treat the wounds with me and if it turns out that the captured Laphine is Terra, I will bring her back.";
			next;
			mes "[Arc]";
			mes "..........";
			mes "OK, that seems like the best thing we can do for this situation...";
			next;
			mes "[Arc]";
			mes "Do you by any chance know about the 'Yggdrasil'?";
			mes "There's nothing better than the Yggdrasilberry to treat wounds...";
			mes "Especially for us Laphine...";
			next;
			mes "[Arc]";
			mes "If you have a Yggdrasilberry, you can use it to cure that Laphine...";
			mes ".Yggdrasil is the tree of life... its roots are in touch with everything in this world.";
			next;
			mes "[Arc]";
			mes "I have...";
			mes "...only three Yggdrasilberries...";
			next;
			mes "[Arc]";
			mes "I will give you these but they won't be enough...";
			mes "Outside... there is a huge tree... where the root of the Yggdrasil is exposed.... it should be there.";
			next;
			mes "[Arc]";
			mes "Sometimes you can find Yggdrasilberries around there.";
			mes "Go find few more and bring them with you. Hurry!";
			ep13_mdrama = 14;
			getitem Yggdrasilberry,3;
			changequest 7062,7063;
			close;
		}
		else if ((ep13_mdrama > 13) && (ep13_mdrama < 18)) {
			mes "[Arc]";
			mes "There's a huge root of the tree near a swamp at the outskirts of this area.";
			mes "That's where the tree of life's root is exposed.";
			next;
			mes "[Arc]";
			mes "You should be able to find some Yggdrasilberries there.";
			next;
			mes "[Arc]";
			mes "You will need at least 6~7 of them...";
			mes ".... .. I hope she is safe..";
			next;
			mes "[Arc]";
			mes "As soon as you are done collecting the berries, bring them to the Sapha Village right away!!!";
			mes "Terra... please be safe.";
			close;
		}
		else if ((ep13_mdrama > 17) && (ep13_mdrama < 25)) {
			mes "[Arc]";
			mes "...Oh where is Terra...?";
			close;
		}
		else if (ep13_mdrama == 25) {
			mes "[Arc]";
			mes "" + strcharinfo(PC_NAME) + "!!";
			mes "Terra's back!!!";
			mes "She is back in one piece!";
			mes "...She hasn't been saying a single word since her return, I told her to rest in Yai...";
			next;
			mes "[Arc]";
			mes "Please come by if you don't mind...";
			mes "Terra's Yai.";
			mes "Which is her Private Residence... It's located at the Southeast direction from here.";
			mes "I would like to hear a detailed account of what happened.";
			ep13_mdrama = 26;
			changequest 7070,7071;
			close;
		}
		else if (ep13_mdrama == 26) {
			mes "[Arc]";
			mes "What happened....while she was gone?";
			mes "I would like to hear a detailed account fn what happened...";
			mes "Please go to Terra's Yai later.";
			close;
		}
		else if (ep13_mdrama > 26) {
			mes "[Arc]";
			mes "I really appreciate what you've done for us.";
			mes "But, I'm worried about Terra.";
			mes "I hope she can be her old self...";
			close;
		}
		else {
			mes "[Arc]";
			mes "Ah~Ah~Stop right there...";
			mes "This area is off-limits to unauthorized personnel.";
			close;
		}
	}
	else {
		if (ep13_mdrama > 0) {
			mes "[Arc]";
			mes "Yur,Dur AnoVa?";
			mes "Wha? Dieb OsaDur .. ";
			mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
			next;
			mes "- I can't understand what he's saying... Oh god how frustrating. -";
			close;
		}
		else {
			mes "[Splendide Guard]";
			mes "NeiVil !";
			mes "narNoth nesMush.";
			mes "AnuDur AmanDana Goth nar!";
			next;
			mes "- We don't seem to understand eachother. -";
			close;
		}
	}
	end;

OnTouch:
	if (isequipped(2782) == 1) {
		if (ep13_mdrama < 1) {
			mes "[Splendide Guard]";
			mes "Halt.";
			mes "This area is restricted unless you have been given permission.";
			mes "Especially to outsiders like you.";
			close;
		}
	}
	else {
		mes "[Splendide Guard]";
		mes "Tal-!";
		mes "AnuDur AmanDana Goth nar!";
		mes "Agoltas Me...";
		next;
		mes "- Looks like we don't understand each other. This could be troublesome... -";
		close;
	}
	end;
}

spl_fild02,45,214,0	script	????#ep13_mdplant01	CLEAR_NPC,{
	if (ep13_mdrama == 2) {
		cutin "ep13_plant01",2;
		mes "Weeds are easy to find around here...";
		mes "A closer look reveals that there's one knotted stem...";
		mes "It looks like this is Terra's trace that Arc told me about.";
		next;
		mes "A knotted leaf is pointing toward the^4d4dff Southern^000000 direction.";
		ep13_mdrama = 3;
		changequest 7056,7057;
		close2;
	}
	else if (ep13_mdrama > 2) {
		mes "This is a marking Terra left to remember the way back home.";
		mes "A knotted leaf is pointing^4d4ff South^000000.";
		close2;
	}
	else {
		mes "Weeds are easy to find around here...";
		mes "There's nothing too special about it.";
		close2;
	}
	cutin "ep13_plant01",255;
	end;
}

spl_fild02,122,106,0	script	????#ep13_mdplant02	CLEAR_NPC,{
	if (ep13_mdrama > 2) {
		cutin "ep13_plant01",2;
		mes "Weeds are easy to find around here...";
		mes "A closer look reveals that there's one knotted stem...";
		mes "It looks like this is Terra's trace that Arc told me about.";
		next;
		mes "A knotted leaf is pointing ^4d4dff East^000000.";
		close2;
	}
	else {
		mes "Weeds are easy to find around here...";
		mes "There's nothing too special about it.";
		close2;
	}
	cutin "ep13_plant01",255;
	end;
}

spl_fild02,329,191,0	script	????#ep13_mdplant03	CLEAR_NPC,{
	if (ep13_mdrama > 2) {
	cutin "ep13_plant01",2;
		mes "Weeds are easy to find around here...";
		mes "A closer look reveals that there's one knotted stem...";
		mes "It looks like this is Terra's trace that Arc told me about.";
		next;
		mes "A knotted leaf is pointing ^4d4dff North^000000.";
		close2;
	}
	else {
		mes "Weeds are easy to find around here...";
		mes "There's nothing too special about it.";
		close2;
	}
	cutin "ep13_plant01",255;
	end;
}

spl_fild02,328,323,0	script	????#ep13_mdplant04	CLEAR_NPC,{
	if (ep13_mdrama == 3) {
		mes "There are footprints here as well as signs that someone has fallen.";
		mes "It looks like someone was fighting here?";
		mes "But who?";
		next;
		mes "There are footprints heading ^4d4dffNorth^000000.";
		ep13_mdrama = 4;
		close;
	}
	else if (ep13_mdrama > 3) {
		mes "Someone must have had a fight here.";
		mes "There are footprints heading ^4d4dffNorth^000000.";
		close;
	}
	else {
		mes "There are footprints here that seem to be leading towards something.";
		close;
	}
}

spl_fild01,341,109,0	script	????#ep13_mdplant05	CLEAR_NPC,{
	if (ep13_mdrama == 4) {
		mes "There's evidence that there was a fight here too.";
		mes "These footsteps can't be a Laphine's...";
		next;
		mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
		ep13_mdrama = 5;
		close;
	}
	else if (ep13_mdrama > 4) {
		mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
		close;
	}
	else {
		mes "There are footprints here that seem to be leading towards something.";
		close;
	}
}

spl_fild01,375,109,0	script	to_dun01#ep13_2	FAKE_NPC,2,2,{
OnTouch:
	if (ep13_mdrama == 5) {
		mes "There's a stem entangled inside an opening in the roots of a huge tree...";
		mes "It looks like something slipped here.";
		next;
		mes "A cold breeze is blowing out from deep inside the tree.";
		next;
		switch(select("Follow the trace.", "Looks dangerous... head back.")) {
		case 1:
			mes "You take a one step forward carefully through the muddy roots and slip.";
			ep13_mdrama = 6;
			close2;
			percentheal -30,0;
			warp "nyd_dun01",72,125;
			end;
		case 2:
			mes "It's too dark to see anything inside...but it feels like there's a big hole at the bottom.";
			mes "I'd better step back...It looks dangerous.";
			close;
		}
	}
	else if (ep13_mdrama > 5) {
		mes "Between huge roots, there is a hole leads to the underground cave.";
		next;
		switch(select("Go inside.", "I'm not going in there.")) {
		case 1:
			mes "Again, you slip through the muddy roots.";
			close2;
			percentheal -30,0;
			warp "nyd_dun01",72,125;
			end;
		case 2:
			mes "You decide to come back later.";
			close;
		}
	}
	else {
		mes "Strange looking stems are entangled inside an opening of huge roots.";
		mes "Surface looks unstable...I should step away before I slip on it.";
		close;
	}
}

nyd_dun01,58,223,0	script	Petrified Sapha#ep13md03	CLEAR_NPC,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (ep13_mdrama == 6) {
		mes "This is the only spot where sunlight is shining down through a hole in the ceiling.";
		next;
		mes "Looking up I see the roots of the tree and stems digging up a mud-plastered wall, so the sunlight could shine through....2.j...There is a statue of Giant on the ground.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "A statue in a place like this...";
		mes "Interesting.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Hm, This resembles... that giant tribe in Manuk...";
		mes "Huh? It's wearing a muffler...";
		mes "...It can't be!";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "It has a lot of scars on it... as if it had been in a severe fight...";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "And it appears like it's holding something in its arms...";
		mes "Just what happened here?";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "I can't imagine what happened here, but I don't see Terra's marks anymore...";
		mes "and this cave looks unsafe... I'd better go back to Arc for now.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Could it be... Terra was fighting this Giant?";
		ep13_mdrama = 7;
		changequest 7057,7058;
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Anyways... How do I get out of here?";
		mes "That hole I came in is too slippery to climb back out...";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Light is coming in from the ceiling above... Maybe I should just climb a stem around here...";
		close;
	}
	else if ((ep13_mdrama == 7) || (ep13_mdrama == 8)) {
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "I'm done with this place.";
		mes "I should go back to Arc...";
		mes "Let's find an exit.";
		close;
	}
	else if (ep13_mdrama == 9) {
		mes "I came back here, but there's no trace of Terra...";
		mes "There's only one thing different from the last time..Small particles of an ore are sprinkled around the Sapha's dead body.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "So...Terra was here.....";
		mes "Powdered Bradium...";
		mes "What was she trying to do with this Sapha?";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "I can't just go back to Arc without anything... he'd be so disappointed...";
		mes "Hmm, Should I go to the Sapha's village?";
		ep13_mdrama = 10;
		changequest 7059,7060;
		close;
	}
	else if (ep13_mdrama == 10) {
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "I can't find any traces of Terra anymore.";
		mes "One thing that bugs me is...These particles of an ore.";
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "I should go back to Arc and ask about it, or go to Sapha's Village and investigate some more.";
		close;
	}
	else if ((ep13_mdrama > 10) && (ep13_mdrama < 21)) {
		mes "A giant from the race called Sapha is petrified here.";
		mes "It looks like it's dead...";
		close;
	}
	else if (ep13_mdrama == 21) {
		mes "I need to bring back some evidence of this giant in the cave.";
		mes "What should I bring with me?";
		next;
		switch(select("Hair", "Muffler", "Pants", "Fragment of Bradium")) {
		case 1:
			mes "It won't come off. It's as if it is a tree rooted on a rock.";
			close;
		case 2:
			mes "You carefully strip a worn muffler off of the Sapha's neck.";
			mes "We will see if this muffler belongs to Ogen or not.";
			next;
			mes "And...what else should I take?";
			next;
			switch(select("Hair", "Pants", "Fragment of Bradium")) {
			case 1:
				mes "It won't come off. It's as if it is a tree rooted on a rock.";
				close;
			case 2:
				mes "... I don't want to take off a dead MAN's pants...";
				close;
			case 3:
				mes "You pick up a fragment of Bradium scattered on the ground.";
				mes "This should be enough.";
				ep13_mdrama = 22;
				getitem Shaggy_Muffler,1;
				getitem Bradium_Fragments,1;
				changequest 7066,7067;
				close;
			}
		case 3:
			mes "... I don't want to take off a dead MAN's pants...";
			close;
		case 4:
			mes "You pick up a fragment of Bradium scattered on the ground.";
			mes "This will prove Terra's effort...";
			mes "And what else?";
			next;
			switch(select("Hair", "Muffler", "Pants")) {
			case 1:
				mes "It won't come off. It's as if it is a tree rooted on a rock.";
				close;
			case 2:
				mes "You carefully strip a worn muffler off of the Sapha's neck.";
				mes "We will see if this muffler belongs to Ogen or not...";
				mes "This should be enough.";
				ep13_mdrama = 22;
				getitem Shaggy_Muffler,1;
				getitem Bradium_Fragments,1;
				changequest 7066,7067;
				close;
			case 3:
				mes "... I don't want to take off a dead MAN's pants...";
				close;
			}
		}
	}
	else if (ep13_mdrama == 22) {
		mes "Petrified Sapha.";
		mes "Now I have the muffler, let's go back to Luik and Snorren.";
		close;
	}
	else if (ep13_mdrama == 23) {
		if (isequipped(2782) == 1) {
			donpcevent "Snorren#ep13md17::OnEnable";
			mes "[Snorren]";
			mes "Ogen!!!!!!";
			mes "...Ogen... Ogen...";
			mes "....Ogeeen......";
			next;
			select("You don't mean..?");
			mes "[Snorren]";
			mes "This.. is.. worse than I could have imagined.....";
			mes "Ogen... this doesn't look like it can be reversed...";
			next;
			mes "[Snorren]";
			mes "No matter how much bradium fluid we inject... Ogen can't come back alive...";
			next;
			mes "[Snorren]";
			mes "Ogen... really was adament... about protecting that Laphine... to protect Terra.....";
			mes "He did his best 'til the last...";
			next;
			mes "[Snorren]";
			mes "Look at this, " + strcharinfo(PC_NAME) + "...";
			mes "His petrifyied body...";
			mes "protected Terra...like this.";
			next;
			mes "[Snorren]";
			mes "Ogen... made himself an unbreakable shield...";
			next;
			mes "[Snorren]";
			mes "Ogen... you can now go back to the bosom of the Motherland...";
			mes "This statue will be a monument to your courage...";
			next;
			mes "- - I can't begin to describe the sorrow of losing a close friend... -";
			next;
			mes "- All I could do was to keep tapping his shoulder... as he quietly sobbed... -";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Let's.. go back...";
			mes "Ogen wouldn't want you to be so sad and depressed.";
			next;
			mes "[Snorren]";
			mes "I guess you are right...";
			mes "There's... sunlight shining here...";
			mes "This... must be a comfort resting place for Ogen.";
			next;
			mes "[Snorren]";
			mes "I should go and tell Luik and the townspeople about this...";
			mes "I will go on ahead.";
			next;
			donpcevent "Snorren#ep13md17::OnDisable";
			mes "- Snorren stood up with a bitter smile...";
			mes "...I should go back too... I'm worried about Terra. -";
			ep13_mdrama = 24;
			changequest 7068,7069;
			close;
		}
		else {
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Whoa, I almost forgot the ring.";
			close;
		}
	}
	else if (ep13_mdrama > 23) {
		mes "Ogen... was petrified as he covered Terra...";
		mes "What was going on between them that they would see past their racial differences...?";
		close;
	}
	else {
		// custom translation
		mes "Before you is a statue made of stone and wood. It's so life-like it's eerie.";
		close;
	}
}

nyd_dun01,55,223,5	script	Snorren#ep13md17	4_MAN_PIOM,{
	disablenpc "Snorren#ep13md17";
	end;

OnInit:
OnDisable:
	disablenpc "Snorren#ep13md17";
	end;

OnEnable:
	enablenpc "Snorren#ep13md17";
	end;
}

nyd_dun01,62,233,0	script	Trunk of a Tree#ep13	CLEAR_NPC,2,2,{
	mes "The trunk of a Tree moderately stretched upward.";
	mes "There are big thorns here that should be enough to use as footholds to climb up.";
	close;

OnTouch:
	mes "It's the trunk of a Tree stretched out toward a hole in the ceiling.";
	mes "Big thorns can be used as footholds.";
	next;
	switch(select("Climb up.", "Never mind.")) {
		case 1:
			warp "spl_fild01",376,65;
			end;
		case 2:
			mes "I'll come back later.";
			close;
	}
}
manuk,278,177,5	script	Villager#ep13_11	4_MAN_PIOM,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (isequipped(2782) == 1) {
		if (ep13_mdrama == 10) {
			mes "[Villager Lawine]";
			mes "By the way, how did that Fairy come this far?";
			mes "Is she captured?";
			next;
			mes "[Villager Rivier]";
			mes "No, She's not.";
			mes "That Fairy came here by her own accord.";
			mes "How impudent. She was horribly wounded when she got here.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "(Hmm? a Fairy? Wounded?";
			mes "Are they talking about Terra..?!)";
			next;
			switch(select("Break into their conversation.", "Keep quiet and listen.")) {
			case 1:
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Excuse me for interrupting your conversation.";
				mes "You were talking about a Fairy, would you be kind to tell me the details?";
				next;
				mes "[Villager Lawine]";
				mes "Outsider!!";
				mes "Why is he here?";
				next;
				mes "[Villager Rivier]";
				mes "We weren't saying anything.";
				mes "There's nothing to tell you.";
				mes "Lawine, Come with me to the Refinery later.";
				next;
				mes "- The Sapha people are not willing to tell you anything. But the";
				mes "captured Fairy may be Terra. -";
				ep13_mdrama = 11;
				changequest 7060,7061;
				close;
			case 2:
				// Custom Translation
				mes "[Villager Lawine]";
				mes "I heard a fairy was crying and begging, she was badly hurt.";
				next;
				mes "[Villager Rivier]";
				mes "No one understand the words of fairy...";
				mes "In the end we had no idea what to do.";
				next;
				mes "[Villager Rivier]";
				mes "Anyway, that fairy is now in prison.";
				mes "By the way, pull within feather";
				mes "Today we have to go to the refinery,";
				mes "do not forget.";
				next;
				mes "[Villager Lawine]";
				mes "You know, right?";
				mes "Ahh! A foreign visitor!";
				next;
				mes "[Villager Rivier]";
				mes "Nevermind him, he can not understand our words.";
				next;
				mes "- Fortunately, Sapha had thought I could not understand them,";
				mes "but they must be talking about Terra... -";
				ep13_mdrama = 11;
				changequest 7060,7061;
				close;
			}
		}
		else if (ep13_mdrama > 10) {
			mes "- The Sapha are having a conversation and not paying attention to my movements. -";
			next;
			mes "- They are talking mostly about common town matters, not much useful information. -";
			next;
			mes "- I'd better move away from them before they get suspicious of my presence. -";
			close;
		}
		else {
			mes "[Villager]";
			mes "...Outsider?";
			mes "Do you have a permission to come into our village?";
			mes "That's right..Do you even understand me?";
			close;
		}
	}
	else {
		mes "[Villager]";
		mes "Das?";
		mes "idh sd!";
		mes "Dh apa sd!-is Das idh.";
		close;
	}
}

manuk,281,177,3	script	Villager#ep13_12	4_MAN_BENKUNI,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (isequipped(2782) == 1) {
		if (ep13_mdrama == 10) {
			mes "[Villager Lawine]";
			mes "By the way, how did that Fairy come this far?";
			mes "Is she captured?";
			next;
			mes "[Villager Rivier]";
			mes "No, She's not.";
			mes "That Fairy came here by her own accord.";
			mes "How impudent. She was horribly wounded when she got here.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "(Hmm? a Fairy? Wounded?";
			mes "Are they talking about Terra..?!)";
			next;
			switch(select("Break into their conversation.", "Keep quiet and listen.")) {
			case 1:
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Excuse me for interrupting your conversation.";
				mes "You were talking about a Fairy, would you be kind to tell me the details?";
				next;
				mes "[Villager Lawine]";
				mes "Outsider!!";
				mes "Why is he here?";
				next;
				mes "[Villager Rivier]";
				mes "We weren't saying anything.";
				mes "There's nothing to tell you.";
				mes "Lawine, Come with me to the Refinery later.";
				next;
				mes "- The Sapha people are not willing to tell you anything. But the";
				mes "captured Fairy may be Terra. -";
				ep13_mdrama = 11;
				changequest 7060,7061;
				close;
			case 2:
				// Custom Translation
				mes "[Villager Lawine]";
				mes "I heard a fairy was crying and begging, she was badly hurt.";
				next;
				mes "[Villager Rivier]";
				mes "No one understand the words of fairy...";
				mes "In the end we had no idea what to do.";
				next;
				mes "[Villager Rivier]";
				mes "Anyway, that fairy is now in prison.";
				mes "By the way, pull within feather";
				mes "Today we have to go to the refinery,";
				mes "do not forget.";
				next;
				mes "[Villager Lawine]";
				mes "You know, right?";
				mes "Ahh! A foreign visitor!";
				next;
				mes "[Villager Rivier]";
				mes "Nevermind him, he can not understand our words.";
				next;
				mes "- Fortunately, Sapha had thought I could not understand them,";
				mes "but they must be talking about Terra... -";
				ep13_mdrama = 11;
				changequest 7060,7061;
				close;
			}
		}
		else if (ep13_mdrama > 10) {
			mes "- The Sapha are having a conversation and not paying attention to my movements. -";
			next;
			mes "- They are talking mostly about common town matters, not much useful information. -";
			next;
			mes "- I'd better move away from them before they get suspicious of my presence. -";
			close;
		}
		else {
			mes "[Villager]";
			mes "...Outsider, huh...";
			mes "Since when did we allow outsiders to come and visit?";
			mes "That's right..Do you even understand me?";
			next;
			mes "[Villager]";
			mes "...I guess it doesn't matter....";
			mes "Ah, Do we even understand each other?";
			close;
		}
	}
	else {
		mes "[Villager]";
		mes "Fsd a idh as?";
		mes "Nsf iu ai sd a sd!";
		mes "Asd fo sdj fso df.";
		close;
	}
}

man_in01,175,59,5	script	Snorren#ep13_13	4_MAN_PIOM,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (isequipped(2782) == 1) {
		if (ep13_mdrama == 11) {
			mes "He seems anxious as he wanders back and forth..";
			mes "Is he the guard of this prison?";
			next;
			mes "[Snorren]";
			mes ".. Argh.. Why not?!";
			mes "What a blockhead...";
			mes "Hmm?";
			mes "Who are you?!";
			mes "How could an outsider be here...?";
			next;
			switch(select("About the Captured Fairy.", "What is this place?")) {
			case 1:
				mes "[Snorren]";
				mes "How does an outsider like you know that?";
				mes "And..? What? How can you understand what I'm saying?";
				next;
				mes "[Snorren]";
				mes "Helloo...?";
				mes "Can you understand the words coming out of my mouth?";
				next;
				mes "- I show the ring to Snorren. -";
				next;
				mes "[Snorren]";
				mes "Aha! Now I understand...";
				mes "That's amazing. a ring capable of interpreting between different languages... and you were able to come all the way here.";
				next;
				mes "[Snorren]";
				mes "I heard there are outsiders helping our people.";
				mes "You must be one of them!";
				next;
				mes "[Snorren]";
				mes "But where did you hear about that Fairy?";
				mes "Frankly, I want to have a word with that Fairy.";
				mes "But I don't understand their language.";
				next;
				switch(select("Why do you want to talk to her?", "Do you need an interpreter?")) {
				case 1:
					break;
				case 2:
					mes "[Snorren]";
					mes "An interpreter? Certainly!";
					mes "But I can't just do it arbitrarily...";
					mes "The reason why I want to have a word with that fairy, I mean Laphine...";
					next;
					break;
				}
				mes "[Snorren]";
				mes "I... want to find out if she's got anything to do with my friend...";
				next;
				select("Your friend?");
				mes "[Snorren]";
				mes "Yeah. Ogen is missing.";
				mes "He said he was curious about the area you are living in and went to check it out. How foolish of him.";
				next;
				mes "[Snorren]";
				mes "And he never came back.";
				mes "After quite a while, that fairy came.";
				next;
				mes "[Snorren]";
				mes "I don't know what guts she had to just fly into our territory.";
				mes "That fairy just kept on yelling 'a bradium!' 'a bradium!'";
				next;
				mes "[Snorren]";
				mes "Our village's vigilantes are saying that fairy is affected by the power of bradium and went crazy.";
				mes "That's what Laphine are all like!";
				next;
				mes "[Snorren]";
				mes "They just try to make accesories out of the ore which is our source of life.";
				mes "They collect anything that possesses magical power.";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "You should calm down a bit... Tell me about that captured Laphine.";
				next;
				mes "[Snorren]";
				mes "Right, I'm sorry.";
				mes "Anyways, shortly after Ogen went missing the fairy appears... this is too suspicious...";
				mes "and that fairy was severely wounded too.";
				next;
				mes "[Snorren]";
				mes "I think...";
				next;
				mes "[Snorren]";
				mes "That fairy attacked Ogen as he was trying to peek on your camp.";
				mes "And she was drawn by Ogen's bradium and came all the way here to find more bradium!";
				next;
				switch(select("That could be right...", "I don't see it that way...")) {
				case 1:
					mes "[" + strcharinfo(PC_NAME) + "]";
					mes "But does that Ore called bradium really possess an overwhelming magical power?";
					mes "It didn't seem like that...";
					next;
					mes "[Snorren]";
					mes "Really? But, we Sapha can't live without bradium.";
					mes "This war with the Laphine... is to protect the bradium from them...";
					next;
					mes "[" + strcharinfo(PC_NAME) + "]";
					mes "I see...";
					mes "Your people and their people are fighting over the bradium...";
					next;
					break;
				case 2:
					mes "[Snorren]";
					mes "Is... Is that so?";
					mes "Then how do you see this situation?";
					next;
					mes "[" + strcharinfo(PC_NAME) + "]";
					mes "It just occurred to me...";
					mes "It's like some kind of forbidden area...";
					next;
					break;
				}
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Anyhow, You are going to ask that fairy about Ogen, right?";
				mes "If that's the case, I could interpret between you two...";
				next;
				mes "[Snorren]";
				mes "Yeah?!";
				mes "Then just wait here for a sec!";
				mes "I will go and ask Luik about this!";
				ep13_mdrama = 12;
				close;
			case 2:
				mes "[Snorren]";
				mes "Uh, Ah~!";
				mes "This is a prison.";
				mes "You need to obey the rules to keep a peaceful group life.";
				next;
				mes "[Snorren]";
				mes "This is where people who break the rules are kept overnight.";
				next;
				mes "[Snorren]";
				mes "Oh. I'm not one of them.";
				mes "I just have some business here.";
				mes "Snorren is a good Sapha.";
				close;
			}
		}
		else if (ep13_mdrama == 12) {
			mes "[Snorren]";
			mes "Umm.. Hold on a sec...";
			mes "Luik. It's me. Snorren.";
			next;
			mes "[Voice through the door]";
			mes "Ah, I told you it's not possible Snorren!";
			mes "I can only put you in a cell for one night!";
			next;
			mes "[Snorren]";
			mes "Yikes-! Luik, It's not that!";
			mes "I brought someone who would interpret that fairy's words!";
			mes "till, Can't I come in?";
			next;
			mes "[Luik's Voice]";
			mes "Shut up! Anyway, we have more things to worry about. This Laphine, we need to treat her wounds...";
			next;
			mes "[Luik's Voice]";
			mes "Her body is completely different from ours. What should we do?";
			mes "Hey, Snorren! Bring me anything. Anything like herbs!";
			next;
			mes "[Snorren]";
			mes "Herbs? Is her condition that bad?";
			mes "Can't we fix her with bradium?";
			mes "Oh right, She's not Sapha, ey?";
			next;
			select("Nothing gets past you...");
			mes "[Snorren]";
			mes "Do you have anything on your mind?";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "She's a Laphine, right? Then we should ask a Laphine about it...";
			mes "Like what we need to treat her...";
			mes "I can take care of it.";
			next;
			mes "[Snorren]";
			mes "Really?";
			mes "Then hurry up and bring something back...";
			mes "We will wait.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "(I think I have no choice but to go back and ask Arc....)";
			ep13_mdrama = 13;
			changequest 7061,7062;
			close;
		}
		else if ((ep13_mdrama > 12) && (ep13_mdrama < 17)) {
			mes "[Snorren]";
			mes "Hurry up and go find a way to cure this Laphine...";
			mes "Then Luik might let us in.";
			close;
		}
		else if (ep13_mdrama == 17) {
			if (countitem(Yggdrasilberry) > 5) {
				mes "[Snorren]";
				mes "Did you find a cure?";
				mes "This.. is one strange looking fruit.";
				mes "I saw this fruit from time to time, but never thought this would be a cure..?";
				next;
				mes "[Snorren]";
				mes "I will take everything you've brought with you!";
				.@temp_ig = countitem(Yggdrasilberry);
				delitem Yggdrasilberry,.@temp_ig;
				ep13_mdrama = 18;
				next;
				mes "[Snorren]";
				mes "Now, Let's go inside!";
				close;
			}
			else {
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Hmm...this won't be enough....";
				mes "I would need at least 6~7 of these...";
				next;
				mes "[Snorren]";
				mes "Is something wrong?";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Huh? Ah, I think we would need more than what I've brought here... I'll be back.";
				close;
			}
		}
		else if (ep13_mdrama == 18) {
			mes "[Snorren]";
			mes "I already told Luik everything about you...";
			mes "Let's go inside.";
			close;
		}
		else if (((ep13_mdrama > 18) && (ep13_mdrama < 21)) || (ep13_mdrama == 22)) {
			mes "[Snorren]";
			mes "I've been waiting for you...";
			mes "Let's make haste.";
			close;
		}
		else if (ep13_mdrama == 21) {
			mes "[Snorren]";
			mes "I'm really confused now...Should I believe your story or not.";
			mes "If it is true that cave really exists and Ogen is hurt...";
			close;
		}
		else if (ep13_mdrama == 23) {
			mes "[Snorren]";
			mes "The approximate location is...";
			mes "Huge Roots of a tree. Got it.";
			mes "You go ahead first. I will stop by at a refinery and be right after you.";
			next;
			mes "[Snorren]";
			mes "Since that place is Laphine's territory, I will go quitely so they won't notice me.";
			mes "You just go on ahead, I will be right behind you.";
			close;
		}
		else if (ep13_mdrama == 24) {
			mes "[Snorren]";
			mes "You are back. .. Luik wanted me to tell you this...";
			mes "Terra, that Laphine, is free now.";
			next;
			mes "[Snorren]";
			mes "We are tired of fighting. We didn't even want to start...";
			mes "And we saw her true intention before everything else.";
			next;
			mes "[Snorren]";
			mes "Go and check if Terra went back to her home safely...";
			mes "Ogen... He went back to Mother Nature.";
			next;
			mes "[Snorren]";
			mes "I really don't think what Ogen did was the right thing to do...";
			mes "But that was... Ogen...";
			next;
			mes "[Snorren]";
			mes "Forgive me, I'm a bit depressed...";
			mes "I'd rather just rest here.";
			mes "I really appreciate what you've done.";
			next;
			mes "[Snorren]";
			mes "Come back anytime...";
			mes "Ok?";
			ep13_mdrama = 25;
			getitem Manuk_Coin,15;
			changequest 7069,7070;
			close;
		}
		else if (ep13_mdrama > 24) {
			mes "[Snorren]";
			mes "What do you think of this muffler?";
			mes "This belonged to Ogen...";
			mes "Does it look good on me?";
			close;
		}
		else {
			mes "[Snorren]";
			mes "Outsiders shouldn't be here without permission.";
			mes "Please get out of here.";
			close;
		}
	}
	else {
		mes "[Snorren]";
		mes "Ids ad?";
		mes "Ns ai dha si asd!";
		mes "Ms dfaa sd a.";
		close;
	}
}

man_in01,183,58,0	script	to_in013ep13mdwarp01	WARPNPC,1,1,{
OnTouch:
	if ((ep13_mdrama > 17) && (ep13_mdrama < 24)) {
		warp "man_in01",13,125;
		end;
	}
	else if (ep13_mdrama > 23) {
		warp "man_in01",68,125;
		end;
	}
	else {
		mes "The doors are locked... I can't get in.";
		close;
	}
	end;
}

man_in01,10,125,0	warp	to_out1#ep13mdwarp02	1,1,man_in01,179,58
man_in01,65,125,0	warp	to_out2#ep13mdwarp03	1,1,man_in01,179,58

man_in01,22,126,3	script	Captured Laphine#ep13md	4_F_FAIRYKID6,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (isequipped(2782) == 1) {
		if (ep13_mdrama < 19) {
			mes "She's unconscious.";
			mes "I can see a bandage to stop the bleeding...";
			mes "Looks like Luik did it.";
			close;
		}
		else if (ep13_mdrama == 19) {
			mes "Luik and Snorren did everything to extract juice out of a Yggdrasilberry";
			mes "chopped and stuffed it into a mouth and paste them on the body...";
			next;
			mes "[Wounded Laphine]";
			mes "Hmm...";
			next;
			mes "[Luik]";
			mes "Finally she's coming to.";
			mes "Ok, "+ strcharinfo(PC_NAME) + ", it's up to you now.";
			mes "And you better not fake any of the words she's saying.";
			next;
			mes "- I nod to Luik and began talking to the Laphine. -";
			next;
			mes "- After the Laphine gained her full consciousness, she gazed around and spoke in shaky voice. -";
			next;
			mes "[Wounded Laphine]";
			mes "Where... am I?";
			mes "Oh My! That's right! I need Bradium!";
			mes "Get me out of here!";
			next;
			mes "[Wounded Laphine]";
			mes "If I don't go back to him quickly, he... he is going to die!!";
			next;
			switch(select("Who is HE?", "Is your name Terra?")) {
			case 1:
				mes "[Wounded Laphine]";
				mes "A giant... a giant in a cave...";
				mes "He...He got hurt trying to protect me...";
				mes "He wouldn't move!";
				mes "His body was getting cold.";
				next;
				mes "[Wounded Laphine]";
				mes "We were each other's enemy......";
				mes "but he saved me...";
				mes "I heard they need a bradium to live!";
				next;
				mes "[Wounded Laphine]";
				mes "Give me some bradium. Hurry!";
				mes "I can't be late!";
				next;
				select("You are Terra. Right?");
				mes "[Terra]";
				mes "How...How do you know my name?";
				mes "Who are you?";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Arc asked me to find you. So I came here.";
				mes "By the way.. You were saying about a giant, do you mean a Sapha?";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "The Sapha in the cave...";
				mes "His body was already petrified when I got there.";
				next;
				mes "[Terra]";
				mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
				mes "And that the Bradium is what prevents them from becoming petrified.";
				next;
				mes "[Terra]";
				mes "So I tried to bring a bradium to him... ...";
				mes "But he... Sob...";
				next;
				mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
				next;
				mes "[Luik]";
				mes "Why did she break down like that? What did she say?";
				mes "Tell me what she said!!!";
				ep13_mdrama = 20;
				close;
			case 2:
				mes "[Terra]";
				mes "How...How do you know my name?";
				mes "Who are you?";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "I came looking for you on behalf of Arc.";
				mes "Just how did you end up here?";
				next;
				mes "[Terra]";
				mes "To find a... Bra.. dium.";
				mes "That's right. Bradium! Give me a bradium!!";
				next;
				mes "[Terra]";
				mes "A giant... a giant in a cave...";
				mes "He...He got hurt trying to protect me...";
				mes "He wouldn't move!";
				mes "His body was getting cold.";
				next;
				mes "[Terra]";
				mes "We were each other's enemy......";
				mes "but he saved me...";
				mes "I heard they need a bradium to live!";
				next;
				mes "[Terra]";
				mes "Give me some bradium. Hurry!";
				mes "I can't be late!";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "The Sapha in the cave...";
				mes "His body was already petrified when I got there.";
				next;
				mes "[Terra]";
				mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
				mes "And that the Bradium is what prevents them from becoming petrified.";
				next;
				mes "[Terra]";
				mes "So I tried to bring a bradium to him... ...";
				mes "But he... Sob...";
				next;
				mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
				next;
				mes "[Luik]";
				mes "Why did she break down like that? What did she say?";
				mes "Tell me what she said!!!";
				ep13_mdrama = 20;
				close;
			}
		}
		else if (ep13_mdrama == 20) {
			mes "[Luik]";
			mes "Let that Fairy rest for a while, now tell me what you were talking about.";
			close;
		}
		else if ((ep13_mdrama > 20) && (ep13_mdrama < 24)) {
			mes "[Luik]";
			mes "She's just too exhausted and fell asleep...";
			mes "Leave her alone.";
			close;
		}
		else {
			// custom translation
			mes "[Luik]";
			mes "She can leave any time she likes.";
			mes "It feels so dry in here.";
			mes "Oh well, that's normal.";
			close;
		}
	}
	else {
		if (ep13_mdrama < 19) {
			mes "She's unconscious.";
			mes "I can see a bandage to stop the bleeding...";
			mes "Looks like Luik did it.";
			close;
		}
		else {
			mes "[Luik]";
			mes "Ier er ee ras d?";
			mes "Ye ada sd?";
			mes "Nffd..?";
			next;
			mes "[Wounded Laphine]";
			mes "...Riveh...AshIman Or mah...";
			mes "..ah..Thor..ThorOsa Yee Lu..ung...";
			close;
		}
	}
}

man_in01,17,128,5	script	Snorren#ep13md_15	4_MAN_PIOM,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (isequipped(2782) == 1) {
		if (ep13_mdrama == 18) {
			mes "[Snorren]";
			mes "Here, Luik. He said this is a cure for Laphine.";
			mes "Should we just let her eat it as it is?";
			next;
			mes "[Snorren]";
			mes "Uh.. and your name was..?";
			next;
			select("" + strcharinfo(PC_NAME) + "");
			mes "[Snorren]";
			mes "Yeah, Right.";
			mes "" + strcharinfo(PC_NAME) + ", you should try talking to that Laphine...";
			mes "Let's hear her story.";
			ep13_mdrama = 19;
			changequest 7064,7065;
			close;
		}
		else if (ep13_mdrama == 19) {
			// custom translation
			mes "[Snorren]";
			mes "Please help me translater.";
			mes "We'll be watching as you speak to her.";
			mes "Right, Luik?";
			next;
			mes "[Luik]";
			mes "Maybe.";
			mes "Let's ask her what happened, before it is too late.";
			close;
		}
		else if (ep13_mdrama == 20) {
			mes "[Snorren]";
			mes "Let's listen to her story.";
			mes "Why don't we start from... Why does she want a bradium?";
			next;
			mes "[Snorren]";
			mes "This part must be told to Luik in exact detail.";
			close;
		}
		else if (ep13_mdrama == 21) {
			mes "[Snorren]";
			mes "What should I do if the Sapha in the Cave is really Ogen...?";
			mes "Ogen... What should I do if anything happened to him...?";
			close;
		}
		else if (ep13_mdrama == 22) {
			if ((countitem(Shaggy_Muffler) > 0) && (countitem(Bradium_Fragments) > 0)) {
				mes "[Luik]";
				mes "...This Bradium has not been refined properly...";
				mes "This would be no help...";
				mes "and, this muffler...";
				next;
				mes "[Snorren]";
				mes "This is Ogen's! Ogen's muffler!";
				mes "Luik! Ogen! This is Ogen!";
				mes "Unrefined Bradium!";
				next;
				mes "[Snorren]";
				mes "Lu.. Luik. Ogen.. Ogen...?!";
				mes "I'm going to Ogen!";
				mes "Where is that cave?! Where!";
				next;
				select("Calm down!");
				mes "[Luik]";
				mes "Yeah. Listen to him, calm down. Snorren.";
				mes "If it is Ogen... We could be able to save him if we make haste.";
				next;
				mes "[Luik]";
				mes "Snorren. Go to Refinery and get the finest bradium...";
				mes "Save him.";
				next;
				mes "[Luik]";
				mes "" + strcharinfo(PC_NAME) + "...eh?...";
				mes "Please look after Snorren...and Ogen.";
				mes "This Laphine, I mean Terra...";
				mes "She truly wanted to save Ogen...";
				next;
				mes "[Luik]";
				mes "I will talk to my superiors to try and settle this matter...";
				mes "Please save Ogen.";
				delitem Shaggy_Muffler,1;
				delitem Bradium_Fragments,1;
				ep13_mdrama = 23;
				changequest 7067,7068;
				close;
			}
			else {
				// custom translation
				mes "[Luik]";
				mes "You should bring something that can prove it?";
				mes "... We have been fighting them for so long, it is hard for us to believe you.";
				next;
				mes "[Snorren]";
				mes "...Yes... regardless of anything, just to prove what you say is true.";
				close;
			}
		}
		else if (ep13_mdrama == 23) {
			mes "[Snorren]";
			mes "Hurry up and take the lead!";
			mes "Which way should we go now?";
			close;
		}
		else {
			// custom translation
			mes "[Snorren]";
			mes "How did you get in here?!";
			mes "Get out!";
			close;
		}
	}
	else {
		mes "[Snorren]";
		mes "We rs...";
		mes "F as d dd ";
		mes "Tb ds dfw we!";
		mes "Nd fs asd as...!";
		close;
	}
}

man_in01,19,126,3	script	Luik#ep13md16	4_MAN_GALTUN,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (isequipped(2782) == 1) {
		if (ep13_mdrama < 20) {
			mes "[Luik]";
			mes "...I really look forward to drawing something useful out of her.";
			mes "Your interpretion is trustworthy, right?";
			close;
		}
		else if (ep13_mdrama == 20) {
			mes "[Luik]";
			mes "First of all, Why did that Laphine come here?";
			mes "Why does she need a bradium?";
			next;
			select("To give it to a Sapha in a cave...");
			mes "[Luik]";
			mes "Sapha in a cave? What cave?";
			mes "Nevermind.... Snorren. You must know something about that cave, right?";
			next;
			mes "[Luik]";
			mes "Wait...";
			mes "Why would a Laphine give a bradium to our ally?";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "They fought in the cave and your friend got hurt and began to petrify.";
			mes "So she came here to get a bradium to try to save his life...";
			next;
			mes "[Luik]";
			mes "They fought?";
			mes "Snorren! What's that look on your face?";
			mes "Spit if out if you have anything to say.";
			next;
			mes "[Snorren]";
			mes "Frankly, Luik. I... told you... Ogen's missing.";
			mes "Ogen's disappearance and that Laphine's arrival coincide...";
			next;
			mes "[Luik]";
			mes "And?";
			next;
			mes "[Snorren]";
			mes "Maybe the Sapha that Laphine is talking about is Ogen.";
			mes "Or do we have any other comrades who go to strange caves?";
			next;
			mes "[Luik]";
			mes "We don't, because there are no caves like that here.";
			mes "First, we should find out about the cave they are talking about.";
			next;
			mes "[Luik]";
			mes "You outsiders are in contact with the Laphine right?";
			mes "What if this is an evil plot by them?";
			next;
			select("That's not true!");
			mes "[Luik]";
			mes "And how would you prove it?";
			mes "We've been fighting them for a long time.";
			mes "We don't have any reason to trust what you or they are saying.";
			next;
			mes "[Luik]";
			mes "And talking about some cave that doesn't even exist.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "That cave really exists, I swear!";
			mes "I.. yeah. I saw a petrified Sapha in that cave.";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "I will bring back something that will make you believe.";
			mes "I'm not sure if that Sapha is this Ogen you are looking for...";
			mes "But I'll come back...";
			next;
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "Don't you dare...try to do any harm to Terra.";
			ep13_mdrama = 21;
			changequest 7065,7066;
			close;
		}
		else if (ep13_mdrama == 21) {
			mes "[Luik]";
			mes "...Anything will do. Try and make me believe you -Outsider- and that Laphine.";
			mes "We Sapha are not stupid people.";
			next;
			mes "[Luik]";
			mes "I promise you that we will continue to treat that Laphine as we did so far and will not do any harm to her.";
			next;
			mes "[Luik]";
			mes "Hence, you just focus on finding a way to make us believe you.";
			close;
		}
		else if (ep13_mdrama == 22) {
			if ((countitem(Shaggy_Muffler) > 0) && (countitem(Bradium_Fragments) > 0)) {
				mes "[Luik]";
				mes "...This Bradium has not been refined properly...";
				mes "This would be no help...";
				mes "and, this muffler...";
				next;
				mes "[Snorren]";
				mes "This is Ogen's! Ogen's muffler!";
				mes "Luik! Ogen! This is Ogen!";
				mes "Unrefined Bradium!";
				next;
				mes "[Snorren]";
				mes "Lu.. Luik. Ogen.. Ogen...?!";
				mes "I'm going to Ogen!";
				mes "Where is that cave?! Where!";
				next;
				select("Calm down!");
				mes "[Luik]";
				mes "Yeah. Listen to him, calm down. Snorren.";
				mes "If it is Ogen... We could be able to save him if we make haste.";
				next;
				mes "[Luik]";
				mes "Snorren. Go to Refinery and get the finest bradium...";
				mes "Save him.";
				next;
				mes "[Luik]";
				mes "" + strcharinfo(PC_NAME) + "...eh?...";
				mes "Please look after Snorren...and Ogen.";
				mes "This Laphine, I mean Terra...";
				mes "She truly wanted to save Ogen...";
				next;
				mes "[Luik]";
				mes "I will talk to my superiors to try and settle this matter...";
				mes "Please save Ogen.";
				delitem Shaggy_Muffler,1;
				delitem Bradium_Fragments,1;
				ep13_mdrama = 23;
				changequest 7067,7068;
				close;
			}
			else {
				// custom translation
				mes "[Luik]";
				mes "You should bring something that can prove it?";
				mes "... We have been fighting them for so long, it is hard for us to believe you.";
				next;
				mes "[Snorren]";
				mes "...Yes... regardless of anything, just to prove what you say is true.";
				close;
			}
		}
		else if (ep13_mdrama == 23) {
			mes "[Luik]";
			mes "Please... Help Ogen.";
			close;
		}
		else {
			// custom translation
			mes "[Luik]";
			mes "How did you get in here?";
			mes "You shouldn't be here.";
			close;
		}
	}
	else {
		mes "[Luik]";
		mes "Na w ewe w";
		mes "Aewrf sd fsd iyu. ";
		mes "Ou uur?";
		next;
		mes "Looks like Luik is giving me a look of scorn.";
		close;
	}
}

man_in01,71,125,0	script	Terra gone	FAKE_NPC,3,3,{
OnTouch:
	mes "There's nothing else.";
	mes "Only traces of the cage with something confined.";
	close;
}

spl_in02,236,92,5	script	Arc#ep13md_l02	4_M_FAIRYSOLDIER,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (isequipped(2782) == 1) {
		if (ep13_mdrama == 26) {
			mes "[Terra]";
			mes ".........";
			next;
			mes "[Arc]";
			mes "I see. That's what happened.";
			mes "But... That Sapha...What has he become to you in that short period of time?";
			next;
			select("Arc?");
			mes "[Arc]";
			mes "Ah, finally. I've been speaking with Terra while we waited for you.";
			mes "Terra. This is who saved you...";
			mes "You should thank "+ (Sex == SEX_MALE ? "him." : "her.");
			next;
			mes "[Terra]";
			mes "Thank you...";
			mes "I'm sorry Arc... Sorry...";
			mes "......";
			next;
			mes "[Arc]";
			mes "So, this is the story.";
			mes "Terra was wandering around your Camp and found a Sapha who was also wandering around your Camp at the time.";
			next;
			mes "[Arc]";
			mes "They were both being cautious not to be seen by you humans but they caught sight of each other and started to fight.";
			next;
			mes "[Arc]";
			mes "And then they eventually fell into that hole in the swamp and ended up in that cave.";
			next;
			mes "[Terra]";
			mes "Yeah... We were both unconscious for some time..";
			mes "And by the time we were able to wake up and see... We were surrounded.";
			next;
			mes "[Terra]";
			mes "Our main concern was getting out of there...";
			mes "Even though we couldn't understand each other's language... We made a temporary truce.";
			next;
			mes "[Terra]";
			mes "And then.....";
			mes ".........";
			next;
			select("So that's what happened.");
			mes "[" + strcharinfo(PC_NAME) + "]";
			mes "You were outnumbered and at the last moment Ogen sacrificed himself to protect you.";
			next;
			mes "[Terra]";
			mes "So... I wanted to help him...";
			mes "I was just trying to repay him...";
			next;
			mes "[Terra]";
			mes "Was I wrong...?";
			mes "Was I thinking wrong?";
			next;
			mes "[Arc]";
			mes "Repaying one's dept is a good thing.";
			mes "Especially for a proud Laphine, It sure is.";
			next;
			mes "[Arc]";
			mes "But Terra...";
			mes "You've made two big mistakes.";
			mes "First is, You went away without permission...";
			mes "And secondly...";
			next;
			mes "[Arc]";
			mes "You didn't ask for help.";
			mes "If something like that happened... of course I would help...";
			next;
			mes "[Terra]";
			mes "I'm sorry Arc... I'm sorry...";
			mes "I won't act foolish ever again.";
			next;
			mes "[Arc]";
			mes "Get some rest.";
			mes "I will put in a good word to the superiors...";
			mes "And " + strcharinfo(PC_NAME) + "...";
			mes "Thank you.";
			next;
			mes "[Arc]";
			mes "Here, I will give you these to show my appreciation.";
			mes "It's not much, but you will be able to buy things in Splendide with these.";
			next;
			mes "[Arc]";
			mes "I'm sorry this is all I can give you for now.";
			ep13_mdrama = 27;
			getitem Splendide_Coin,25;
			if (RENEWAL_EXP)
				getexp 120000,10000;
			else
				getexp 1200000,100000;
			completequest 7071;
			close;
		}
		else if (ep13_mdrama == 27) {
			if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
				mes "[Arc]";
				mes "Terra. Get some rest...";
				mes "Rest easy...";
				mes "And...";
			}
			else {
				mes "[Terra]";
				mes "Arc... I will get some rest...";
				mes "I'm sorry... And. You...";
			}
			next;
			mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
			mes "Originally... we Laphine were extremely reluctant to have others in our area.";
			mes strcharinfo(PC_NAME) + ", you will be a special exception.";
			next;
			mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
			if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") mes "That's what Terra wants too.";
			mes "It might be cramped, but you are always welcome to visit us.";
			ep13_mdrama = 28;
			close;
		}
		else if (ep13_mdrama > 27) {
			if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
				mes "[Arc]";
				mes "How are you adapting to Splendide?";
				mes "Terra's still not fully recovered yet, so keep that in mind.";
			}
			else {
				mes "[Terra]";
				mes "I'm sorry...";
				mes "My body is not fully recovered yet...";
			}
			close;
		}
		else {
			// custom translation
			if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
				mes "[Arc]";
				mes "The back of the right ... ";
				mes "......";
			}
			else {
				mes "[Terra]";
				mes "I'm sorry... I'm so sleepy...";
				mes "...I want to sleep...";
			}
			close;
		}
	}
	else {
		if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") {
			mes "[Arc]";
			mes "HirWosWeh. Yee DiebVilFar U manTalVil.";
			mes "LarsNeiser...??";
			mes "VeldTiTal Ko SharDurYur Di ?";
		}
		else {
			mes "[Terra]";
			mes "ModBurDana...? Mu AnduWehFus Yee OsaLoLars...";
			mes "eoFusser....";
			mes "maurNohser Ur...... ThorNuffLars So ";
		}
		close;
	}
}
spl_in02,239,93,3	duplicate(Arc#ep13md_l02)	Terra#ep13md_l03	4_F_FAIRYKID6

splendide,287,140,0	script	terrashome_in	WARPNPC,1,1,{
OnTouch:
	if (ep13_mdrama > 25) {
		warp "spl_in02",237,89;
		end;
	}
	else {
		mes "It's locked.";
		close;
	}
}

spl_in02,236,86,0	warp	terrashome_out	1,1,splendide,285,139

spl_fild01,357,44,0	script	???#ep13mdf01	CLEAR_NPC,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (ep13_mdrama == 14) {
		mes "There's some kind of fruit lying on the ground.";
		mes "I see a small berry inside of a big outer shell...";
		mes "It is a Yggdrasil!";
		ep13_mdrama = 15;
		getitem Yggdrasilberry,1;
		getitem Fruit_Of_Mastela,1;
		close;
	}
	else if (ep13_mdrama == 15) {
		mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
		next;
		.@apple = rand(1,100);
		if (.@apple < 50) {
			mes "I've been bitten by an unknown insect.";
			mes "It hurts!";
			percentheal -30,0;
			close;
		}
		else if (.@apple == 50) {
			mes "I found an apple.";
			getitem Apple,1;
			close;
		}
		else {
			mes "There's nothing else.";
			close;
		}
	}
	else if (ep13_mdrama > 15) {
		mes "There's only an empty shell left.";
		close;
	}
	else {
		mes "A huge fruit is here.";
		mes "I don't know what kind of fruit it is.";
		close;
	}
}

spl_fild01,312,79,0	script	???#ep13mdf02	CLEAR_NPC,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (ep13_mdrama == 15) {
		mes "There's some kind of fruit lying on the ground.";
		mes "I see a small berry inside of a big outer shell...";
		mes "It is a Yggdrasil!";
		ep13_mdrama = 16;
		getitem Yggdrasilberry,1;
		getitem Fruit_Of_Mastela,1;
		close;
	}
	else if (ep13_mdrama == 16) {
		mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
		next;
		.@apple = rand(1,100);
		if (.@apple < 50) {
			mes "I've been bitten by an unknown insect.";
			mes "It hurts!";
			percentheal -30,0;
			close;
		}
		else if (.@apple == 50) {
			mes "I found an apple.";
			getitem Apple,1;
			close;
		}
		else {
			mes "There's nothing else.";
			close;
		}
	}
	else if (ep13_mdrama > 16) {
		mes "There's only an empty shell left.";
		close;
	}
	else {
		mes "A huge fruit is here.";
		mes "I don't know what kind of fruit it is.";
		close;
	}
}

spl_fild01,329,29,0	script	???#ep13mdf03	CLEAR_NPC,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (ep13_mdrama == 16) {
		mes "There's some kind of fruit lying on the ground.";
		mes "I see a small berry inside of a big outer shell...";
		mes "It is a Yggdrasil!";
		ep13_mdrama = 17;
		getitem Yggdrasilberry,1;
		getitem Fruit_Of_Mastela,1;
		changequest 7063,7064;
		next;
		mes "[" + strcharinfo(PC_NAME) + "]";
		mes "Arc gave me three Yggdrasilberries and...";
		mes "I've found... three. Six of them should be enough.";
		mes "Let's go back to Snorren.";
		close;
	}
	else if (ep13_mdrama == 17) {
		mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
		next;
		.@apple = rand(1,100);
		if (.@apple < 50) {
			mes "I've been bitten by an unknown insect.";
			mes "It hurts!";
			percentheal -30,0;
			close;
		}
		else if (.@apple == 50) {
			mes "I found an apple.";
			getitem Apple,1;
			close;
		}
		else {
			mes "There's nothing else.";
			close;
		}
	}
	else if (ep13_mdrama > 17) {
		mes "There's only an empty shell left.";
		close;
	}
	else {
		mes "A huge fruit is here.";
		mes "I don't know what kind of fruit it is.";
		close;
	}
}

//== Monster Suppression :: ep13_2_dayquest ================
manuk,252,116,3	script	Manuk Galtun#ep13_2day	4_MAN_GALTUN,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
		if (ep13_2_days01 == 0) {
			mes "[Strom]";
			mes "Hello.";
			mes "You're a human right?";
			mes "My name is Strom.";
			next;
			mes "[Strom]";
			mes "But, you guys seem so weak.";
			mes "You don't have solid skin nor enough power.";
			next;
			mes "[Strom]";
			mes "How did you guys get here?";
			next;
			mes "[Strom]";
			mes "Your language seems gentle, but it seems like you are here to create more tension.";
			next;
			switch(select("Keep the peace.", "...")) {
			case 1:
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Yes, we humans are smaller than you... but...";
				mes "we have been training ourselves to be strong.";
				next;
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Now let me show you that";
				mes "we can match your strength!";
				next;
				if (ep13_mdrama > 5) {
					mes "[Strom]";
					mes "Anyway...";
					mes "Some bad things happened to my one of my colleagues in that cave you found recently.";
					next;
					mes "[Strom]";
					mes "There're monsters called ^4d4dffRata^000000 and ^4d4dffDueyrr^000000.";
					mes "If you terminate them, I would regard you as a decent and strong person.";
					ep13_2_days01 = 1;
					setquest 7074;
					setquest 7075;
					close;
				}
				else {
					mes "[Strom]";
					mes "...is that it?";
					mes "Let me think.";
					mes "Since you have so much confidence in their abilities...";
					mes "I will find you a worthy challenge to prove it.";
					close;
				}
			case 2:
				mes "[" + strcharinfo(PC_NAME) + "]";
				mes "Yes, but human beings can be stronger when they all work together.";
				close;
			}
		}
		else if (ep13_2_days01 == 1) {
			if (questprogress(7074,HUNTING) == 2 && questprogress(7075,HUNTING) == 2) {
				mes "[Strom]";
				mes "Sure enough... I, the Sapha Galtun, Strom, apologize to you. I should not have been so quick to despise you.";
				mes "I admit that you are a brave soldier, please feel free to visit Manuk.";
				next;
				mes "[Strom]";
				mes "Although I don't have much to offer, please accept these coins.";
				mes "If you need to buy something, you can use them.";
				completequest 7074;
				completequest 7075;
				ep13_2_days01 = 2;
				if (RENEWAL_EXP)
					getexp 50000,30000;
				else
					getexp 500000,300000;
				getitem Manuk_Coin,10;
				close;
			}
			else {
				mes "[Strom]";
				mes "If you want to show you're so strong...";
				mes "Please find and defeat the Rata and Duneyrr in the cave.";
				close;
			}
		}
		else {
			mes "[Strom]";
			mes "Here icy climate is not suitable for biological survival, but we do not feel cold,";
			mes "so we're not very concerned about it.";
			next;
			mes "[Strom]";
			mes "But... you're different.";
			mes "In such cold weather, you are best to don Hillslions fur...";
			close;
		}
	}
	else {
		mes "[Manuk Galtun]";
		mes "Arpe? Yu osp sad?";
		mes "EW pisdn psa?";
		mes "We psis?";
	}
	close;
}

//== Daily Quests :: ep13_2_dayquest =======================
// - Bradium Collection
// - Laphine Craftsman
// - Draco Egg Collection (NPC includes 'Wanted' quest)
man_in01,378,276,3	script	Manuk Engineer#ep13_2	4_MAN_NITT,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
		if (questprogress(7080) == 1) {
			if (questprogress(7080,PLAYTIME) != 2) {
				mes "[Manuk Engineer]";
				mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
				mes "We've got more than enough for now though.";
				close;
			}
			else {
				mes "[Manuk Engineer]";
				mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
				mes "I hope you can help me again.";
				erasequest 7080;
				close;
			}
		}
		else {
			if (questprogress(7079) == 1) {
				if (countitem(Purified_Bradium) > 19) {
					mes "[Manuk Engineer]";
					mes "Oh, that will do very well.";
					mes "On behalf of the Sapha, I extend our thanks to you.";
					mes "I hope you can help us again.";
					delitem Purified_Bradium,20;
					erasequest 7079;
					setquest 7080;
					getexp 40000,40000;
					getitem Manuk_Coin,3;
					close;
				}
				else {
					mes "[Manuk Engineer]";
					mes "What's up?";
					mes "You're not prepared yet.";
					close;
				}
			}
			else {
				mes "[Manuk Engineer]";
				mes "Hello.";
				mes "This is where we refine stones.";
				next;
				switch(select("About collecting stones.", "About the usage of stones.")) {
				case 1:
					mes "[Manuk Engineer]";
					mes "To prevent our bodies from becoming numb, we need Bradium.";
					mes "From the Bradium we can extract a special element that we need to survive.";
					next;
					mes "[Manuk Engineer]";
					mes "The mining industry is primary here since our lives depend on it.";
					mes "But the mine has become clogged.";
					next;
					mes "[Manuk Engineer]";
					mes "I've already heard that you guys are good soldiers.";
					mes "Would you mind terminating the Bradium Golem, and bringing back some Bradium for me?";
					next;
					switch(select("Sure, I don't mind.", "Nope, I can't.")) {
					case 1:
						mes "[Manuk Engineer]";
						mes "Then take this mission.";
						mes "Please hunt Bradium Golem and bring me 20 blended Bradium.";
						setquest 7079;
						close;
					case 2:
						mes "[Manuk Engineer]";
						mes "Oh, this is our fate.";
						mes "How could I be so naive to depend on others?";
						close;
					}
				case 2:
					mes "[Manuk Engineer]";
					mes "We refine Bradium and extract special things from it.";
					mes "Then form that into an injection.";
					mes "When it is refined it is used to maintain our body cycles.";
					next;
					mes "[Manuk Engineer]";
					mes "That's why we are quite advanced in this industry.";
					mes "Other industries are also well developed... but...";
					next;
					mes "[Manuk Engineer]";
					mes "This is our top priority because it is crucial for our survival.";
					close;
				}
			}
		}
	}
	else {
		mes "[Manuk Engineer]";
		mes "Aweo wpe?";
		mes "Sdd psiem!";
		mes "Awq ouwn ksudh bud ds.";
		close;
	}
}

spl_in01,97,313,3	script	Laphine Craftsman#ep13	4_M_FAIRYKID5,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
		if (ep13_mdrama > 5) {
			if (questprogress(7082) == 1) {
				if (questprogress(7082,PLAYTIME) == 1) {
					mes "[Laphine craftsman]";
					mes "Thank you for collecting those items for me.";
					mes "That should be sufficient for the time being.";
					close;
				}
				mes "[Laphine craftsman]";
				mes "Thank you for collecting those items for me.";
				mes "Hopefully you can help us again.";
				erasequest 7082;
				close;
			}
			if (questprogress(7081) == 1) {
				if ((countitem(Fluorescent_Liquid) > 14) && (countitem(Crystalized_Teardrop) > 14)) {
					mes "[Laphine craftsman]";
					mes "Oh, fantastic.";
					mes "These are enough materials for today.";
					mes "I'll let you know if I need more.";
					delitem Fluorescent_Liquid,15;
					delitem Crystalized_Teardrop,15;
					erasequest 7081;
					setquest 7082;
					getexp 30000,30000;
					getitem Splendide_Coin,3;
					close;
				}
				else {
					mes "[Laphine craftsman]";
					mes "What can I help you with?";
					mes "Not yet done with my request?";
					close;
				}
			}
			mes "[Laphine craftsman]";
			mes "What's up??";
			mes "I need to make more decorations for the Yai.";
			next;
			if (select("May I help you?", "What's a Yai?") == 1) {
				mes "[Laphine craftsman]";
				mes "You want to help?";
				mes "This place is being used for battle but it is also our home.";
				next;
				mes "[Laphine craftsman]";
				mes "We prefer to be alone so we must each have our own Yai.";
				mes "Though we are in a military base we should take care of each Yai.";
				next;
				mes "[Laphine craftsman]";
				mes "I am not a soldier but we hope all of us to be as confident as they are.";
				mes "I would like to support all Laphine with my skills.";
				next;
				mes "[Laphine craftsman]";
				mes "So I want to help make decorations for everyone's Yai.";
				mes "I need more materials to make them.";
				next;
				mes "[Laphine craftsman]";
				mes "I heard that a water ghost has been appearing in the cave.";
				mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
				next;
				if (select("Yes.", "Sorry.") == 1) {
					mes "[Laphine craftsman]";
					mes "Please take my request.";
					mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
					setquest 7081;
					close;
				}
				mes "[Laphine craftsman]";
				mes "Yes, I'm sure that you have your own business to attend to.";
				mes "I feel embarrassed asking a favor from you, as a Laphine.";
				next;
				mes "[Laphine craftsman]";
				mes "But, why are you trying to be involved in our business yet you won't take up our request?";
				close;
			}
			mes "[Laphine craftsman]";
			mes "Yai...";
			mes "All grown Laphine have one.";
			mes "They're essential for all Laphine to live in since we are very private people.";
			next;
			select("It's a house...?");
			mes "[Laphine craftsman]";
			mes "Yes...";
			mes "That's it. We sometimes invite our friends or guests to our Yai.";
			mes "And decorations for Yai are quite important to us...";
			next;
			mes "[Laphine craftsman]";
			mes "We Laphine care about ourselves and our Yai as well.";
			next;
			mes "[Laphine craftsman]";
			mes "We are far away from our hometown now...";
			mes "If we don't have this kind of hobby, there's nothing to enjoy here.";
			close;
		}
		mes "[Laphine craftsman]";
		mes "Hm? Oh, can't you see I'm busy?";
		mes "I'm making ornaments though, if you must know.";
		close;
	}
	mes "[Laphine craftsman]";
	mes "Yur,Dur AnoVa?";
	mes "Wha? Dieb OsaDur .. ";
	mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
	close;
}

mid_camp,146,306,3	script	Pet Breeder#ep13_eden01	4_F_SCIENCE,{
	if (checkweight(Knife,2) == 0) {
		mes "Wait a moment!!";
		mes "You have too many items.";
		mes "You can't receive this.";
		mes "Lighten your weight and";
		mes "try again.";
		close;
	}
	if (ep13_mdrama < 6) {
		mes "[Pinedel]";
		mes "Why isn't it working, Taab?";
		mes "That should be working.";
		next;
		mes "[Taab]";
		mes "That's very dangerous. Do you want to die..?!";
		next;
		mes "[Pinedel]";
		mes "Are you ignoring cute pets??";
		mes "We've been able to get Pickys and even Zealotus!";
		next;
		mes "[Taab]";
		mes "No way, even if you ask me...";
		mes "Hillslion is very adorable...";
		mes "But you can't.";
		next;
		mes "[Pinedel]";
		mes "Then let me know why you object to this.";
		next;
		mes "[Taab]";
		mes "It's too dangerous. I've trained monsters before.";
		mes "Hillslions look cute and adorable, but it's not very realistic.";
		next;
		mes "[Taab]";
		mes "Can't you see that?";
		mes "I've tried to train them... but I couldn't.";
		mes "How can we can train them as a cute pet...?";
		next;
		mes "[Taab]";
		mes "It would definitely try to escape from us...";
		mes "Then he would become very awful.";
		mes "I don't agree with this.";
		next;
		mes "[Pinedel]";
		mes "Nah...";
		mes "Can't we control them with magical power?";
		mes "We've done it before......";
		next;
		mes "- They just continue to argue -";
		close;
	}
	mes "[Pinedel]";
	mes "Ah, Taab isn't flexible at all.";
	mes "Hey there! What's up??";
	next;
	if (select("Notice for criminal report", "Cute pet investigation.") == 1) {
		if (ep13_2_wanted == 1) {
			if (questprogress(7076,HUNTING) == 2) {
				mes "[Pinedel]";
				mes "Have you hunted the Runaway Dandelion?";
				mes "Ok, I accept you.";
				mes "Here's something Rin was storing here.";
				next;
				mes "[Pinedel]";
				mes "This is Rin's cherished treasure box...";
				mes "This is enough payment, right?";
				completequest 7076;
				ep13_2_wanted = 2;
				getitem Treasure_Box,1;
				close;
			}
			mes "[Pinedel]";
			mes "I know you haven't terminated the Runaway Dandelion yet.";
			mes "Don't take me for a fool.";
			close;
		}
		else if (ep13_2_wanted == 2) {
			mes "[Pinedel]";
			mes "I will forward everything to Rin.";
			mes "She'll love it.";
			mes "Just tell her your name " + strcharinfo(PC_NAME) + ".";
			next;
			mes "[Pinedel]";
			mes "I can remember that I've heard about you from Rin.";
			mes "But Rin likes you, so that must mean that you're nice.";
			close;
		}
		mes "[Pinedel]";
		mes "Seaching for a criminal?";
		mes "I'm not sure that you're involved in it.";
		close;
	}
	if (ep13_2_dayegg == 1) {
		if (countitem(Egg_Of_Draco) > 9) {
			mes "[Pinedel]";
			mes "Oh! Nice!";
			mes "I can go through this study deeper with your assistance.";
			next;
			mes "[Pinedel]";
			mes "I will try to make these Dragon eggs into cute pets.";
			mes "Don't expect much!";
			mes "Come back after a day to check on the progress.";
			delitem Egg_Of_Draco,10;
			erasequest 7077;
			setquest 7078;
			ep13_2_dayegg = 2;
			getexp 40000,40000;
			getitem Splendide_Coin,1;
			getitem Manuk_Coin,1;
			close;
		}
		mes "[Pinedel]";
		mes "Draco was being kept in the nest just before hatching. Please collect 10 Dragon eggs for me.";
		mes "You know, those are hard to hatch in captivity.";
		close;
	}
	else if (ep13_2_dayegg == 2) {
		mes "[Pinedel]";
		mes "Those eggs are about to hatch now.";
		mes "I will investigate those back home.";
		.@alba_check = questprogress(7078,PLAYTIME);
		if (!.@alba_check) {
			close2;
			erasequest 7078;
			ep13_2_dayegg = 3;
			end;
		}
		else if (.@alba_check == 1) {
			mes "For now I still need more time.";
			next;
			mes "[Pinedel]";
			mes "Can you come back here tomorrow?";
			close;
		}
		close2;
		erasequest 7078;
		ep13_2_dayegg = 3;
		end;
	}
	else if (ep13_2_dayegg == 3) {
		mes "[Pinedel]";
		mes "Do you want to help me gather more Dragon eggs today?";
		mes "I want to try many things with those eggs.";
		next;
		if (select("Sure.", "Sorry, I can't.") == 1) {
			mes "[Pinedel]";
			mes "Please collect 10 Draco Eggs.";
			ep13_2_dayegg = 1;
			setquest 7077;
			close;
		}
		mes "[Pinedel]";
		mes "Ok. You have your own business here.";
		mes "Go ahead.";
		close;
	}
	mes "[Pinedel]";
	mes "I am investigating cute pets.";
	mes "Ash-vacuum has several monsters that I think could become cute pets.";
	next;
	mes "[Pinedel]";
	mes "The objective is one Dragon egg!";
	mes "Can you bring me a Dragon Egg?";
	next;
	if (select("Yes.", "Nope.") == 1) {
		mes "[Pinedel]";
		mes "There would be Dragon nest in the cave you found out.";
		mes "There should be nice Dragon Eggs.";
		next;
		mes "[Pinedel]";
		mes "Please collect 10 Draco Eggs.";
		mes "Let's work together to make them as pets.";
		ep13_2_dayegg = 1;
		setquest 7077;
		close;
	}
	mes "[Pinedel]";
	mes "I know it's not the easiest task.";
	mes "But I refuse to give up.";
	mes "I will make it into a cute pet someday.";
	next;
	mes "[Taab]";
	mes "Would you just give up making exogamous beings into cute pets...";
	mes " ";
	mes "[Pinedel]";
	mes "Taab doesn't have any guts!";
	close;
}

mid_camp,192,239,4	script	Wanted Sign#ep13_2ect01	4_BOARD3,{
	if (ep13_mdrama > 5) {
		mes "[Wanted]";
		mes " ";
		mes "Wanted: Dandelion";
		mes "Requester: Rin";
		mes "Reward : treasure box.";
		mes " ";
		mes "Notice : We thought that all of the Dandelion gang were terminated.";
		mes "But they weren't.";
		mes "I've heard that there was a Dandelion's black clothing found in Ash-Vacuum.";
		mes "There were some problems...";
		mes "I need someone to find the Dandelion and terminate them.";
		mes "I can provide a treasure box that I cherish.";
		mes "I've heard a rumor that he's in a cave somewhere..!";
		mes " ";
		mes "PS> They have a bad reputation...";
		mes "So you may not want to go alone...";
		mes " ";
		mes "PSS> I can't reward you directly...";
		mes "'Pinedel' will reward you once the deed is done..!";
		mes " ";
		next;
		if (ep13_2_wanted == 0) {
			mes "Do you accept Rin's request?";
			if (select("I accept that request.", "No, I can't.") == 1) {
				mes "I accepted Rin's request.";
				ep13_2_wanted = 1;
				setquest 7076;
				close;
			}
			mes "No, I won't get involved in it.";
			close;
		}
		mes "I've already decided to take the request.";
		close;
	}
	mes "There must be someone who remove the wanted notice paper.";
	close;
}

-	script	Dragon Egg#ep13_degg_0	FAKE_NPC,{
	if (checkweight(Knife,2) == 0) {
		mes "- You're carrying too many items. -";
		close;
	}
	if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) {
		mes "We just got fresh eggs from the dragon nest.";
		getitem Egg_Of_Draco,1;
		disablenpc strnpcinfo(NPC_NAME);
		initnpctimer;
		close;
	}
	end;

OnTimer420000:
	enablenpc strnpcinfo(NPC_NAME);
	stopnpctimer;
	end;

OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	end;

OnDisable:
	disablenpc strnpcinfo(NPC_NAME);
	end;
}

nyd_dun01,258,134,0	duplicate(Dragon Egg#ep13_degg_0)	Dragon Egg#ep13_degg01	4_DRAGON_EGG
nyd_dun01,100,210,0	duplicate(Dragon Egg#ep13_degg_0)	Dragon Egg#ep13_degg02	4_DRAGON_EGG
nyd_dun01,74,68,0	duplicate(Dragon Egg#ep13_degg_0)	Dragon Egg#ep13_degg03	4_DRAGON_EGG
nyd_dun01,98,142,0	duplicate(Dragon Egg#ep13_degg_0)	Dragon Egg#ep13_degg04	4_DRAGON_EGG
nyd_dun01,244,157,0	duplicate(Dragon Egg#ep13_degg_0)	Dragon Egg#ep13_degg05	4_DRAGON_EGG
nyd_dun01,59,185,0	duplicate(Dragon Egg#ep13_degg_0)	Dragon Egg#ep13_degg06	4_DRAGON_EGG

nyd_dun02,68,256,0	script	Dragon Egg#ep13_degg_1	4_DRAGON_EGG,{
	if (checkweight(Knife,2) == 0) {
		mes "- You're carrying too many items. -";
		close;
	}
	if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) {
		mes "We just got fresh eggs from the dragon nest.";
		getitem Egg_Of_Draco,1;
		disablenpc strnpcinfo(NPC_NAME);
		initnpctimer;
		close;
	}
	end;

OnTimer240000:
	enablenpc strnpcinfo(NPC_NAME);
	stopnpctimer;
	end;

OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	end;

OnDisable:
	disablenpc strnpcinfo(NPC_NAME);
	end;
}
nyd_dun02,68,256,0	duplicate(Dragon Egg#ep13_degg_1)	Dragon Egg#ep13_degg11	4_DRAGON_EGG
nyd_dun02,202,166,0	duplicate(Dragon Egg#ep13_degg_1)	Dragon Egg#ep13_degg12	4_DRAGON_EGG
nyd_dun02,200,165,0	duplicate(Dragon Egg#ep13_degg_1)	Dragon Egg#ep13_degg13	4_DRAGON_EGG

nyd_dun02,201,166,0	script	Dragon Egg#ep13_degg_2	4_DRAGON_EGG,{
	if (checkweight(Knife,2) == 0) {
		mes "- You're carrying too many items. -";
		close;
	}
	if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) {
		mes "We just got fresh eggs from the dragon nest.";
		getitem Egg_Of_Draco,1;
		disablenpc strnpcinfo(NPC_NAME);
		initnpctimer;
		close;
	}
	end;

OnTimer120000:
	enablenpc strnpcinfo(NPC_NAME);
	stopnpctimer;
	end;

OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	end;

OnDisable:
	disablenpc strnpcinfo(NPC_NAME);
	end;
}
nyd_dun02,201,166,0	duplicate(Dragon Egg#ep13_degg_2)	Dragon Egg#ep13_degg16	4_DRAGON_EGG
nyd_dun02,203,167,0	duplicate(Dragon Egg#ep13_degg_2)	Dragon Egg#ep13_degg17	4_DRAGON_EGG
nyd_dun02,201,164,0	duplicate(Dragon Egg#ep13_degg_2)	Dragon Egg#ep13_degg18	4_DRAGON_EGG

nyd_dun02,201,157,5	script	Egg Keeper Draco#13_1	DRACO,3,3,{

OnEnable:
	enablenpc "Egg Keeper Draco#13_1";
	end;

OnDisable:
	disablenpc "Egg Keeper Draco#13_1";
	end;

OnTouch:
	disablenpc "Egg Keeper Draco#13_1";
	monster "nyd_dun02",201,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_3::OnMyMobDead";
	end;
}

nyd_dun02,206,157,3	script	Egg Keeper Draco#13_2	DRACO,3,3,{
	end;

OnEnable:
	enablenpc "Egg Keeper Draco#13_2";
	end;

OnDisable:
	disablenpc "Egg Keeper Draco#13_2";
	end;

OnTouch:
	disablenpc "Egg Keeper Draco#13_2";
	monster "nyd_dun02",206,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_4::OnMyMobDead";
	end;
}

nyd_dun02,201,157,5	script	Egg Keeper Draco#13_3	FAKE_NPC,{
	end;

OnMyMobDead:
	initnpctimer;
	end;

OnTimer180000:
	enablenpc "Egg Keeper Draco#13_1";
	stopnpctimer;
	end;
}

nyd_dun02,206,157,3	script	Egg Keeper Draco#13_4	FAKE_NPC,{
	end;

OnMyMobDead:
	initnpctimer;
	end;

OnTimer180000:
	enablenpc "Egg Keeper Draco#13_2";
	stopnpctimer;
	end;
}

nyd_dun02,144,103,3	script	Stranger#ep13_2_dan01	4_M_DSTMAN,3,3,{
	end;

OnEnable:
	enablenpc "Stranger#ep13_2_dan01";
	end;

OnDisable:
	disablenpc "Stranger#ep13_2_dan01";
	end;

OnCall:
	monster "nyd_dun02",144,103,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan03::OnMyMobDead";
	end;

OnReset:
	killmonster "nyd_dun02","Stranger#ep13_2_dan03::OnMyMobDead";
	end;

OnTouch:
	emotion e_gasp,1;
	emotion e_omg;
	disablenpc "Stranger#ep13_2_dan01";
	donpcevent "Stranger#ep13_2_dan02::OnCall";
	end;
}

nyd_dun02,206,114,5	script	Stranger#ep13_2_dan02	4_M_DSTMAN,3,3,{
	end;

OnInit:
OnDisable:
	disablenpc "Stranger#ep13_2_dan02";
	end;

OnEnable:
	enablenpc "Stranger#ep13_2_dan02";
	end;

OnCall:
	monster "nyd_dun02",206,114,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan04::OnMyMobDead";
	end;

OnReset:
	killmonster "nyd_dun02","Stranger#ep13_2_dan04::OnMyMobDead";
	end;

OnTouch:
	emotion e_gasp,1;
	emotion e_omg;
	disablenpc "Stranger#ep13_2_dan02";
	donpcevent "Stranger#ep13_2_dan01::OnCall";
	end;
}

nyd_dun02,144,103,0	script	Stranger#ep13_2_dan03	FAKE_NPC,{
	end;

OnMyMobDead:
	initnpctimer;
	end;

OnTimer300000:
	if (rand(2)) enablenpc "Stranger#ep13_2_dan01";
	else donpcevent "Stranger#ep13_2_dan02::OnEnable";
	stopnpctimer;
	end;
}

nyd_dun02,206,114,0	script	Stranger#ep13_2_dan04	FAKE_NPC,{
	end;

OnMyMobDead:
	initnpctimer;
	end;

OnTimer300000:
	if (rand(2)) enablenpc "Stranger#ep13_2_dan02";
	else donpcevent "Stranger#ep13_2_dan01::OnEnable";
	stopnpctimer;
	end;
}

//== Otherworld language :: ep13_2_rhea ====================
mid_camp,197,237,3	script	Schwartzvalt Mechanic#1	4_M_LGTMAN,{
	if (ep13_1_edq > 2 || ep13_start == 100) {
		if (ep13_2_rhea < 1) {
			mes "[Mechanic Engineer Dorance]";
			mes "Do you know about the Ring of the Ancient Wise King? If you wear that Ring, you can talk to animals.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "I don't know if it is a legend based on truth or not... but something like that would come in pretty handy.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Outside of the Expedition Camp, There's a race of animals which uses a mysterious language not used in Rune Midgard.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "We don't know if they are friend or foe, but it will be much easier for our research here if we could find out.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
			setquest 8243;
			ep13_2_rhea = 1;
			close;
		}
		else if ((ep13_2_rhea > 0) && (ep13_2_rhea < 7)) {
			mes "[Mechanic Engineer Dorance]";
			mes "Outside of the Expedition Camp, There's a race who uses a mysterious language which is not used in Rune Midgard";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "We don't know if they are friend or foe, one thing for sure is it will be more easier for our research here.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Go to a big building in center of the Expedition Camp and inside that building, meet ^0000ff Arunafeltz Linguist^000000 and ask him how far his progress is.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
			close;
		}
		else if (ep13_2_rhea == 7) {
			mes "- He's making a grim face at a flooding pile of research documents. -";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Ah, You are here.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "t seems like you've done much for us. I thank you for that.";
			mes "But...Sigh...";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Can you see this? The amount of these research documents?";
			mes "It is a good thing that we finally decoded the other world's language... it's just too much.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "We can't always accompany a Linguist for an interpretion... We need to communicate with those other world races in order to explore this world...";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "To store this amount of information will need a super computer the size of this headquarter building and its processing speed will be very very slow.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I should be able to make a very-small portable translator.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "I heard that by using a Magical Spell of Rune-Midgart, you can transpose data to a magical power and lock it into a gem... I'd like some suggestions from the Rune-Midgarts Magician.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Would you be kind to ask them for help?";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "While you are gone, I be here organizing these documents.";
			completequest 8248;
			setquest 8249;
			ep13_2_rhea = 8;
			close;
		}
		else if ((ep13_2_rhea > 7) && (ep13_2_rhea < 11)) {
			mes "[Mechanic Engineer Dorance]";
			mes "To store this amount of information will need a super computer with a size of this headquarter building. and its processing speed will be very very slow...";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I could be able to make a very-small portable translator.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "I heard that by using the Magical Spell of Rune Midgarts, you could transpose a data to a magical power and lock it into a gem....I'd like to get some suggestion from the Magician of Rune Midgarts.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Would you be kind to ask them for help?";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "While you are gone, I be here organizing these documents.";
			close;
		}
		else if (ep13_2_rhea == 11) {
			mes "[Mechanic Engineer Dorance]";
			mes "How'd it go?";
			next;
			select("Give him the Gem.");
			mes "[Mechanic Engineer Dorance]";
			mes "Ah, Looks like you've succeeded.";
			mes "Inputting data into a gem with a magical power... It's something you can't do with a technology... It's a bit resentful to admit, but it's magnificent.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Well then, I should be working on making a machine to read the magical data in this Gem so we could use them right away.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "Hmm...";
			mes "Fortunately, It won't be as hard as we thought.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "If we transform a magical power wave to an eletric signal and connect it to a human body, then transmit a data to a brain directly. That will allow us to receive and understand a data without any loading process.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "I don't have time to explain everything. I have to start the work right away.";
			mes "With all preperation done, allow me about one hour to finish this thing.";
			completequest 8252;
			setquest 8253;
			ep13_2_rhea = 12;
			close;
		}
		else if (ep13_2_rhea == 12) {
			if (questprogress(8253,PLAYTIME) == 2) {
				mes "[Mechanic Engineer Dorance]";
				mes "Sigh, What should I do now?!";
				next;
				mes "- Dorance is walking here and there -";
				mes "- in a dither. -";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "Is something wrong?!";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "What should I do?! Ain't I REALLY a genius?!";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "I've made it!!!";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Convenient portable size!";
				mes "Fashionable and practical design!";
				mes "Features the Other World's Words / Idiom / Grammer / Phrases!!";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Have you experienced the loading speed?";
				mes "Don't you even mention it if you haven't.";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "That's not all!";
				mes "For the Well-Being life, it will buff your strength and intelligence!!!!";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "With all these marvelous features, it's just 39,900 zeny....!!!";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "...Just what are you trying to imitate...";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Important thing is, I've made it!!";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Well, Seeing is believing.";
				mes "Take a look.";
				next;
				mes "- He handed over the small ring. -";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "The name is 'the Ring of Wise King'. I designed it after the Ring used by ancient king to communicate with animals.";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Do not just look at it like any other rings. You see this small gem here? This socket which holds a gem and a ring part are precisely crafted, it will transform a magical power wave to electric signal and trasmit it directly to our brain.";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Since this electric signal is same as the signal used by our body's nerve system, it will enable us to understand and use the language fluently.";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Once this translator gets popularized, it'd be just a matter of time for us to advance into the other world. Well, the problem is...we don't have enough quantity yet...";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Hmm...";
				mes "Anyways, now we've got the idea, I will give you this first piece of work.";
				next;
				mes "[Mechanic Engineer Dorance]";
				mes "Thank you for helping us out.";
				mes "I hope this ring would be a big help for your journey through the other world.";
				completequest 8253;
				ep13_2_rhea = 100;
				if (RENEWAL_EXP)
					getexp 200000,5000;
				else
					getexp 1000000,300000;
				getitem Ring_Of_Wise_King,1;
				close;
			}
			else {
				mes "- He has scattered mechanical parts -";
				mes "- all over the room and so wrapped up -";
				mes "- in his work -";
				next;
				mes "- I might get bitten if I bother him -";
				mes "- Let's leave him alone -";
				close;
			}
		}
		else {
			mes "[Mechanic Engineer Dorance]";
			mes "Thank you for your help.";
			next;
			mes "[Mechanic Engineer Dorance]";
			mes "I hope this ring would be a big help for your journey through the other world.";
			close;
		}
	}
	else {
		mes "[Mechanic Engineer Dorance]";
		mes "Do you know about the Ring of Ancient Wise King? If you wear that Ring, you could talk to an animal.";
		next;
		mes "[Mechanic Engineer Dorance]";
		mes "I don't know if it is a legend based on a truth or not... something like that will come in handy.";
		next;
		mes "[Mechanic Engineer Dorance]";
		mes "By the way, Who are you? This building is under Commander's control. This place is not to be entered freely... Are you acquainted with our Commander?";
		next;
		mes "[Mechanic Engineer Dorance]";
		mes "Are you looking for something to do? Perhaps I could use some help... Well, I don't know if you are trustworthy just yet.";
		next;
		mes "[Mechanic Engineer Dorance]";
		mes "If you are good enough to solve some problems within the expedition camp, and carry out a mission given by Commander... then I think I could trust you.";
		close;
	}
}

mid_campin,168,82,3	script	Arunafeltz Linguist#1	4_M_TRAINEE,{
	if (ep13_2_rhea < 1) {
		mes "[Linguist Dictionary]";
		mes "Language distinguishes humans from animals. Every single intellectual life form has their own language.";
		next;
		mes "[Linguist Dictionary]";
		mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
		next;
		mes "[Linguist Dictionary]";
		mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
		next;
		mes "[Linguist Dictionary]";
		mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
		mes "...................................And just who might you be?";
		next;
		mes "[Linguist Dictionary]";
		mes "This is a restricted place under control of our Commander. No one could enter here without proper approval... Are you acquainted with our Commander?";
		close;
	}
	else if (ep13_2_rhea == 1) {
		mes "[Linguist Dictionary]";
		mes "Language is a distinctive feature of human race compared to animals. Every single intellectual life form has their own language.";
		next;
		mes "[Linguist Dictionary]";
		mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
		next;
		mes "[Linguist Dictionary]";
		mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
		next;
		mes "[Linguist Dictionary]";
		mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
		mes "...................................And just who might you be?";
		next;
		switch(select("I am Me!", "I don't have a name to tell you!")) {
		case 1:
			break;
		case 2:
			mes "[Linguist Dictionary]";
			mes "What the heck?";
			mes "If you are so bored, why don't you go fishing?";
			close;
		}
		mes "[Linguist Dictionary]";
		mes "Ah~ I've heard from our Commander about you. You've done much for the Midgard Alliance Camp. Anyways, what brings you here?";
		next;
		switch(select("I thought I had confused you a bit...", "What were you doing?")) {
		case 1:
			mes "[Linguist Dictionary]";
			mes "Confusion is a feeling that comes from distraction of one's mind when something that couldn't be predicted happens. I'm not a person who easily gets confused.";
			next;
			break;
		case 2:
			break;
		}
		mes "[Linguist Dictionary]";
		mes "I'm a linguist from Arunafeltz. I'm a scholor who studies a system and a structure of every kinds of language in the world.";
		mes "And...don't you think the reason man like me is here is that there's a predictable cause?";
		next;
		mes "[Linguist Dictionary]";
		mes "From what I heard, you've done much for the Midgarts Alliance Research Group.";
		mes "And while you were helping us, I believe you've seen and visited many places here in the other world.";
		next;
		mes "[Linguist Dictionary]";
		mes "Have you met the other world's people by any chance?";
		next;
		if (!questprogress(2158) && !questprogress(2159)) {
			// custom translation
			mes "[Linguist Dictionary]";
			mes "Looks like you haven't encountered them yet.";
			next;
			mes "[Linguist Dictionary]";
			mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
			next;
			mes "[Linguist Dictionary]";
			mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
			next;
			mes "[Linguist Dictionary]";
			mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
			next;
			mes "[Linguist Dictionary]";
			mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
			next;
			mes "[Linguist Dictionary]";
			mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
			next;
			mes "[Linguist Dictionary]";
			mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
			completequest 8243;
			setquest 8244;
			ep13_2_rhea = 2;
			close;
		}
		else {
			mes "[Linguist Dictionary]";
			mes "From the look on your face, I think you have something crossed in your mind.";
			next;
			mes "[Linguist Dictionary]";
			mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
			next;
			mes "[Linguist Dictionary]";
			mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
			next;
			mes "[Linguist Dictionary]";
			mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
			next;
			mes "[Linguist Dictionary]";
			mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
			next;
			mes "[Linguist Dictionary]";
			mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
			next;
			mes "[Linguist Dictionary]";
			mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
			completequest 8243;
			setquest 8244;
			ep13_2_rhea = 2;
			close;
		}
	}
	else if (ep13_2_rhea == 2) {
		if (questprogress(2158) && questprogress(2159)) {
			mes "[Linguist Dictionary]";
			mes "You are back!";
			next;
			mes "[Linguist Dictionary]";
			mes "So, What were they saying?";
			mes "Of course you remember them exactly as what they've said, right?";
			next;
			mes "[Linguist Dictionary]";
			mes "Now, let's start with the Fairies! What is the fairy's language like? Please write them down here sentence by sentence!";
			next;
			.@spl_score00 = 0;
			input .@input$;
			if (.@input$ == "RLGHLRXLA TKANTLFDMS") {
				mes "[Linguist Dictionary]";
				mes ""+ .@input$ +"....";
				mes "And?";
				.@spl_score01 = .@spl_score00+1;
				next;
			}
			else {
				mes ""+ .@input$ +"....";
				mes "Mmm... Hmm...?";
				.@spl_score01 = .@spl_score00;
				next;
			}
			input .@input$;
			if (.@input$ == "WJACK TNAHRDNJSDMFH") {
				mes ""+ .@input$ +"....";
				mes "And?";
				.@spl_score02 = .@spl_score01+1;
				next;
			}
			else {
				mes ""+ .@input$ +"....";
				mes "I see...?";
				.@spl_score02 = .@spl_score01;
				next;
			}
			input .@input$;
			if ((.@input$ == "WLSGHKWND !!") || (.@input$ == "WLSGHKWND")) {
				mes ""+ .@input$ +"....";
				mes "Is that all?";
				.@spl_score03 = .@spl_score02+1;
				next;
			}
			else {
				mes ""+ .@input$ +"....";
				mes "Is that all?";
				.@spl_score03 = .@spl_score02;
				next;
			}
			if (.@spl_score03 > 2) {
				mes "[Linguist Dictionary]";
				mes "So...If we put'em together,";
				mes "RLGHLRXLA TKANTLFDMS";
				mes "WJACK TNAHRDNJSDMFH";
				mes "WLSGHKWND !!";
				mes "It'd be like this.";
				next;
			}
			else {
				mes "[Linguist Dictionary]";
				mes "Hmm...?";
				next;
				mes "[Linguist Dictionary]";
				mes "You sure this is exactly what they've said?";
				mes "I can't understand anything from this...";
				next;
				mes "[Linguist Dictionary]";
				mes "Would you please go back again and check if it is exactly what they were saying?";
				close;
			}
			mes "[Linguist Dictionary]";
			mes "Good. then next is the Wooden Giants! What's their language like? Write them down sentence by sentence just as you did with the Fairy's.";
			next;
			.@man_score00 = 0;
			input .@input$;
			if (.@input$ == "TJDTMFJDNS CJFDI") {
				mes "[Linguist Dictionary]";
				mes ""+ .@input$ +"....";
				mes "And?";
				.@man_score01 = .@man_score00+1;
				next;
			}
			else {
				mes ""+ .@input$ +"....";
				mes "And?";
				.@man_score01 = .@man_score00;
				next;
			}
			input .@input$;
			if (.@input$ == "TKADLFDMF QKATOS") {
				mes ""+ .@input$ +"....";
				mes "And?";
				.@man_score02 = .@man_score01+1;
				next;
			}
			else {
				mes ""+ .@input$ +"....";
				mes "And?";
				.@man_score02 = .@man_score01;
				next;
			}
			input .@input$;
			if ((.@input$ == "EKDTLSDML DLFMADMS..") || (.@input$ == "EKDTLSDML DLFMADMS")) {
				mes ""+ .@input$ +"....";
				mes "This is it?";
				.@man_score03 = .@man_score02+1;
				next;
			}
			else {
				mes ""+ .@input$ +"....";
				mes "Is that all?";
				.@man_score03 = .@man_score02;
				next;
			}
			if (.@man_score03 > 2) {
				mes "[Linguist Dictionary]";
				mes "So, If we put'em together,";
				mes "TJDTMFJDNS CJFDI";
				mes "TKADLFDMF QKATOS";
				mes "EKDTLSDML DLFMADMS..";
				mes "It will be like this.";
				next;
			}
			else {
				mes "[Linguist Dictionary]";
				mes "Hmm...?";
				next;
				mes "[Linguist Dictionary]";
				mes "You sure this is exactly what they've said?";
				mes "Hmm...I don't get the idea...";
				next;
				mes "[Linguist Dictionary]";
				mes "Would you please go back again and check if it is exactly what they were saying?";
				close;
			}
			mes "[Linguist Dictionary]";
			mes ".Hmm....Hm..I see...";
			next;
			mes "[Linguist Dictionary]";
			mes "....Ummmm...";
			next;
			mes "- Dictionary stared at the paper intently. -";
			ep13_2_rhea = 3;
			close;
		}
		else {
			// custom translation
			mes "[Linguist Dictionary]";
			mes "According to the Expedition Camp's investigation, there is a different ethnic race that is similar to fairy's, along with a different ethnic race that is similar to giants.";
			next;
			mes "[Linguist Dictionary]";
			mes "It is said that they are using a language that cannot be understood by people from Midgart... ...Although we all say this, nobody is able to remember their conversation / words.";
			next;
			mes "[Linguist Dictionary]";
			mes "A New language!!! As a linguist, I cannot sit here. But outside, there are many different monsters, as a scholar, it is too dangerous to go outside.";
			next;
			mes "[Linguist Dictionary]";
			mes "and as our conversation has reached this point, you should have an idea of my request, right?";
			next;
			mes "[Linguist Dictionary]";
			mes "The Tripple Alliance Research Group is very interested in other intelligent life. In order to try and talk to them, national officials have carried out secret effort in every possible way. However, because of lacking information, they are facing difficulties.";
			next;
			mes "[Linguist Dictionary]";
			mes "If you've encountered those races around the Expedition Camp, you must memorize their conversation! Then report back to me!";
			close;
		}
	}
	else if (ep13_2_rhea == 3) {
		mes "[Linguist Dictionary]";
		mes "............................";
		next;
		mes "- Dictionary stared at the paper intently. -";
		next;
		switch(select("He looks serious, Let's leave him alone", "Talk to him")) {
		case 1:
			mes "[Linguist Dictionary]";
			mes "............................";
			close;
		case 2:
			break;
		}
		mes "[Linguist Dictionary]";
		mes "Ahhhhhhh!!!!!!!!";
		next;
		select("Have you figured something out?");
		mes "[Linguist Dictionary]";
		mes "I....CAN'T! UNDERSTAND IT!!!";
		mes "Whaaaat~~iiis~~ thiiis~~~ Just how do you read thisssssss~~~ I can't understand a single rule in this~~~~ Huh?";
		next;
		mes "[Linguist Dictionary]";
		mes "..................................";
		next;
		mes "[Linguist Dictionary]";
		mes "Hmph!";
		mes "Yes?";
		next;
		switch(select("He looks serious. Let's leave him alone.", "Ask him what's going on.")) {
		case 1:
			mes "[Linguist Dictionary]";
			mes "............................";
			mes "...................Hmph...";
			close;
		case 2:
			break;
		}
		mes "[Linguist Dictionary]";
		mes "Ah! Well, It's not as easy as I thought. These languages can't be heard anywhere on the Midgard Continent. No known phonetic rules seem to apply here.";
		next;
		mes "[Linguist Dictionary]";
		mes "It's hard to grasp their rule or system, and before everything else, I don't even know if this pronounciation is right. I've never heard of this kind of pronounciation.";
		next;
		mes "[Linguist Dictionary]";
		mes "Ah, right, I heard that a ^0000ffRune-Midgarts Magician^000000 knows a way to conduct research based on a sample of language, would you go and ask him to help me?";
		next;
		mes "[Linguist Dictionary]";
		mes "The ^0000ffRune-Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
		next;
		mes "[Linguist Dictionary]";
		mes "It's difficult to continue on a research without some more samples of language. Please do my favor.";
		completequest 8244;
		setquest 8245;
		ep13_2_rhea = 4;
		close;
	}
	else if ((ep13_2_rhea > 3) && (ep13_2_rhea < 6)) {
		mes "[Linguist Dictionary]";
		mes "I heard that ^0000ffRune Midgarts Magician^000000 knows a way to conduct a research from a sample of language, would you go see him and ask him to help me?";
		next;
		mes "[Linguist Dictionary]";
		mes "The ^0000ff Rune Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
		next;
		mes "[Linguist Dictionary]";
		mes "It's difficult to continue this research without some more samples of language. Please do my favor.";
		close;
	}
	else if (ep13_2_rhea == 6) {
		mes "- The Linguist is writing on a paper as if he's obsessed by something -";
		next;
		mes "[Linguist Dictionary]";
		mes "...Oh, Hello there.";
		next;
		mes "[Linguist Dictionary]";
		mes "I heard that you brought us a Gem with the other world's language recorded within it. Thanks to your help, decoding process is going well.";
		mes "Actually, it's going TOO well...";
		next;
		mes "[Linguist Dictionary]";
		mes "It's a wonder that at the moment when I heard that language first-hand I could decode it flawlessly in spite of myself. It must be the blessing of Goddess Freya.";
		next;
		mes "[Linguist Dictionary]";
		mes "But the problem is...";
		mes "How are we going to put together this tremendous data and make it into a portable translator... I just can't figure out how.";
		next;
		mes "[Linguist Dictionary]";
		mes "I wonder what the Mechanic Engineer from the Schwaltzvalt Republic would think... Would you be kind to go ask him?";
		completequest 8247;
		setquest 8248;
		ep13_2_rhea = 7;
		close;
	}
	else if ((ep13_2_rhea > 6) && (ep13_2_rhea < 13)) {
		mes "[Linguist Dictionary]";
		mes "Just how are we going to put together these tremendous data and make it into a portable translator...I just can't figure out how.";
		next;
		mes "[Linguist Dictionary]";
		mes "I wonder what the Mechanic Engineer from the Republic of Schwartzwalt would think...Would you be kind to go ask him?";
		close;
	}
	else if (ep13_2_rhea > 12) {
		mes "[Linguist Dictionary]";
		mes "So, Finally we were able to make a translator!";
		mes "How is it working? Isn't there any problem with it?";
		next;
		mes "[Linguist Dictionary]";
		mes "I hope this translator would help you with your journey.";
		next;
		mes "[Linguist Dictionary]";
		mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
		next;
		mes "[Linguist Dictionary]";
		mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
		close;
	}
	else {
		mes "[Linguist Dictionary]";
		mes "So, Finally we were able to make a translator!";
		mes "How is it working? Isn't there any problem with it?";
		next;
		mes "[Linguist Dictionary]";
		mes "I hope this translator would help you with your journey.";
		next;
		mes "[Linguist Dictionary]";
		mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
		next;
		mes "[Linguist Dictionary]";
		mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
		close;
	}
}

mid_camp,147,256,3	script	Rune Midgarts Magician#1	4_M_JOB_WIZARD,{
	if (ep13_2_rhea < 4) {
		mes "[Magician Whisper]";
		mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
		next;
		mes "[Magician Whisper]";
		mes "Ancient Rune Midgarts Kingdom used a some kind of magic onto a magical gem to store large information...Using a gem as a storage...";
		next;
		mes "[Magician Whisper]";
		mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
		close;
	}
	else if (ep13_2_rhea == 4) {
		mes "[Magician Whisper]";
		mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
		next;
		mes "[Magician Whisper]";
		mes "The Ancient Rune-Midgarts Kingdom used some kind of magic on a magical gem to store large amounts of information... Using a gem as storage...";
		next;
		mes "[Magician Whisper]";
		mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
		next;
		select("Uh, Mr. Dictionary sent...");
		mes "[Magician Whisper]";
		mes "Oh? You mean that Linguist from the Arunafeltz. And that means we need a Recorded Language Sample.";
		next;
		mes "[Magician Whisper]";
		mes "Hmmm... Actually, I've buried magical gems which records sound waves with its magical power, near their territory...to gather information about their language.";
		next;
		mes "[Magician Whisper]";
		mes "But, Assassins who were in charge of burying those gems... They are working on some other mission, so they can't go and retrieve those gems.";
		next;
		mes "[Magician Whisper]";
		mes "Without someone do us a favor and retrieve those gems, there's no way I could give you the sample.";
		next;
		switch(select("Then should I come back later?", "What if I go and retrieve them?")) {
		case 1:
			mes "[Magician Whisper]";
			mes ".............Sure, you could wait for 100 years...";
			next;
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "What?";
			next;
			mes "[Magician Whisper]";
			mes "Ah, No, No, It's nothing.";
			next;
			break;
		case 2:
			break;
		}
		mes "[Magician Whisper]";
		mes "If you could do that, it will save us whole lot of time and that'd be good for us! Wouldn't it? Don't you think so?";
		next;
		mes "[Magician Whisper]";
		mes "I belive you've met those two alien races out there?";
		mes "Assassins buried Magical Gems near their villages without them noticing.";
		next;
		mes "[Magician Whisper]";
		mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
		next;
		mes "[Magician Whisper]";
		mes "And the Second Gem is buried under the tree near Giant's village.";
		next;
		mes "[Magician Whisper]";
		mes "Bring back those two gems and that would help me greatly.";
		next;
		mes "[Magician Whisper]";
		mes "Well, I can't force you to do it if you are too busy with other matters...";
		next;
		mes "[Magician Whisper]";
		mes "There's an old saying, The one who's thirsty will dig for a well...";
		next;
		mes "[Magician Whisper]";
		mes "I almost forgot! You should be careful when you dig for the Gem.";
		mes "Assassins installed a trap to protect Gems as they bury them.";
		completequest 8245;
		setquest 8246;
		ep13_2_rhea = 5;
		close;
	}
	else if (ep13_2_rhea == 5) {
		if (questprogress(8241) && questprogress(8242)) {
			if (countitem(Red_Jewel_) > 0) && (countitem(Blue_Jewel_) > 0) {
				mes "[Magician Whisper]";
				mes "Wow, You are back already!";
				mes "Well then, let me see them!";
				next;
				mes "- As you handed over the Gem, -";
				mes "- he examined it throughly-";
				next;
				mes "[Magician Whisper]";
				mes "Hmm...";
				mes "There's lots of noises caught in, but I think I could extract a voice in no time.";
				next;
				mes "[Magician Whisper]";
				mes "I will extract a voice recorded in this gem and send them to the Linguist from Arunafeltz.";
				next;
				mes "[Magician Whisper]";
				mes "It looks like there's many kind of convenient machines. Voices I've extracted can be sent directly to the Linguist from Arunafeltz by using this recording machine.";
				next;
				mes "[Magician Whisper]";
				mes "So I will be ok by on my own. Thank you for your trouble.";
				completequest 8241;
				completequest 8242;
				completequest 8246;
				setquest 8247;
				delitem Red_Jewel_,1;
				delitem Blue_Jewel_,1;
				ep13_2_rhea = 6;
				close;
			}
			else {
				// custom translation
				mes "[Magician Whisper]";
				mes "Ah, that was quick.";
				next;
				mes "[Magician Whisper]";
				mes "Please give meh the gem. I will extract the voice record inside the gem, then give it to the Linguist from Arunafeltz.";
				next;
				mes "[Magician Whisper]";
				mes "...... But.... where's the gem?";
				close;
			}
		}
		else {
			mes "[Magician Whisper]";
			mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
			next;
			mes "[Magician Whisper]";
			mes "And the Second Gem is buried under the tree near Giant's village.";
			next;
			mes "[Magician Whisper]";
			mes "Bring back those two gems and that would help me greatly.";
			next;
			mes "[Magician Whisper]";
			mes "Well, I can't force you to do it if you are too busy with other matters...";
			next;
			mes "[Magician Whisper]";
			mes "There's an old saying, The one who's thirsty will dig for a well...";
			next;
			mes "[Magician Whisper]";
			mes "I almost forgot! You should be careful when you dig for the Gem.";
			mes "Assassins installed a trap to protect Gems as they bury them.";
			close;
		}
	}
	else if ((ep13_2_rhea > 5) && (ep13_2_rhea < 8)) {
		mes "[Magician Whisper]";
		mes "Well, if you are not busy at the time, please go check how's the Linguist from Arunafeltz's research is coming up.";
		next;
		mes "[Magician Whisper]";
		mes "I should be working on extracting voice data and send them to the Linguist from Arunafeltz.";
		close;
	}
	else if (ep13_2_rhea == 8) {
		mes "[Magician Whisper]";
		mes "Hmm...There's more data than we thought...";
		next;
		mes "[Magician Whisper]";
		mes "Of course it is a piece of cake to turn data into magical power and put'em into a gem...Most important thing is, I don't know if there's a jewl that has enough storage space to store that much of data...";
		next;
		mes "[Magician Whisper]";
		mes "I heard that cold side of a field outside of the Expedition Camp, ^0000ff Mysterious Ore that can't be found in the Midgart.";
		next;
		mes "[Magician Whisper]";
		mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
		next;
		mes "[Magician Whisper]";
		mes "While you are gone, I will organize the data to put into the Gem.";
		completequest 8249;
		setquest 8250;
		ep13_2_rhea = 9;
		close;
	}
	else if (ep13_2_rhea == 9) {
		if (countitem(Unidentified_Mineral) > 0) {
			mes "[Magician Whisper]";
			mes "Oh! Is this that ore?";
			next;
			mes "[Magician Whisper]";
			mes "This sure is interesting. It has not been refined yet, but I can sense mysterious power from this ore.";
			next;
			mes "[Magician Whisper]";
			mes "It's something like... the special wave with a life force.";
			next;
			mes "[Magician Whisper]";
			mes "Let's test and see see how much magical power it could store.";
			next;
			mes "- He closed his eyes and chanted a spell -";
			mes "- with the ore on his hand. -";
			next;
			mes "[Magician Whisper]";
			mes "Lumos Nox Densaugeo Dissendium Diffindo Engorgio Mobiliarbus Expecto patronum!!!!";
			next;
			specialeffect EF_FLASHER; // 99 : "Rune Midgarts Magician#ep132_rhea03" EF_FLASHER
			emotion e_gasp;
			mes "[Magician Whisper]";
			mes "Wow!!! Th, This is unbelievable!";
			next;
			mes "[Magician Whisper]";
			mes "An ore with this much storage space, only a size of fingernail could store both of two languages!";
			next;
			mes "[Magician Whisper]";
			mes "Could you wait for a minute?";
			mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
			completequest 8250;
			setquest 8251;
			delitem Unidentified_Mineral,1;
			ep13_2_rhea = 10;
			close;
		}
		else {
			mes "[Magician Whisper]";
			mes "I heard that the cold side of the field outside of the Expedition Camp has a Unidentified Mineral that can't be found in Rune Midgard.";
			next;
			mes "[Magician Whisper]";
			mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
			next;
			mes "[Magician Whisper]";
			mes "While you are gone, I will organize the data to put into the Gem.";
			close;
		}
	}
	else if (ep13_2_rhea == 10) {
		if (rand(1,5) == 3) {
			mes "- His face turned a bit pale, -";
			mes "- He looked pleased as he saw you -";
			next;
			mes "[Magician Whisper]";
			mes "Ah! Just in time!";
			next;
			mes "[Magician Whisper]";
			mes "I've just finished infusing the magical power.";
			mes "From now on, it's up to the Mechanic Engineer from Schwartzwalt to combined this gem with a machine to make it work as a real-time translator.";
			next;
			mes "[Magician Whisper]";
			mes "I will ask you one last favor.";
			mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
			next;
			mes "[Magician Whisper]";
			mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
			next;
			mes "- ^0000ff Received the Crafted Gem ^000000 -";
			mes "- ^0000ff from Whisper !!^000000 -";
			completequest 8251;
			setquest 8252;
			ep13_2_rhea = 11;
			close;
		}
		else {
			mes "[Magician Whisper]";
			mes "Could you wait for a minute?";
			mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
			close;
		}
	}
	else if (ep13_2_rhea == 11) {
		mes "[Magician Whisper]";
		mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
		next;
		mes "[Magician Whisper]";
		mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
		next;
		mes "- He looks so sleepy and said -";
		mes "- as he rubbing his closing eyes. -";
		close;
	}
	else if (ep13_2_rhea == 12) {
		mes "[Magician Whisper]";
		mes "How's the translator making process going?";
		close;
	}
	else if (ep13_2_rhea > 12) {
		mes "[Magician Whisper]";
		mes "I've just received a message that the translator is finished!";
		next;
		mes "[Magician Whisper]";
		mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
		close;
	}
	else {
		mes "[Magician Whisper]";
		mes "I've just received a message that the translator is finished!";
		next;
		mes "[Magician Whisper]";
		mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
		close;
	}
}

function	script	jewel_13_2	{
	if (ep13_2_rhea < 5) {
		mes "- Under a round pile of earth, -";
		mes "- there's a "+getarg(0)+" Gem -";
		mes "- half-buried. -";
		close;
	}
	else if (ep13_2_rhea == 5) {
		if (!questprogress(8240+getarg(1))) {
			mes "- Under a round pile of earth, -";
			mes "- there's a "+getarg(0)+" Gem -";
			mes "- half-buried. -";
			next;
			if(select("Dig out the Gem", "Leave it alone")==2) {
				mes "- You overspread some earth over the Gem -";
				mes "- and left the Gem as it was. -";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "...What the heck am I doing now...";
				close;
			}
			if (checkweight(Knife, 1) == 0) { // Custom check
				mes "- It looks like you're carrying too many things. -";
				mes "- Why not put some of your items in storage and come back? -";
				close;
			}
			if (rand(1,4) == 2) {
				mes "- You dug up a pile of earth -";
				mes "- and pulled out the "+getarg(0)+" Gem -";
				setquest 8240+getarg(1);
				getitem 7574+getarg(1),1;
				close;
			}
			else {
				mes "- As you dug up a pile of earth, -";
				mes "- a Thief Bug attacks you! -";
				donpcevent "Half-buried Gem#"+getarg(1)+"::OnDisable";
				next;
				mes "["+ strcharinfo(PC_NAME) +"]";
				mes "What the heck is this?!?!?!";
				close;
			}
		}
		else {
			mes "- Small pile of earth -";
			mes "- which you dug up the "+getarg(0)+" Gem -";
			close;
		}
	}
	else {
		mes "- Small pile of earth -";
		mes "- which you dug up the "+getarg(0)+" Gem -";
		close;
	}
	end;
}

spl_fild02,27,218,0	script	Half-buried Gem#1	CLEAR_NPC,{
	callfunc "jewel_13_2","Red",1;

OnInit:
	hideoffnpc "Half-buried Gem#1";
	end;

OnEnable:
	hideoffnpc "Half-buried Gem#1";
	stopnpctimer;
	end;

OnDisable:
	initnpctimer;
	monster "spl_fild02",25,220,"Thief Bug",1051,10,"Half-buried Gem#1::OnMyMobDead";
	hideonnpc "Half-buried Gem#1";
	end;

OnMyMobDead:
	if (mobcount("spl_fild02","Half-buried Gem#1::OnMyMobDead") < 1) {
		donpcevent "Half-buried Gem#1::OnEnable";
		stopnpctimer;
	}
	end;

OnTimer300000:
	killmonster "spl_fild02","Half-buried Gem#1::OnMyMobDead";
	donpcevent "Half-buried Gem#1::OnEnable";
	stopnpctimer;
	end;
}

man_fild03,227,109,0	script	Half-buried Gem#2	CLEAR_NPC,{
	callfunc "jewel_13_2","Blue",2;

OnInit:
	hideoffnpc "Half-buried Gem#2";
	end;

OnEnable:
	hideoffnpc "Half-buried Gem#2";
	stopnpctimer;
	end;

OnDisable:
	initnpctimer;
	monster "man_fild03",227,109,"Thief Bug",1051,10,"Half-buried Gem#2::OnMyMobDead";
	hideonnpc "Half-buried Gem#2";
	end;

OnMyMobDead:
	if (mobcount("man_fild03","Half-buried Gem#2::OnMyMobDead") < 1) {
		donpcevent "Half-buried Gem#2::OnEnable";
		stopnpctimer;
	}
	end;

OnTimer300000:
	killmonster "man_fild03","Half-buried Gem#2::OnMyMobDead";
	donpcevent "Half-buried Gem#2::OnEnable";
	stopnpctimer;
	end;
}

mid_camp,7,3,0	script	Translator Preparation#1	4_M_PAY_SOLDIER,{
	callfunc "F_GM_NPC";
	mes "[EP13 Translator Quest Preparation]";
	mes "First, you must confirm that you are my master.";
	next;
	.@i = callfunc("F_GM_NPC",1854,0);
	if (.@i == -1) {
		mes "[EP 13 Translator Quest Preparation]";
		mes "Cancelled";
		close;
	} else if (.@i == 0) {
		mes "[EP 13 Translator Quest Preparation]";
		mes "Try again.";
		close;
	} else {
		mes "[EP 13 Translator Quest Preparation]";
		mes "I'm the NPC who gives the Episode 13.2 Translator Quest's Linked-Quest Items.";
		next;
		mes "What would you like to do?";
		next;
		switch(select("Receive EP13.1 Quest", "Receive Quest Window - Meeting with Fairy and Giant")) {
		case 1:
			mes "[EP 13 Translator Quest Preparation]";
			mes "Episode 13.1 - The Report Quest Reward Item Received.";
			next;
			mes "[EP 13 Translator Quest Preparation]";
			mes "Currently the Report Quest's Set Item is "+ep13_1_edq+".";
			mes "Do you want to proceed?";
			next;
			if(select("No", "Yes") == 1) {
				mes "[EP 13 Translator Quest Preparation]";
				mes "Cancelled";
				close;
			}
			mes "[EP 13 Translator Quest Preparation]";
			mes "Episode 13.1 - The Report Quest Reward Item Received.";
			ep13_1_edq = 14;
			close;
		case 2:
			mes "[EP 13 Translator Quest Preparation]";
			mes "Episode 13.1 - Receiving the Quest window - Meeting with Fairy and Giant.";
			next;
			mes "[EP 13 Translator Quest Preparation]";
			mes "Do you want to proceed?";
			next;
			if(select("No", "Yes") == 1) {
				mes "[EP 13 Translator Quest Preparation]";
				mes "Cancelled";
				close;
			}
			mes "[EP 13 Translator Quest Preparation]";
			mes "Episode 13.1 - The Report Quest Reward Item Received.";
			setquest 2158;
			setquest 2159;
			close;
		}
	}
}

//== Daily Quests :: ep13_2_tre ============================
// - Midgard Ore
// - Alfheim Perfume
man_in01,372,221,5	script	Scientist#lifeguard	4_MAN_BENKUNI,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		mes "[Dr. Lifeguard]";
		if (ep13_2_tre == 0) {
			mes "Recently, it seems like my skin is becoming really dry.";
			next;
			mes "[Dr. Lifeguard]";
			mes "I don't know if it's caused by the cold weather or our chronic disease getting worse.";
			mes "It hasn't been too long since we administered the Bradium, so why.";
			next;
			mes "[Dr. Lifeguard]";
			mes "Huu... You see, we are afraid of such things... What a hard life.";
			next;
			select("A chronic disease?", "Bradium?");
			mes "[Dr. Lifeguard]";
			mes "We Sapha, who are descendants of Hwergelmir, survived and rebuilt the Giant tribe in the flood of the blood of Ymir.";
			next;
			mes "[Dr. Lifeguard]";
			mes "For no apparent reason, we developed a chronic disease that makes our bodies dry and harden over time just like an old tree.";
			next;
			mes "[Dr. Lifeguard]";
			mes "I think that this is the curse of Ymir who bled by the gods?";
			next;
			mes "[Dr. Lifeguard]";
			mes "But we couldn't just wait for death to slowly creep up on us and exterminate our entire race.";
			next;
			mes "[Dr. Lifeguard]";
			mes "To heal this rare disease the smartest Sapha studied and studied.";
			next;
			mes "[Dr. Lifeguard]";
			mes "What they found was that by injecting a refined Bradium, which is buried around Jotunheim, it can postpone the progression of the disease.";
			next;
			mes "[Dr. Lifeguard]";
			mes "So all of the giants of Sapha established their towns around mines to get Bradium easier.";
			next;
			mes "[Dr. Lifeguard]";
			mes "It seems the amount of buried Bradium is enough.";
			mes "But for the eternal prosperity of our tribe, and to make the vaccine for this incurable disease, we have to study more and more.";
			next;
			mes "[Dr. Lifeguard]";
			mes "Bradium is the stem of our life.";
			mes "But the buried Bradium will be exhausted someday, so we Scientists have to find an alternative for our descendants.";
			next;
			mes "[Dr. Lifeguard]";
			mes "Recently, we've learned that there are various minerals in the human world Midgard.";
			next;
			mes "[Dr. Lifeguard]";
			mes "Now the world called Midgard is";
			mes "like a holy place for us,";
			mes "which can bring the wind of";
			mes "revolution for us.";
			next;
			mes "[Dr. Lifeguard]";
			mes "Contact with Midgard";
			mes "must be the lead of Hwergelmir";
			mes "for us, the Sapha which has such";
			mes "a closed-off society.";
			next;
			mes "[Dr. Lifeguard]";
			mes "I'll draw a result that can";
			mes "satisfy his lead!";
			ep13_2_tre = 1;
			close;
		}
		else if ((ep13_2_tre == 1) || (ep13_2_tre == 100)) {
			if (checkweight(Knife,1) == 0) {
				mes "It looks like you're carrying too many things.";
				mes "Why not put some of your items in storage and come back?";
				close;
			}
			if (questprogress(2182,PLAYTIME) == 1) {
				mes "The future of the Sapha is up to you.";
				mes "I do not have any need of your help right now.";
				close;
			}
			else {
				erasequest 2182;
				switch(rand(1,3)) {
					case 1: setarray .@rand_dayq$[0],"Mt. Mjolnir","10","2"; break;
					case 2: setarray .@rand_dayq$[0],"Abyss Lake","5","3"; break;
					case 3: setarray .@rand_dayq$[0],"Thor Volcano","5","4"; break;
				}
				mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
				next;
				mes "[Dr. Lifeguard]";
				mes "I can't say for sure until now,";
				mes "but this mineral seems to have";
				mes "many interesting features.";
				next;
				mes "[Dr. Lifeguard]";
				mes "As I examine this mineral";
				mes "more and more, it's really";
				mes "different from the one in Jotunheim.";
				mes "This mineral must be helpful";
				mes "to make a new vaccine!";
				next;
				mes "[Dr. Lifeguard]";
				mes "But the amount of the mineral";
				mes "is too little to make a";
				mes "preparation for the";
				mes "examination.";
				next;
				mes "[Dr. Lifeguard]";
				mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
				next;
				mes "[Dr. Lifeguard]";
				mes "He said it's from";
				mes "^FF0000"+.@rand_dayq$[0]+"^000000.";
				mes "I think ^FF0000"+.@rand_dayq$[1]+"^000000 would be enough.";
				next;
				mes "[Dr. Lifeguard]";
				mes "I'll give you this portable toolbox.";
				mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
				next;
				mes "[Dr. Lifeguard]";
				mes "Take it, it shold be";
				mes "helpful in collecting";
				mes "the minerals I need.";
				ep13_2_tre = atoi(.@rand_dayq$[2]);
				setquest 2179+(atoi(.@rand_dayq$[2])-2);
				getitem Portable_Toolbox,1;
				close;
			}
		}
		else if (ep13_2_tre == 2 || ep13_2_tre == 3 || ep13_2_tre == 4) {
			if ((ep13_2_tre == 2 && countitem(Rough_Mineral) > 9) || (ep13_2_tre != 2 && countitem(Rough_Mineral) > 4)) {
				mes "Oh! Yes, that's it!";
				mes "This much will be enough!";
				next;
				mes "[Dr. Lifeguard]";
				mes "I really appreciate your help.";
				next;
				mes "[Dr. Lifeguard]";
				mes "These are coins of the Manuk.";
				mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
				next;
				mes "[Dr. Lifeguard]";
				mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
				mes "I will be very happy for any help you can give.";
				.@stone_chk = countitem(Rough_Mineral);
				.@stoneelse_chk = countitem(Stone_Fragments);
				delitem Rough_Mineral,.@stone_chk;
				delitem Stone_Fragments,.@stoneelse_chk;
				delitem Portable_Toolbox,1;
				getitem Manuk_Coin,3;
				getexp 0,RENEWAL_EXP?50000:700000; //unconfirmed (RE)
				changequest 2179+(ep13_2_tre-2),2182;
				ep13_2_tre = 100;
				close;
			}
			else {
				mes "The future of the Sapha is up to you.";
				mes "I wish you good luck.";
				close;
			}
		}
		else {
			mes "Hmm...";
			close;
		}
	}
	else {
		mes "[Scientist]";
		mes "Pdh doud pjfdd";
		mes "fo pdi Wrdpp doff";
		mes "WosNuffremu Ha TurAshTi";
		mes "SeGothShar An AshDur";
		mes "UorVeLars No Ador";
		close;
	}
}

function	script	find_13_2	{
	switch (getarg(0)) {
		case 0: setarray .@check[0],2,10; .@str$ = "Mt. Mjolnir"; break;
		case 1: setarray .@check[0],3,5;  .@str$ = "Abyss Lake"; break;
		case 2: setarray .@check[0],4,5;  .@str$ = "Thor Volcano"; break;
	}
	if (ep13_2_tre != .@check[0] || countitem(Portable_Toolbox) != 1 || countitem(Rough_Mineral) >= .@check[1]) end;
	mes "- Just arrived at "+.@str$+". I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
	next;
	switch(select("Check current location.", "Do nothing.")) {
		case 1:
			mes "- You pressed the button of the detector. -";
			next;
			mes "[Mineral Detector]";
			mes "Bee beep -";
			if (getarg(1)) return;
			next;
			mes "- Nothing's found. -";
			close;
		case 2:
			mes "- You decide to do nothing. -";
			close;
	}
}

-	script	mjo_no_find	FAKE_NPC,{
	end;

OnTouch:
	callfunc "find_13_2",0,0;
	end;
}

mjolnir_03,76,258,0	duplicate(mjo_no_find)	#mj03_find_1	FAKE_NPC,5,5
mjolnir_03,227,204,0	duplicate(mjo_no_find)	#mj03_find_2	FAKE_NPC,5,5
mjolnir_05,82,171,0	duplicate(mjo_no_find)	#mj05_find_1	FAKE_NPC,5,5
mjolnir_05,219,375,0	duplicate(mjo_no_find)	#mj05_find_2	FAKE_NPC,5,5
mjolnir_06,28,332,0	duplicate(mjo_no_find)	#mj06_find_1	FAKE_NPC,5,5
mjolnir_06,275,50,0	duplicate(mjo_no_find)	#mj06_find_2	FAKE_NPC,5,5
mjolnir_06,371,78,0	duplicate(mjo_no_find)	#mj06_find_3	FAKE_NPC,5,5
mjolnir_07,26,373,0	duplicate(mjo_no_find)	#mj07_find_1	FAKE_NPC,5,5
mjolnir_07,214,373,0	duplicate(mjo_no_find)	#mj07_find_2	FAKE_NPC,5,5
mjolnir_07,372,355,0	duplicate(mjo_no_find)	#mj07_find_3	FAKE_NPC,5,5
mjolnir_07,375,233,0	duplicate(mjo_no_find)	#mj07_find_4	FAKE_NPC,5,5
mjolnir_07,26,78,0	duplicate(mjo_no_find)	#mj07_find_5	FAKE_NPC,5,5
mjolnir_07,157,25,0	duplicate(mjo_no_find)	#mj07_find_6	FAKE_NPC,5,5
mjolnir_08,39,239,0	duplicate(mjo_no_find)	#mj08_find_1	FAKE_NPC,5,5
mjolnir_08,36,344,0	duplicate(mjo_no_find)	#mj08_find_2	FAKE_NPC,5,5
mjolnir_08,160,349,0	duplicate(mjo_no_find)	#mj08_find_3	FAKE_NPC,5,5
mjolnir_08,359,258,0	duplicate(mjo_no_find)	#mj08_find_4	FAKE_NPC,5,5
mjolnir_08,193,62,0	duplicate(mjo_no_find)	#mj08_find_5	FAKE_NPC,5,5
mjolnir_11,29,220,0	duplicate(mjo_no_find)	#mj11_find_1	FAKE_NPC,5,5
mjolnir_11,175,29,0	duplicate(mjo_no_find)	#mj11_find_2	FAKE_NPC,5,5
mjolnir_12,199,370,0	duplicate(mjo_no_find)	#mj12_find_1	FAKE_NPC,5,5
mjolnir_12,44,25,0	duplicate(mjo_no_find)	#mj12_find_2	FAKE_NPC,5,5
mjolnir_12,220,37,0	duplicate(mjo_no_find)	#mj12_find_3	FAKE_NPC,5,5

-	script	mjo_find	FAKE_NPC,{
	if ((ep13_2_tre == 2) && (countitem(Portable_Toolbox) == 1)) {
		if (countitem(Rough_Mineral) < 10) {
			mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
			next;
			switch(select("Mine minerals.", "Do nothing.")) {
			case 1:
				mes "Clang! Clang! Clang! Clang!";
				close2;
				progressbar "ffff00",4;
				if (rand(1,6) < 4) {
					mes "- You failed to mine minerals. -";
					getitem Stone_Fragments,1;
					close;
				}
				else {
					mes "- You succeeded to mine minerals. -";
					emotion e_ic,1;
					.@stst = rand(1,5);
					if (.@stst == 5) getitem Rough_Mineral,5;
					else if (.@stst == 1) getitem Rough_Mineral,1;
					else getitem Rough_Mineral,2;
					close2;
					donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable";
					disablenpc strnpcinfo(NPC_NAME);
					end;
				}
			case 2:
				mes "- You decide to do nothing. -";
				close;
			}
		}
		else {
			mes "- I think I have enough minerals. -";
			close;
		}
	}
	end;

OnInit:
	enablenpc strnpcinfo(NPC_NAME);
	end;

OnTouch:
	if (ep13_2_tre == 2 && countitem(Portable_Toolbox) == 1 && countitem(Rough_Mineral) < 10)
		specialeffect EF_COUPLECASTING;
	end;
}

mjolnir_01,32,309,3	duplicate(mjo_find)	#mj01_01	HIDDEN_NPC,7,7
mjolnir_01,217,34,3	duplicate(mjo_find)	#mj01_02	HIDDEN_NPC,7,7
mjolnir_02,90,195,3	duplicate(mjo_find)	#mj02_01	HIDDEN_NPC,5,10
mjolnir_02,206,187,3	duplicate(mjo_find)	#mj02_02	HIDDEN_NPC,7,7
mjolnir_04,125,380,3	duplicate(mjo_find)	#mj04_01	HIDDEN_NPC,7,7
mjolnir_04,220,130,3	duplicate(mjo_find)	#mj04_02	HIDDEN_NPC,7,7
mjolnir_09,229,214,3	duplicate(mjo_find)	#mj09_01	HIDDEN_NPC,10,10
mjolnir_10,188,260,3	duplicate(mjo_find)	#mj10_01	HIDDEN_NPC,10,10

mjolnir_01,364,256,0	script	#mj01_find	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,32,309,1,0x00FF00;
	viewpoint 1,217,34,2,0x00FF00;
	close;
}

mjolnir_01,1,1,3	script	#mj01_01_t	HIDDEN_NPC,{
	end;

OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj01_01";
	stopnpctimer;
	end;
}

mjolnir_01,1,1,3	script	#mj01_02_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj01_02";
	stopnpctimer;
	end;
}

mjolnir_02,313,289,0	script	#mj02_find_1	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,90,195,1,0x00FF00;
	viewpoint 1,206,187,2,0x00FF00;
	close;
}

mjolnir_02,78,258,0	script	#mj02_find_2	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,90,195,1,0x00FF00;
	viewpoint 1,206,187,2,0x00FF00;
	close;
}


mjolnir_02,1,1,3	script	#mj02_01_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj02_01";
	stopnpctimer;
	end;
}

mjolnir_02,1,1,3	script	#mj02_02_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj02_02";
	stopnpctimer;
	end;
}

mjolnir_04,147,208,0	script	#mj04_find_1	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,125,380,1,0x00FF00;
	viewpoint 1,220,130,2,0x00FF00;
	close;
}

mjolnir_04,160,77,0	script	#mj04_find_2	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,125,380,1,0x00FF00;
	viewpoint 1,220,130,2,0x00FF00;
	close;
}

mjolnir_04,361,174,0	script	#mj04_find_3	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,125,380,1,0x00FF00;
	viewpoint 1,220,130,2,0x00FF00;
	close;
}

mjolnir_04,1,1,3	script	#mj04_01_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj04_01";
	stopnpctimer;
	end;
}

mjolnir_04,1,1,3	script	#mj04_02_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj04_02";
	stopnpctimer;
	end;
}

mjolnir_09,201,355,0	script	#mj09_find_1	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,229,214,1,0x00FF00;
	close;
}

mjolnir_09,38,243,0	script	#mj09_find_2	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,229,214,1,0x00FF00;
	close;
}

mjolnir_09,106,36,0	script	#mj09_find_3	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,229,214,1,0x00FF00;
	close;
}

mjolnir_09,306,36,0	script	#mj09_find_4	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,229,214,1,0x00FF00;
	close;
}

mjolnir_09,369,279,0	script	#mj09_find_5	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,229,214,1,0x00FF00;
	close;
}

mjolnir_09,1,1,3	script	#mj09_01_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj09_01";
	stopnpctimer;
	end;
}

mjolnir_10,201,355,0	script	#mj10_find_1	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,188,260,1,0x00FF00;
	close;
}

mjolnir_10,374,215,0	script	#mj10_find_2	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,188,260,1,0x00FF00;
	close;
}

mjolnir_10,272,20,0	script	#mj10_find_3	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,188,260,1,0x00FF00;
	close;
}

mjolnir_10,75,22,0	script	#mj10_find_4	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,188,260,1,0x00FF00;
	close;
}

mjolnir_10,27,258,0	script	#mj10_find_5	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",0,1;
	viewpoint 1,229,214,1,0x00FF00;
	close;
}

mjolnir_10,1,1,3	script	#mj10_01_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#mj10_01";
	stopnpctimer;
	end;
}

hu_fild05,335,152,0	script	#hu_find_1	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",1,1;
	viewpoint 1,251,345,1,0x00FF00;
	viewpoint 1,134,322,2,0x00FF00;
	viewpoint 1,72,104,3,0x00FF00;
	viewpoint 1,65,99,4,0x00FF00;
	viewpoint 1,323,84,5,0x00FF00;
	close;
}

hu_fild05,89,52,0	script	#hu_find_2	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",1,1;
	viewpoint 1,251,345,1,0x00FF00;
	viewpoint 1,134,322,2,0x00FF00;
	viewpoint 1,72,104,3,0x00FF00;
	viewpoint 1,65,99,4,0x00FF00;
	viewpoint 1,323,84,5,0x00FF00;
	close;
}

hu_fild05,42,205,0	script	#hu_find_3	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",1,1;
	viewpoint 1,251,345,1,0x00FF00;
	viewpoint 1,134,322,2,0x00FF00;
	viewpoint 1,72,104,3,0x00FF00;
	viewpoint 1,65,99,4,0x00FF00;
	viewpoint 1,323,84,5,0x00FF00;
	close;
}

hu_fild05,276,349,0	script	#hu_find_4	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",1,1;
	viewpoint 1,251,345,1,0x00FF00;
	viewpoint 1,134,322,2,0x00FF00;
	viewpoint 1,72,104,3,0x00FF00;
	viewpoint 1,65,99,4,0x00FF00;
	viewpoint 1,323,84,5,0x00FF00;
	close;
}

-	script	hu_find	FAKE_NPC,{
	if ((ep13_2_tre == 3) && (countitem(Portable_Toolbox) == 1)) {
		if (countitem(Rough_Mineral) < 5) {
			mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
			next;
			switch(select("Mine minerals.", "Do nothing.")) {
			case 1:
				mes "Clang! Clang! Clang! Clang!";
				close2;
				progressbar "ffff00",4;
				if (rand(1,6) < 4) {
					mes "- You failed to mine minerals. -";
					getitem Stone_Fragments,1;
					close;
				}
				else {
					mes "- You succeeded to mine minerals. -";
					emotion e_ic,1;
					.@stst = rand(1,5);
					if (.@stst == 5) getitem Rough_Mineral,5;
					else if (.@stst == 1) getitem Rough_Mineral,2;
					else getitem Rough_Mineral,1;
					donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable";
					disablenpc strnpcinfo(NPC_NAME);
					close;
				}
			case 2:
				mes "- You decide to do nothing. -";
				close;
			}
		}
		else {
			mes "- I think I have enough minerals. -";
			close;
		}
	}
	end;

OnInit:
	enablenpc strnpcinfo(NPC_NAME);
	end;

OnTouch:
	if (ep13_2_tre == 3 && countitem(Portable_Toolbox) == 1 && countitem(Rough_Mineral) < 5)
		specialeffect EF_COUPLECASTING;
	end;
}

hu_fild05,251,345,3	duplicate(hu_find)	#hu_01	HIDDEN_NPC,10,10
hu_fild05,134,322,3	duplicate(hu_find)	#hu_02	HIDDEN_NPC,10,10
hu_fild05,72,104,3	duplicate(hu_find)	#hu_03	HIDDEN_NPC,10,10
hu_fild05,65,99,3	duplicate(hu_find)	#hu_04	HIDDEN_NPC,10,10
hu_fild05,323,84,3	duplicate(hu_find)	#hu_05	HIDDEN_NPC,10,10

hu_fild05,1,1,3	script	#hu_01_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#hu_01";
	stopnpctimer;
	end;
}

hu_fild05,1,1,3	script	#hu_02_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#hu_02";
	stopnpctimer;
	end;
}

hu_fild05,1,1,3	script	#hu_03_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#hu_03";
	stopnpctimer;
	end;
}

hu_fild05,1,1,3	script	#hu_04_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#hu_04";
	stopnpctimer;
	end;
}

hu_fild05,1,1,3	script	#hu_05_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "#hu_05";
	stopnpctimer;
	end;
}

ve_fild03,351,219,0	script	#ve_find_1	FAKE_NPC,3,3,{
	end;

OnTouch:
	callfunc "find_13_2",2,1;
	viewpoint 1,152,134,1,0x00FF00;
	viewpoint 1,256,228,2,0x00FF00;
	viewpoint 1,85,189,3,0x00FF00;
	viewpoint 1,282,268,4,0x00FF00;
	close;
}

ve_fild03,223,51,0	script	#ve_find_2	FAKE_NPC,5,5,{
	end;

OnTouch:
	callfunc "find_13_2",2,1;
	viewpoint 1,152,134,1,0x00FF00;
	viewpoint 1,256,228,2,0x00FF00;
	viewpoint 1,85,189,3,0x00FF00;
	viewpoint 1,282,268,4,0x00FF00;
	close;
}

-	script	ve_find	FAKE_NPC,{
	if ((ep13_2_tre == 4) && (countitem(Portable_Toolbox) == 1)) {
		if (countitem(Rough_Mineral) < 5) {
			mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
			next;
			switch(select("Mine minerals.", "Do nothing.")) {
			case 1:
				mes "Clang! Clang! Clang! Clang!";
				close2;
				progressbar "ffff00",4;
				if (rand(1,6) < 4) {
					mes "- You failed to mine minerals. -";
					getitem Stone_Fragments,1;
					close;
				}
				else {
					mes "- You succeeded to mine minerals. -";
					emotion e_ic,1;
					.@stst = rand(1,5);
					if (.@stst == 5) getitem Rough_Mineral,5;
					else if (.@stst == 1) getitem Rough_Mineral,2;
					else getitem Rough_Mineral,1;
					donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable";
					disablenpc strnpcinfo(NPC_NAME);
					close;
				}
			case 2:
				mes "- You decide to do nothing. -";
				close;
			}
		}
		else {
			mes "- I think I have enough minerals. -";
			close;
		}
	}
	end;

OnInit:
	enablenpc strnpcinfo(NPC_NAME);
	end;

OnTouch:
	if (ep13_2_tre == 4 && countitem(Portable_Toolbox) == 1 && countitem(Rough_Mineral) < 5)
		specialeffect EF_COUPLECASTING;
	end;
}

ve_fild03,152,134,3	duplicate(ve_find)	#ve_01	HIDDEN_NPC,10,10
ve_fild03,256,228,3	duplicate(ve_find)	#ve_02	HIDDEN_NPC,10,10
ve_fild03,85,189,3	duplicate(ve_find)	#ve_03	HIDDEN_NPC,10,10
ve_fild03,282,268,3	duplicate(ve_find)	#ve_04	HIDDEN_NPC,10,10

ve_fild03,1,1,3	script	#ve_01_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer40000:
	enablenpc "#ve_01";
	stopnpctimer;
	end;
}

ve_fild03,1,1,3	script	#ve_02_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer40000:
	enablenpc "#ve_02";
	stopnpctimer;
	end;
}

ve_fild03,1,1,3	script	#ve_03_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer40000:
	enablenpc "#ve_03";
	stopnpctimer;
	end;
}

ve_fild03,1,1,3	script	#ve_04_t	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer40000:
	enablenpc "#ve_04";
	stopnpctimer;
	end;
}

spl_in01,30,324,3	script	High Laphine#grenouille	4_M_FAIRYKID5,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (checkweight(Knife,1) == 0) {
			mes "[Grenouille]";
			mes "It looks like you're carrying too many things.";
			mes "Why not put some of your items in storage and come back?";
			close;
		}
		.@dayq_chk = questprogress(2186,PLAYTIME);
		if (!.@dayq_chk || .@dayq_chk == 2) {
			if ((ep13_2_tre1 < 1) || (ep13_2_tre1 == 6)) {
				erasequest 2186;
				ep13_2_tre1 = 0;
				mes "[Grenouille]";
				mes "I've heard that some strangers from Rune Midgard are around here, it must be you.";
				mes "I'm Grenouille, a scientist.";
				next;
				mes "[Grenouille]";
				mes "It's been a long time since";
				mes "the Laphine built the Splendide camp here";
				mes "and confronted each other.";
				next;
				mes "[Grenouille]";
				mes "A number of soldiers who";
				mes "left their hometown Alfheim are";
				mes "restraining them with fighting against";
				mes "the harsh cold of Jotunheim";
				mes "for the holy duty and the faith to";
				mes "stop the evil attempts to";
				mes "sickening Yggdrasil.";
				next;
				mes "[Grenouille]";
				mes "They're well trained soldiers,";
				mes "and their captains hold them in high esteem,";
				mes "so they're enjoying a";
				mes "comfortable life there.";
				next;
				mes "[Grenouille]";
				mes "But there's a saying that";
				mes "constant dripping water";
				mes "wears away the stone.";
				next;
				mes "[Grenouille]";
				mes "Continuous small battles without big progression";
				mes "makes the soldiers in Splendide exhausted.";
				next;
				mes "[Grenouille]";
				mes "One day, someone began to sing";
				mes "a song of Alfheim, that spread rapidly...";
				mes "Now they strongly";
				mes "miss their hometown.";
				next;
				mes "[Grenouille]";
				mes "I was so worried about them and";
				mes "I finally found a way to";
				mes "save them from the deep sadness.";
				mes "I hope you to help me to do that.";
				next;
				mes "[Grenouille]";
				mes "There's a Laphine General";
				mes "who is called Flowery,";
				mes "in Splendide.";
				next;
				mes "[Grenouille]";
				mes "She is a collecting maniac,";
				mes "so her house is always";
				mes "in a mess with miscellaneous";
				mes "things. Flowery must have";
				mes "seeds from the flowers";
				mes "of Alfheim.";
				next;
				mes "[Grenouille]";
				mes "I'll make the flower of";
				mes "Alfheim open with the seed.";
				mes "The flower of their hometown.";
				next;
				mes "[Grenouille]";
				mes "There are some devices that purify";
				mes "the environment and have a function";
				mes "that can hasten the growth of plants.";
				next;
				mes "[Grenouille]";
				mes "Please bring me the flower of Alfheim that bloomed by the device.";
				next;
				mes "[Grenouille]";
				mes "The flower of Alfheim is not";
				mes "strong enough to keep it's life by";
				mes "depending on the Splendide device,";
				mes "but ^FF0000the way^000000 can fill";
				mes "Splendide by it's scent like it never falls!";
				ep13_2_tre1 = 1;
				setquest 2183;
				close;
			}
			else if ((ep13_2_tre1 == 1) || (ep13_2_tre1 == 2)) {
				mes "[Grenouille]";
				mes "Get a seed from Flowery,";
				mes "and then use a Purifier";
				mes "to make the seed blossom.";
				close;
			}
			else if (ep13_2_tre1 == 3) {
				if (countitem(Flower_Of_Alfheim) == 1) {
					emotion e_swt;
					emotion e_swt,1;
					mes "[Grenouille]";
					mes "Hoo, this is one of the";
					mes "most common kinds of flowers.";
					next;
					emotion e_heh;
					mes "[Grenouille]";
					mes "Haha, Don't worry.";
					mes "Common flowers like this can bring the familiarity of home back to the soldiers.";
					next;
					mes "[Grenouille]";
					mes "For now, I'll extract a liquid that";
					mes "includes the scent of this flower by using a distiller.";
					mes "Making a ^3131FFPerfume^000000.";
					next;
					mes "[Grenouille]";
					mes "Would you please wait a while?";
					changequest 2183,2184;
					ep13_2_tre1 = 4;
					delitem Flower_Of_Alfheim,1;
					close;
				}
				else {
					mes "[Grenouille]";
					mes "Where is the flower?";
					close;
				}
			}
			else if (ep13_2_tre1 == 4) {
				.@ttalk = rand(1,10);
				if (.@ttalk < 8) {
					mes "- clitter-clatter -";
					next;
					mes "- clitter-clatter -";
					mes "- clitter-clatter -";
					next;
					mes "- clitter-clatter -";
					mes "- clitter-clatter -";
					mes "- Spraying something -";
					next;
					mes "[Grenouille]";
					mes "Not finished yet.";
					mes "Please wait a second.";
					close;
				}
				else {
					mes "- clitter-clatter -";
					next;
					mes "- clitter-clatter -";
					mes "- clitter-clatter -";
					next;
					mes "- clitter-clatter -";
					mes "- clitter-clatter -";
					mes "- Spraying something -";
					next;
					mes "[Grenouille]";
					mes "Wow, finished!";
					next;
					mes "[Grenouille]";
					mes "I think I'll call this perfume";
					mes "The ^3131FFSoul of Alfheim^000000!";
					next;
					mes "[Grenouille]";
					mes "This perfume can relieve their minds by using";
					mes "the scent of their hometown Alfheim.";
					mes "Though it's not a permanent solution, I think it will help them feel comfortable for now.";
					next;
					mes "[Grenouille]";
					mes "Here, I'll give you this perfume,";
					mes "help the exhausted soldiers and";
					mes "let me know the result, please!";
					ep13_2_tre1 = 5;
					getitem Spirit_Of_Alfheim,5;
					changequest 2184,2185;
					close;
				}
			}
			else if (ep13_2_tre1 == 5) {
				if (countitem(Spirit_Of_Alfheim) < 1) {
					mes "[Grenouille]";
					mes "Oh! How's the reaction of the soldiers?";
					next;
					mes "["+ strcharinfo(PC_NAME) +"]";
					mes "Yes, they seemed to be happy.";
					mes "But, it still made someone cry because he probably misses Alfheim.";
					next;
					mes "[Grenouille]";
					mes "Oh! That means it works!";
					mes "Thanks.";
					next;
					mes "[Grenouille]";
					mes "Thanks for your help.";
					mes "This is my reward for you.";
					mes "I hope this will be helpful to you.";
					mes "If you have something to talk to me about, come to me whenever. Nice to meet you, human from Rune Midgard.";
					ep13_2_tre1 = 6;
					changequest 2185,2186;
					getitem Splendide_Coin,3;
					getexp 0,RENEWAL_EXP?50000:700000; //unconfirmed (RE)
					close;
				}
				else {
					mes "[Grenouille]";
					mes "Go and spray this perfume for the exhausted soldiers in Splendide!";
					close;
				}
			}
			else {
				mes "[Grenouille]";
				mes "I hope this long battle will end soon.";
				close;
			}
		}
		else {
			mes "[Grenouille]";
			mes "I hope this long battle will end soon.";
			close;
		}
	}
	else {
		mes "[High Laphine]";
		mes "BurYurDath Ee NeKoIyaz er ModRuAlah Yee VeldDuDur Yee SeYurOsa U ReNudNud Ra ";
		next;
		mes "[High Laphine]";
		mes "DiebVrumDana er TingNothDim No RasVilHir Yu YurAdorShar Yu DanaVeldDur Ha VilModMe O SharThus";
		close;
	}
}

spl_in02,139,65,3	script	Middle-Ranked Laphine#la	4_F_FAIRYKID3,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (checkweight(Knife,1) == 0) {
			mes "[Flowery]";
			mes "It looks like you're carrying too many things.";
			mes "Why not put some of your items in storage and come back?";
			close;
		}
		if (ep13_2_tre1 == 1) {
			mes "[Flowery]";
			mes "Huh? Seed of the flower of Alfheim?";
			mes "Do I have that one? Hmm~";
			next;
			mes "[Flowery]";
			mes "As you see, there're so many stuffs";
			mes "in my room, so I don't know";
			mes "exactly what I have";
			mes "or not in my room.";
			next;
			mes "[Flowery]";
			mes "But I'll try to find cuz you came";
			mes "here to help Grenouille";
			mes "He's always pretend to tenacious,";
			mes "but sometimes he help others well! Huhu!";
			next;
			mes "- rummaging -";
			emotion e_dots;
			next;
			mes "- rummaging -";
			mes "- rummaging -";
			emotion e_dots;
			next;
			mes "- rummaging -";
			mes "- rummaging -";
			mes "- rummaging -";
			emotion e_ic;
			next;
			mes "[Flowery]";
			mes "Wow! Come here!";
			mes "I found a seed!";
			next;
			mes "[Flowery]";
			mes "Hmm... But this one is";
			mes "one of the most common and trifle";
			mes "kind in Alfheim, so you can find";
			mes "this wild flower at anywhere...";
			mes "This one would be ok?";
			next;
			mes "[Flowery]";
			mes "Umm.. But I don't have";
			mes "any other seed of flower..";
			mes "So, just bring this, here you are~";
			ep13_2_tre1 = 2;
			getitem Germinating_Sprout,1;
			close;
		}
		else if (ep13_2_tre1 == 2) {
			mes "[Flowery]";
			mes "I gave you the seed, so it's up to you that what would you do with the seed.";
			mes "I feel dizzy when I look at my room.";
			close;
		}
		else {
			mes "[Flowery]";
			mes "Yuuuum~";
			mes "Can you believe that right in front of us is a battle field? Though it's very silent and peaceful at the moment. So do I~";
			close;
		}
	}
	else {
		mes "[Middle-Ranked Laphine]";
		mes "NeiKoFulo An DielOdesMush Or KoDanaOsa Ir FarBurnes Ir ";
		mes "NeOsaVa Mu BurVeTi Ra OsaDeh";
		close;
	}
}

-	script	Purifier	FAKE_NPC,{
	if (ep13_2_tre1 == 2) {
		if (countitem(Germinating_Sprout) > 0) {
			mes "- You put the seed in the";
			mes "device and watched it";
			mes "as Grenouille told you. -";
			next;
			mes "- Booowoong -";
			specialeffect(EF_HEALSP, AREA, playerattached());
			next;
			mes "- When the lights gone,";
			mes "a big flower of Alfheim was lied";
			mes "in your hand, instead of the seed. -";
			delitem Germinating_Sprout,1;
			ep13_2_tre1 = 3;
			getitem Flower_Of_Alfheim,1;
			close;
		}
		else {
			mes "["+ strcharinfo(PC_NAME) +"]";
			mes "Where are the seeds?";
			close;
		}
	}
	end;
}

splendide,160,265,3	duplicate(Purifier)	Purifier#1	CLEAR_NPC
splendide,262,262,3	duplicate(Purifier)	Purifier#2	CLEAR_NPC
splendide,262,187,3	duplicate(Purifier)	Purifier#3	CLEAR_NPC
splendide,164,82,3	duplicate(Purifier)	Purifier#4	CLEAR_NPC
splendide,171,116,3	duplicate(Purifier)	Purifier#5	CLEAR_NPC
splendide,134,280,3	duplicate(Purifier)	Purifier#6	CLEAR_NPC

splendide,205,139,5	script	Exhausted Soldier#1	4_M_FAIRYSOLDIER,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (ep13_2_tre1 == 5) {
			if (countitem(Spirit_Of_Alfheim) > 0) {
				mes "[Exhausted Soldier]";
				mes "Oh my hometown...";
				next;
				switch(select("Use perfume.", "Don't use perfume.")) {
				case 1:
					mes "(Spray-)";
					specialeffect EF_SANCTUARY;
					next;
					mes "[Exhausted Soldier]";
					mes "Umm... This is...";
					mes "I can feel the scent of Alfheim.";
					mes "My hometown Alfheim!";
					next;
					mes "[Exhausted Soldier]";
					mes "Ahh! Feeling much better!";
					emotion e_heh;
					delitem Spirit_Of_Alfheim,1;
					close2;
					donpcevent "#tukare_1::OnEnable";
					disablenpc "Exhausted Soldier#1";
					end;
				case 2:
					mes "- You decide to do nothing. -";
					close;
				}
			}
			end;
		}
		else {
			mes "[Exhausted Soldier]";
			mes "Oh my hometown...";
			close;
		}
	}
	else {
		mes "[Exhausted Soldier]";
		mes "CyaResehr";
		close;
	}

OnInit:
	enablenpc "Exhausted Soldier#1";
	end;
}

splendide,1,1,1	script	#tukare_1	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "Exhausted Soldier#1";
	stopnpctimer;
	end;
}

splendide,181,135,5	script	Exhausted Soldier#2	4_M_FAIRYSOLDIER,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (ep13_2_tre1 == 5) {
			if (countitem(Spirit_Of_Alfheim) > 0) {
				mes "[Exhausted Soldier]";
				mes "Want to take a rest...";
				next;
				switch(select("Use perfume.", "Don't use perfume.")) {
				case 1:
					mes "(Spray-)";
					specialeffect EF_SANCTUARY;
					next;
					mes "[Exhausted Soldier]";
					mes "What happen?";
					mes "Feel better suddenly! I'm so happy now!";
					mes "Let's go to work!";
					emotion e_heh;
					delitem Spirit_Of_Alfheim,1;
					close2;
					donpcevent "#tukare_2::OnEnable";
					disablenpc "Exhausted Soldier#2";
					end;
				case 2:
					mes "- You decide to do nothing. -";
					close;
				}
			}
			end;
		}
		else {
			mes "[Exhausted Soldier]";
			mes "Want to take a rest...";
			close;
		}
	}
	else {
		mes "[Exhausted Soldier]";
		mes "CyaResehr";
		close;
	}

OnInit:
	enablenpc "Exhausted Soldier#2";
	end;
}

splendide,1,1,1	script	#tukare_2	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "Exhausted Soldier#2";
	stopnpctimer;
	end;
}

splendide,139,178,5	script	Exhausted Soldier#3	4_M_FAIRYSOLDIER,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (ep13_2_tre1 == 5) {
			if (countitem(Spirit_Of_Alfheim) > 0) {
				mes "[Exhausted Soldier]";
				mes "My hometown Alfheim...";
				next;
				switch(select("Use perfume.", "Don't use perfume.")) {
				case 1:
					mes "(Spray-)";
					specialeffect EF_SANCTUARY;
					next;
					mes "[Exhausted Soldier]";
					mes "Umm... This is...";
					mes "I can feel the scent of Alfheim.";
					mes "My hometown Alfheim!";
					next;
					mes "[Exhausted Soldier]";
					mes "Let's beat Sapha and go back home!";
					emotion e_heh;
					delitem Spirit_Of_Alfheim,1;
					close2;
					donpcevent "#tukare_3::OnEnable";
					disablenpc "Exhausted Soldier#3";
					end;
				case 2:
					mes "- You decide to do nothing. -";
					close;
				}
			}
			end;
		}
		else {
			mes "[Exhausted Soldier]";
			mes "My hometown Alfheim...";
			close;
		}
	}
	else {
		mes "[Exhausted Soldier]";
		mes "CyaResehr";
		close;
	}

OnInit:
	enablenpc "Exhausted Soldier#3";
	end;
}

splendide,1,1,1	script	#tukare_3	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "Exhausted Soldier#3";
	stopnpctimer;
	end;
}

splendide,164,188,5	script	Exhausted Soldier#4	4_M_FAIRYSOLDIER,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (ep13_2_tre1 == 5) {
			if (countitem(Spirit_Of_Alfheim) > 0) {
				mes "[Exhausted Soldier]";
				mes "Huu...";
				next;
				switch(select("Use perfume.", "Don't use perfume.")) {
				case 1:
					mes "(Spray-)";
					specialeffect EF_SANCTUARY;
					next;
					mes "[Exhausted Soldier]";
					mes "Umm... This is...";
					mes "I can feel the scent of Alfheim.";
					mes "My hometown Alfheim!";
					next;
					mes "[Exhausted Soldier]";
					mes "Ahh! Feels like at home!!";
					emotion e_sob;
					delitem Spirit_Of_Alfheim,1;
					close2;
					donpcevent "#tukare_4::OnEnable";
					disablenpc "Exhausted Soldier#4";
					end;
				case 2:
					mes "- You decide to do nothing. -";
					close;
				}
			}
			end;
		}
		else {
			mes "[Exhausted Soldier]";
			mes "Huu...";
			close;
		}
	}
	else {
		mes "[Exhausted Soldier]";
		mes "CyaResehr";
		close;
	}

OnInit:
	enablenpc "Exhausted Soldier#4";
	end;
}

splendide,1,1,1	script	#tukare_4	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "Exhausted Soldier#4";
	stopnpctimer;
	end;
}

splendide,177,257,5	script	Exhausted Soldier#5	4_M_FAIRYSOLDIER,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (ep13_2_tre1 == 5) {
			if (countitem(Spirit_Of_Alfheim) > 0) {
				mes "[Exhausted Soldier]";
				mes "Oh my hometown...";
				next;
				switch(select("Use perfume.", "Don't use perfume.")) {
				case 1:
					mes "(Spray-)";
					specialeffect EF_SANCTUARY;
					next;
					mes "[Exhausted Soldier]";
					mes "Umm... This is...";
					mes "I can feel the scent of Alfheim.";
					mes "My hometown Alfheim!";
					next;
					mes "[Exhausted Soldier]";
					mes "Ahh! Feeling much better!";
					emotion e_heh;
					delitem Spirit_Of_Alfheim,1;
					close2;
					donpcevent "#tukare_5::OnEnable";
					disablenpc "Exhausted Soldier#5";
					end;
				case 2:
					mes "- You decide to do nothing. -";
					close;
				}
			}
			end;
		}
		else {
			mes "[Exhausted Soldier]";
			mes "Oh my hometown...";
			close;
		}
	}
	else {
		mes "[Exhausted Soldier]";
		mes "CyaResehr";
		close;
	}

OnInit:
	enablenpc "Exhausted Soldier#5";
	end;
}

splendide,1,1,1	script	#tukare_5	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "Exhausted Soldier#5";
	stopnpctimer;
	end;
}

splendide,124,212,5	script	Exhausted Soldier#6	4_M_FAIRYSOLDIER,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (ep13_2_tre1 == 5) {
			if (countitem(Spirit_Of_Alfheim) > 0) {
				mes "[Exhausted Soldier]";
				mes "Huu...";
				next;
				switch(select("Use perfume.", "Don't use perfume.")) {
				case 1:
					mes "(Spray-)";
					specialeffect EF_SANCTUARY;
					next;
					mes "[Exhausted Soldier]";
					mes "I can feel the scent of Alfheim.";
					mes "My hometown Alfheim!";
					next;
					mes "[Exhausted Soldier]";
					mes "Yes, Splendide also a part of Alfheim!";
					mes "Go Laphines!";
					emotion e_heh;
					delitem Spirit_Of_Alfheim,1;
					close2;
					donpcevent "#tukare_6::OnEnable";
					disablenpc "Exhausted Soldier#6";
					end;
				case 2:
					mes "- You decide to do nothing. -";
					close;
				}
			}
			end;
		}
		else {
			mes "[Exhausted Soldier]";
			mes "Huu...";
			close;
		}
	}
	else {
		mes "[Exhausted Soldier]";
		mes "CyaResehr";
		close;
	}

OnInit:
	enablenpc "Exhausted Soldier#6";
	end;
}

splendide,1,1,1	script	#tukare_6	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "Exhausted Soldier#6";
	stopnpctimer;
	end;
}

splendide,196,153,5	script	Exhausted Soldier#7	4_M_FAIRYSOLDIER,{
	if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
		if (ep13_2_tre1 == 5) {
			if (countitem(Spirit_Of_Alfheim) > 0) {
				mes "[Exhausted Soldier]";
				mes "Oh my hometown...";
				next;
				switch(select("Use perfume.", "Don't use perfume.")) {
				case 1:
					mes "(Spray-)";
					specialeffect EF_SANCTUARY;
					next;
					mes "[Exhausted Soldier]";
					mes "Umm... This is...";
					mes "I can feel the scent of Alfheim.";
					mes "My hometown Alfheim!";
					next;
					mes "[Exhausted Soldier]";
					mes "Ahh! Feeling much better!";
					emotion e_heh;
					delitem Spirit_Of_Alfheim,1;
					close2;
					donpcevent "#tukare_7::OnEnable";
					disablenpc "Exhausted Soldier#7";
					end;
				case 2:
					mes "- You decide to do nothing. -";
					close;
				}
			}
			end;
		}
		else {
			mes "[Exhausted Soldier]";
			mes "Oh my hometown...";
			close;
		}
	}
	else {
		mes "[Exhausted Soldier]";
		mes "CyaResehr";
		close;
	}

OnInit:
	enablenpc "Exhausted Soldier#7";
	end;
}

splendide,1,1,1	script	#tukare_7	HIDDEN_NPC,{
OnEnable:
	initnpctimer;
	end;

OnTimer60000:
	enablenpc "Exhausted Soldier#7";
	stopnpctimer;
	end;
}

//== Secret note of Bazett :: ep13_2_dailybs ===============
mid_camp,283,198,5	script	Bazett Teablack#ep13bs	4_M_ALCHE_D,{
	if (checkweight(Knife,1) == 0) {
		mes " - Hold on!! -";
		mes " - You are carrying too many different items - ";
		mes " - You cannot receive the reward - ";
		mes " - Please use the Kafra service - ";
		mes " - And try again. - ";
		close;
	}
	if (ep13_2_rhea < 100) {
		mes "[Industrious Man]";
		mes "Hu~~";
		mes "That's pretty interesting...";
		mes "I will take note of it in my research papers.";
		emotion e_ic,"Bazett Teablack#ep13bs";
		next;
		mes "[Industrious Man]";
		mes "write...write...";
		mes "crunch...crunch...";
		next;
		mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
		next;
		mes "[Industrious Man]";
		mes "write...write...";
		mes "crunch...crunch...";
		mes "....";
		close;
	}
	if (ep13_2_busut < 1) {
		if (isequipped(2782) == 1) {
			mes "[Industrious Man]";
			mes "Hu~~";
			mes "That's pretty interesting...";
			mes "I will take note of it in my research papers.";
			emotion e_ic,"Bazett Teablack#ep13bs";
			next;
			mes "[Industrious Man]";
			mes "write...write...";
			mes "crunch...crunch...";
			next;
			mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
			next;
			mes "[Industrious Man]";
			mes "write..write...";
			mes "crunch..crunch...";
			mes "....";
			next;
			mes "[Industrious Man]";
			mes "Auch!!!";
			mes "Who...who are you?!";
			mes "How long have you been standing there?";
			emotion e_omg,"Bazett Teablack#ep13bs";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "Uh, I'm just passing by.";
			mes "You look like you're busy with something.";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "See you~!!";
			emotion e_swt2,1;
			next;
			mes "[Industrious Man]";
			mes "Uh!! Wait!!";
			mes "Your finger... Is that..?!";
			next;
			mes " - He grabs your hand with a surprised look -";
			next;
			mes "[Industrious Man]";
			mes "This is the ^0000FFRing of the Ancient Wise King^000000!!!!!";
			mes "This has to be fate that I've met you!";
			next;
			mes "[Industrious Man]";
			mes "My research is not going so well. The god of fate must have sent you to me. I'm sure of it!!";
			emotion e_no1,"Bazett Teablack#ep13bs";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "......";
			mes "......What?!";
			emotion e_omg,1;
			next;
			mes "[Industrious Man]";
			mes "Would you like to help me with my search?";
			next;
			switch(select("What kind of search?", "Sure.", "Borrrring.")) {
			case 1:
				mes "[Industrious Man]";
				mes "To put it simply, I'm searching for fairies and giants that live around here.";
				next;
				mes "[Industrious Man]";
				mes "Though I believe they all live in the same place, they are sure to have different cultures.";
				mes "...first and foremost is proof of their existence.";
				next;
				mes "[Industrious Man]";
				mes "What about it?";
				mes "Are you interested?";
				next;
				switch(select("Sure.", "Not really.")) {
				case 1:
					mes "[Industrious Man]";
					mes "Haha... I just know that I'm right!";
					mes "Hahahaha!!";
					next;
					mes "[Industrious Man]";
					mes "So let's work together from this point on. Let me introduce myself.";
					mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
					next;
					mes "["+strcharinfo(PC_NAME)+"]";
					mes "I am "+strcharinfo(PC_NAME)+".";
					next;
					select("OK, so what can I do for you?");
					mes "[Bazett]";
					mes ""+strcharinfo(PC_NAME)+" let's see..!!";
					mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
					next;
					mes "[Bazett]";
					mes "It's not difficult.";
					mes "So please share any information that you can gather as you travel through those areas.";
					next;
					mes "[Bazett]";
					mes "Hopefully I can find what I am looking for with the information you can find.";
					ep13_2_busut = 2;
					setquest 11101;
					close;
				case 2:
					mes "[Industrious Man]";
					mes ".............";
					mes ".............";
					mes ".............";
					mes ".............";
					mes "...........Why!!!!!";
					emotion e_sob,"Bazett Teablack#ep13bs";
					next;
					mes "[Industrious Man]";
					mes "Well if you decide to change your mind, come back to me.";
					ep13_2_busut = 1;
					close;
				}
				break;
			case 2:
				mes "[Industrious Man]";
				mes "Haha... I just know that I'm right!";
				mes "Hahahaha!!";
				next;
				mes "[Industrious Man]";
				mes "So let's work together from this point on. Let me introduce myself.";
				mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "I am "+strcharinfo(PC_NAME)+".";
				next;
				select("OK, so what can I do for you?");
				mes "[Bazett]";
				mes ""+strcharinfo(PC_NAME)+" let's see..!!";
				mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
				next;
				mes "[Bazett]";
				mes "It's not difficult.";
				mes "So please share any information that you can gather as you travel through those areas.";
				next;
				mes "[Bazett]";
				mes "Hopefully I can find what I am looking for with the information you can find.";
				ep13_2_busut = 2;
				setquest 11101;
				close;
			case 3:
				mes "[Industrious Man]";
				mes ".............";
				next;
				mes "[Industrious Man]";
				mes ".............";
				mes ".............";
				next;
				mes "[Industrious Man]";
				mes ".............";
				mes ".............";
				mes ".............";
				next;
				mes "[Industrious Man]";
				mes ".............";
				mes ".............";
				mes ".............";
				mes ".............";
				next;
				mes "[Industrious Man]";
				mes ".............";
				mes ".............";
				mes ".............";
				mes ".............";
				mes "...........Why!!!!!";
				emotion e_sob,"Bazett Teablack#ep13bs";
				next;
				mes "[Industrious Man]";
				mes "Well if you decide to change your mind, come back to me.";
				ep13_2_busut = 1;
				close;
			}
		}
		else {
			if (rand(1,2) == 1) {
				mes "[Industrious Man]";
				mes "Gthgh sdsWryi";
				mes "Apeu hjsu opuer ";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "?????";
				mes "What'd you say?";
				next;
				mes "[Industrious Man]";
				mes "Oh! Sorry, I think I said it wrong...";
				mes "I was just infatuated with my research...";
				next;
				mes "[Industrious Man]";
				mes "You should find a way to understand this strange language that I've discovered here in the Ash Vacuum.";
				next;
				mes "[Industrious Man]";
				mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
				close;
			}
			else {
				mes "[Industrious Man]";
				mes "TalDathMush Di nahDeh";
				mes "ReAnduDu So sehr";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "?????";
				mes "Huh?";
				next;
				mes "[Industrious Man]";
				mes "Oh! I must've said it wrong...";
				mes "My research hasn't been going too well lately.";
				next;
				mes "[Industrious Man]";
				mes "There should be a way for you to understand this strange language here.";
				next;
				mes "[Industrious Man]";
				mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
				close;
			}
		}
	}
	if (ep13_2_busut == 1) {
		mes "[Industrious Man]";
		mes "Ah! You've returned!";
		mes "Now are you interested in my research?";
		next;
		switch(select("Yes.", "No.")) {
		case 1:
			mes "[Industrious Man]";
			mes "Haha... I just know that I'm right!";
			mes "Hahahaha!!";
			next;
			mes "[Industrious Man]";
			mes "So let's work together from this point on. Let me introduce myself.";
			mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
			next;
			mes "["+strcharinfo(PC_NAME)+"]";
			mes "I am "+strcharinfo(PC_NAME)+".";
			next;
			select("OK, so what can I do for you?");
			mes "[Bazett]";
			mes ""+strcharinfo(PC_NAME)+" let's see..!!";
			mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
			next;
			mes "[Bazett]";
			mes "It's not difficult.";
			mes "So please share any information that you can gather as you travel through those areas.";
			next;
			mes "[Bazett]";
			mes "Hopefully I can find what I am looking for with the information you can find.";
			ep13_2_busut = 2;
			setquest 11101;
			close;
		case 2:
			mes "[Industrious Man]";
			mes ".............";
			mes "Well if you decide to change your mind, come back to me.";
			emotion e_sob,"Bazett Teablack#ep13bs";
			close;
		}
	}
	if (ep13_2_busut == 2) {
		mes "[Bazett]";
		mes "Um... for today can you search for giants in the Manuk Field?";
		mes "That place is pretty cold so, you might need a coat.";
		next;
		mes "[Bazett]";
		mes "I used this note so it should still be useful. Take it...";
		mes "Ah... and don't worry about the title of the note.";
		next;
		mes "[Bazett]";
		mes "After you've finished searching bring that note back to me.";
		next;
		mes "[Bazett]";
		mes "Got it? Ok take care and see you soon.";
		ep13_2_busut = 3;
		ep13_2_bs1 = 1;
		ep13_2_bs2 = 1;
		ep13_2_bs3 = 1;
		ep13_2_bs4 = 1;
		getitem Bazetts_Order,1;
		changequest 11101,11102;
		close;
	}
	if (ep13_2_busut == 3) {
		mes "[Bazett]";
		mes "How's the search going?";
		next;
		if (countitem(Bazetts_Order) < 1) {
			mes "[Bazett]";
			mes "!!!!!!!";
			mes "You lost the notes!!?";
			mes "Sigh...";
			next;
			mes "[Bazett]";
			mes "What's done has been done.";
			mes "I'll give you a new one.";
			getitem Bazetts_Order,1;
			close;
		}
		else {
			mes "[Bazett]";
			mes "Take it easy...";
			close;
		}
	}
	if (ep13_2_busut == 4) {
		mes "[Bazett]";
		mes "Oh! You're done with the investigation?";
		next;
		switch(select("Yes.", "Not yet...")) {
		case 1:
			if (countitem(Bazetts_Order) < 1) {
				mes "[Bazett]";
				mes "!!!!!!!";
				mes "You lost the notes!!?";
				mes "Sigh...";
				next;
				mes "[Bazett]";
				mes "What's done has been done.";
				mes "You must be tired, go take a rest.";
				mes "I'll go prepare new notes.";
				mes "You can just go investigate again for me.";
				ep13_2_busut = 7;
				erasequest 11102;
				setquest 11104;
				close;
			}
			else {
				mes "[Bazett]";
				mes "May I take a look at the notes first?";
				mes "Oh!!";
				next;
				mes " - Bazett is reading the detailed contents - ";
				mes " - He seems to be captivated. - ";
				mes " - It's better if I leave him alone. - ";
				mes " - So he can finish. - ";
				next;
				mes "[Bazett]";
				mes "Mm...there are actually such things?!";
				next;
				mes "[Bazett]";
				mes "Mm...I see, I see.";
				next;
				mes "[Bazett]";
				mes "Even though the content is simple, it's well organized and interesting.";
				mes "As expected of "+strcharinfo(PC_NAME)+"!!";
				next;
				mes "[Bazett]";
				mes "You've done well.";
				mes "You must be exhausted. Go take a rest. We'll continue tomorrow.";
				next;
				mes "[Bazett]";
				mes "Ah... this isn't much, but it's a coin that the giants use.";
				mes "Maybe you can buy something from them with this.";
				delitem Bazetts_Order,1;
				ep13_2_busut = 7;
				if (ep13_2_bs1 == 3) getitem Manuk_Coin,1;
				if (ep13_2_bs2 == 3) getitem Manuk_Coin,1;
				if (ep13_2_bs3 == 3) getitem Manuk_Coin,1;
				if (ep13_2_bs4 == 3) getitem Manuk_Coin,1;
				erasequest 11102;
				setquest 11104;
				close;
			}
			break;
		case 2:
			mes "[Bazett]";
			mes "Take it easy...";
			close;
		}
	}
	else {
		mes "[Bazett]";
		mes "You've done well.";
		mes "You must be exhausted. Go take a rest, we'll continue tomorrow.";
		close;
	}
}

manuk,193,135,0	script	Worker#ep13bs	4_MAN_PIOM,{
	if (isequipped(2782) == 1) {
		if (ep13_2_busut == 3) {
			if (ep13_2_bs1 == 1) {
				mes "[Worker]";
				mes "Oops, it's dangerous, almost broken.";
				mes "I should hurry to change it...otherwise.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "What's the matter?";
				next;
				mes "[Worker]";
				mes "Ah....here.....um...";
				mes "......";
				mes ".........";
				mes "Nothing!!";
				emotion e_omg,"Worker#ep13bs";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "What's up?";
				next;
				mes "[Worker]";
				mes "You are an outsider.";
				mes "......";
				mes "I was suprised by your voice.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Yes, sorry to startle you.";
				emotion e_heh,1;
				next;
				mes "[Worker]";
				mes "Haha, it's ok.";
				mes "Recently I heard about people like you but it's the first time I've actually met one.";
				next;
				mes "[Worker]";
				mes "You speak our language pretty good.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Ah...anyway..you look like you're having some trouble. What happened?";
				next;
				mes "[Worker]";
				mes "Nothing!!";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Are you sure? Fate has to have brought us together for a reason.";
				mes "Tell me~";
				next;
				mes "[Worker]";
				mes "......";
				mes "Frankly...";
				next;
				mes "[Worker]";
				mes "The screw is too old to use to fix the tent, so I should change it before it breaks.";
				next;
				mes "[Worker]";
				mes "I can't leave so I'm just waiting for my friend to pass by to help me.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Can I help you?";
				next;
				mes "[Worker]";
				mes "No~that's alright. We just met so I can't ask you for a favor.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "That's ok! We can help each other!";
				next;
				mes "- Suddenly there is a screeching sound as the screw breaks -";
				next;
				mes "[Worker]";
				mes "Ugh!!!";
				mes "**Sigh**";
				emotion e_sob,"Worker#ep13bs";
				emotion e_sob,1;
				next;
				mes "[Worker]";
				mes "Well that's that!";
				mes "Anyway my name is ^0000FFGill^000000.";
				next;
				mes "[Gill]";
				mes "I need something to fix the tent with, if you can get^0000FF 30 Horn of Hillslion^000000, I can make them into sturdy enough screws.";
				next;
				mes "[Gill]";
				mes "Sorry, again for making you do this but I will be waiting here for you.";
				ep13_2_bs1 = 2;
				setquest 11105;
				close;
			}
			else if (ep13_2_bs1 == 2) {
				if (countitem(Horn_Of_Hilsrion) > 29) {
					mes "[Gill]";
					mes "You helped me collect all of the Horns of Hillslion?";
					mes "Thank you so much.";
					next;
					mes "[Gill]";
					mes "It's all because of you, we are able to prevent anything disastrous.";
					mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
					delitem Horn_Of_Hilsrion,30;
					ep13_2_bs1 = 3;
					ep13_2_busut = 4;
					completequest 11105;
					close;
				}
				else {
					mes "[Gill]";
					mes "Sorry, again for making you do this but I will be waiting here for you to bring back the^0000FF 30 Horn of Hillslions.^000000.";
					close;
				}
			}
			else if (ep13_2_bs1 == 3) {
				mes "[Gill]";
				mes "Thank you for helping me.";
				mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
				close;
			}
			else {
				mes "[Worker]";
				mes "This is too dangerous, it's become too loose...";
				mes "It must be replaced soon...";
				close;
			}
		}
		else if (ep13_2_busut == 4) {
			if (ep13_2_bs1 == 1) {
				mes "[Worker]";
				mes "This is too dangerous, it's become too loose...";
				mes "It must be replaced soon...";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Is something wrong?";
				next;
				mes "[Worker]";
				mes "Ah... see here...";
				mes "......";
				mes ".........";
				mes "Nevermind. Nothing.";
				emotion e_omg,"Worker#ep13bs";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "You don't have to be like this.";
				next;
				mes "[Worker]";
				mes "You are one of the strange race, aren't you?";
				mes "......";
				mes "To suddenly hear you speak our language gave me a bit of a shock.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Since I'm travelling here, so I thought I'd need it...";
				emotion e_heh,1," ET_SMILE";
				next;
				mes "[Worker]";
				mes "Haha, is that so?";
				mes "I've heard of the rumour that your race exists, but I've never seen one before.";
				next;
				mes "[Worker]";
				mes "And to think you can speak our language. Interesting.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Ah...but just a moment ago, you were having a hard time with something. Is something wrong?";
				next;
				mes "[Worker]";
				mes "It's nothing.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Ah~ It must be fate that we met~";
				mes "You can just tell me.";
				next;
				mes "[Worker]";
				mes "......";
				mes "Well...";
				next;
				mes "[Worker]";
				mes "The screw that is used to keep our tent in place is rusting away... we must get a new one.";
				next;
				mes "[Worker]";
				mes "But I can't leave this place, so I was waiting for someone to pass by.";
				mes "And you just happened to talk to me. I thought you were someone from our tribe.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "I can help you.";
				next;
				mes "[Worker]";
				mes "No, it's alright. We just met, so I don't want to trouble you.";
				next;
				mes "["+strcharinfo(PC_NAME)+"]";
				mes "Don't worry about it! Life is all about helping eachother, don't you think so?";
				next;
				mes " - While the disagreement is taking place, - ";
				mes " - The screw that has held its ground til now - ";
				mes " - Finally gives in and breaks in half. - ";
				next;
				mes "[Worker]";
				mes "Ah!!!";
				emotion e_sob,"Worker#ep13bs";
				emotion e_sob,1;
				next;
				mes "[Worker]";
				mes "I can't just care about pride now.";
				mes "Let me introduce myself, I am ^0000FFGill^000000.";
				next;
				mes "[Gill]";
				mes "I need a screw to stablize our tent, and it can be found from the ^0000FFHillslion^000000 monster.";
				mes "Please help me collect ^0000FF30 Horns of Hillslion^000000, and that should be enough for now.";
				next;
				mes "[Gill]";
				mes "I'm really sorry, so please hurry.";
				ep13_2_bs1 = 2;
				setquest 11105;
				close;
			}
			else if (ep13_2_bs1 == 2) {
				if (countitem(Horn_Of_Hilsrion) > 29) {
					mes "[Gill]";
					mes "You helped me collect all of the Horns of Hillslion?";
					mes "Thank you so much.";
					next;
					mes "[Gill]";
					mes "It's all because of you, we are able to prevent anything disastrous.";
					mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
					delitem Horn_Of_Hilsrion,30;
					ep13_2_bs1 = 3;
					completequest 11105;
					close;
				}
				else {
					mes "[Gill]";
					mes "Making you do something like this, I feel ashamed.";
					close;
				}
			}
			else if (ep13_2_bs1 == 3) {
				mes "[Gill]";
				mes "Thank you for helping me.";
				mes "^0000FFEven though you're also an alien race, but compared to the vile Fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+".";
				close;
			}
			else {
				mes "[Worker]";
				mes "This is too dangerous, it's become too loose...";
				mes "It must be replaced soon...";
				close;
			}
		}
		else {
			mes "[Gill]";
			mes "You're here again?";
			mes "Talking with someone occasionally is quite relaxing.";
			close;
		}
	}
	else {
		mes "[Worker]";
		mes "Ehahdie O Ehai";
		mes "Ohek Hekdh I dkek";
		mes "Ohehp Qe Tehdhah";
		next;
		mes "[Worker]";
		mes "Ehaodke Thdieqak Khehdi";
		mes "PHhdkel";
		mes "Thhdqdcczk U dheagelokd dok";
		next;
		mes "- You can't understand what he's saying. - ";
		close;
	}
}

//== Yggdrasil Dungeon Floor 2 puzzle :: ny_dun02_puzzle ===
nyd_dun02,178,255,0	script	Strange Device#ep13_out	CLEAR_NPC,3,3,{
	mes "There's something strange here.";
	mes "Maybe that device can be controlled from here.";
	next;
	switch(select("Try to control.", "Don't try to control it.")) {
		case 1:
			mes "You press the device buttons and it suddenly becomes dark.";
			close2;
			warp "nyd_dun02",139,268;
			end;

		case 2:
			mes "You decide to leave it alone.";
			close;
	}

OnTouch:
	specialeffect EF_LEVEL99_4;
	end;
}

nyd_dun02,139,274,0	script	Strange Device#ep13_in	CLEAR_NPC,3,3,{
	if ($@08_ep13nydun02_in == 1) {
		mes "The device has already been activated.";
		mes "You must wait for the controls to reset.";
		close;
	}
	else {
		mes "There's a controllable device here.";
		mes "You might be able to control that device from here.";
		next;
		switch(select("Control.", "Quit.")) {
		case 1:
			if ($@08_ep13nydun02_in == 1) {
				mes "Seems to have been started.";
				close;
			}
			else {
				$@08_ep13nydun02_in = 1;
				.@way_loot = rand(1,2);
				if (.@way_loot == 1) {
					donpcevent "ep13_warp_s1::OnEnable";
					donpcevent "ep13_warp_11::OnEnable";
					donpcevent "ep13_warp_21::OnEnable";
					donpcevent "ep13_warp_22::OnEnable";
					donpcevent "ep13_warp_22_2::OnEnable";
				}
				else {
					donpcevent "ep13_warp_s3::OnEnable";
					donpcevent "ep13_warp_13::OnEnable";
					donpcevent "ep13_warp_14::OnEnable";
					donpcevent "ep13_warp_24::OnEnable";
					donpcevent "ep13_warp_24_2::OnEnable";
				}
				initnpctimer;
				mes "The device is now on.";
				mes "Panels have appeared across the ledge.";
				close;
			}
		case 2:
			mes "You decide not to control the device.";
			close;
		}
	}
	end;

OnTimer70000:
	donpcevent "ep13_nd2f_mng::OnReset";
	$@08_ep13nydun02_in = 0;
	stopnpctimer;
	end;

OnTouch:
	specialeffect EF_LEVEL99_4;
	end;
}

-	script	ep13_warp_s_0	FAKE_NPC,{
OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	initnpctimer;
OnTimer2000:
OnTimer4000:
OnTimer6000:
	specialeffect EF_WIND;
	end;

OnTimer8000:
	specialeffect EF_STEAL;
	end;

OnTimer10000:
	specialeffect EF_STEAL;
	disablenpc strnpcinfo(NPC_NAME);
	end;

OnDisable:
	specialeffect EF_WIND;
	disablenpc strnpcinfo(NPC_NAME);
	end;
}

-	script	ep13_warp_s_1	FAKE_NPC,{
OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	initnpctimer;
OnTimer2000:
OnTimer4000:
OnTimer6000:
	specialeffect EF_WIND;
	end;

OnTimer8000:
OnTimer10000:
	specialeffect EF_STEAL;
	end;

OnTimer12000:
	specialeffect EF_STEAL;
	disablenpc strnpcinfo(NPC_NAME);
	end;

OnDisable:
	specialeffect EF_WIND;
	disablenpc strnpcinfo(NPC_NAME);
	end;
}

-	script	ep13_warp_s_2	FAKE_NPC,{
OnEnable:
	enablenpc strnpcinfo(NPC_NAME);
	initnpctimer;
OnTimer2000:
OnTimer4000:
OnTimer6000:
OnTimer8000:
	specialeffect EF_WIND;
	end;

OnTimer10000:
OnTimer12000:
	specialeffect EF_STEAL;
	end;

OnTimer15000:
	specialeffect EF_STEAL;
	disablenpc strnpcinfo(NPC_NAME);
	end;

OnDisable:
	specialeffect EF_WIND;
	disablenpc strnpcinfo(NPC_NAME);
	end;
}

-	script	ep13_warp_w_0	FAKE_NPC,{
OnTouch:
	warp "nyd_dun01",214,68;
	end;
}

nyd_dun02,143,272,0	duplicate(ep13_warp_s_0)	ep13_warp_s1	HIDDEN_WARP_NPC
nyd_dun02,143,266,0	duplicate(ep13_warp_s_0)	ep13_warp_s3	HIDDEN_WARP_NPC
nyd_dun02,146,272,0	duplicate(ep13_warp_s_0)	ep13_warp_11	HIDDEN_WARP_NPC
nyd_dun02,146,266,0	duplicate(ep13_warp_s_0)	ep13_warp_13	HIDDEN_WARP_NPC
nyd_dun02,149,260,0	duplicate(ep13_warp_s_0)	ep13_warp_25	HIDDEN_WARP_NPC
nyd_dun02,149,257,0	duplicate(ep13_warp_s_0)	ep13_warp_26	HIDDEN_WARP_NPC
nyd_dun02,152,270,0	duplicate(ep13_warp_s_0)	ep13_warp_31	HIDDEN_WARP_NPC
nyd_dun02,152,264,0	duplicate(ep13_warp_s_0)	ep13_warp_33	HIDDEN_WARP_NPC
nyd_dun02,155,269,0	duplicate(ep13_warp_s_0)	ep13_warp_41	HIDDEN_WARP_NPC
nyd_dun02,155,254,0	duplicate(ep13_warp_s_0)	ep13_warp_46	HIDDEN_WARP_NPC
nyd_dun02,158,263,0	duplicate(ep13_warp_s_0)	ep13_warp_52	HIDDEN_WARP_NPC
nyd_dun02,158,254,0	duplicate(ep13_warp_s_0)	ep13_warp_55	HIDDEN_WARP_NPC
nyd_dun02,161,261,0	duplicate(ep13_warp_s_0)	ep13_warp_62	HIDDEN_WARP_NPC
nyd_dun02,161,255,0	duplicate(ep13_warp_s_0)	ep13_warp_64	HIDDEN_WARP_NPC
nyd_dun02,161,249,0	duplicate(ep13_warp_s_0)	ep13_warp_66	HIDDEN_WARP_NPC
nyd_dun02,164,261,0	duplicate(ep13_warp_s_0)	ep13_warp_71	HIDDEN_WARP_NPC
nyd_dun02,164,255,0	duplicate(ep13_warp_s_0)	ep13_warp_73	HIDDEN_WARP_NPC
nyd_dun02,164,249,0	duplicate(ep13_warp_s_0)	ep13_warp_75	HIDDEN_WARP_NPC
nyd_dun02,167,249,0	duplicate(ep13_warp_s_0)	ep13_warp_84	HIDDEN_WARP_NPC
nyd_dun02,170,257,0	duplicate(ep13_warp_s_0)	ep13_warp_91	HIDDEN_WARP_NPC
nyd_dun02,170,254,0	duplicate(ep13_warp_s_0)	ep13_warp_92	HIDDEN_WARP_NPC
nyd_dun02,170,248,0	duplicate(ep13_warp_s_0)	ep13_warp_94	HIDDEN_WARP_NPC
nyd_dun02,170,245,0	duplicate(ep13_warp_s_0)	ep13_warp_95	HIDDEN_WARP_NPC

nyd_dun02,146,263,0	duplicate(ep13_warp_s_1)	ep13_warp_14	HIDDEN_WARP_NPC
nyd_dun02,149,272,0	duplicate(ep13_warp_s_1)	ep13_warp_21	HIDDEN_WARP_NPC
nyd_dun02,152,258,0	duplicate(ep13_warp_s_1)	ep13_warp_35	HIDDEN_WARP_NPC
nyd_dun02,155,266,0	duplicate(ep13_warp_s_1)	ep13_warp_42	HIDDEN_WARP_NPC
nyd_dun02,158,251,0	duplicate(ep13_warp_s_1)	ep13_warp_56	HIDDEN_WARP_NPC
nyd_dun02,164,258,0	duplicate(ep13_warp_s_1)	ep13_warp_72	HIDDEN_WARP_NPC
nyd_dun02,164,246,0	duplicate(ep13_warp_s_1)	ep13_warp_76	HIDDEN_WARP_NPC
nyd_dun02,167,255,0	duplicate(ep13_warp_s_1)	ep13_warp_82	HIDDEN_WARP_NPC
nyd_dun02,170,251,0	duplicate(ep13_warp_s_1)	ep13_warp_93	HIDDEN_WARP_NPC

nyd_dun02,149,269,0	duplicate(ep13_warp_s_2)	ep13_warp_22	HIDDEN_WARP_NPC
nyd_dun02,149,263,0	duplicate(ep13_warp_s_2)	ep13_warp_24	HIDDEN_WARP_NPC
nyd_dun02,155,263,0	duplicate(ep13_warp_s_2)	ep13_warp_43	HIDDEN_WARP_NPC
nyd_dun02,155,257,0	duplicate(ep13_warp_s_2)	ep13_warp_45	HIDDEN_WARP_NPC
nyd_dun02,161,264,0	duplicate(ep13_warp_s_2)	ep13_warp_61	HIDDEN_WARP_NPC
nyd_dun02,161,252,0	duplicate(ep13_warp_s_2)	ep13_warp_65	HIDDEN_WARP_NPC
nyd_dun02,167,258,0	duplicate(ep13_warp_s_2)	ep13_warp_81	HIDDEN_WARP_NPC
nyd_dun02,167,252,0	duplicate(ep13_warp_s_2)	ep13_warp_83	HIDDEN_WARP_NPC
nyd_dun02,167,246,0	duplicate(ep13_warp_s_2)	ep13_warp_85	HIDDEN_WARP_NPC
nyd_dun02,173,251,0	duplicate(ep13_warp_s_2)	ep13_warp_e1	HIDDEN_WARP_NPC
nyd_dun02,173,248,0	duplicate(ep13_warp_s_2)	ep13_warp_e2	HIDDEN_WARP_NPC
nyd_dun02,173,245,0	duplicate(ep13_warp_s_2)	ep13_warp_e3	HIDDEN_WARP_NPC

nyd_dun02,143,269,0	duplicate(ep13_warp_w_0)	ep13_warp_s2	HIDDEN_WARP_NPC,1,1
nyd_dun02,143,263,0	duplicate(ep13_warp_w_0)	ep13_warp_s4	HIDDEN_WARP_NPC,1,1
nyd_dun02,146,269,0	duplicate(ep13_warp_w_0)	ep13_warp_12	HIDDEN_WARP_NPC,1,1
nyd_dun02,146,260,0	duplicate(ep13_warp_w_0)	ep13_warp_15	HIDDEN_WARP_NPC,1,1
nyd_dun02,149,266,0	duplicate(ep13_warp_w_0)	ep13_warp_23	HIDDEN_WARP_NPC,1,1
nyd_dun02,152,267,0	duplicate(ep13_warp_w_0)	ep13_warp_32	HIDDEN_WARP_NPC,1,1
nyd_dun02,152,261,0	duplicate(ep13_warp_w_0)	ep13_warp_34	HIDDEN_WARP_NPC,1,1
nyd_dun02,155,260,0	duplicate(ep13_warp_w_0)	ep13_warp_44	HIDDEN_WARP_NPC,1,1
nyd_dun02,158,266,0	duplicate(ep13_warp_w_0)	ep13_warp_51	HIDDEN_WARP_NPC,1,1
nyd_dun02,158,260,0	duplicate(ep13_warp_w_0)	ep13_warp_53	HIDDEN_WARP_NPC,1,1
nyd_dun02,158,257,0	duplicate(ep13_warp_w_0)	ep13_warp_54	HIDDEN_WARP_NPC,1,1
nyd_dun02,161,258,0	duplicate(ep13_warp_w_0)	ep13_warp_63	HIDDEN_WARP_NPC,1,1
nyd_dun02,164,252,0	duplicate(ep13_warp_w_0)	ep13_warp_74	HIDDEN_WARP_NPC,1,1
nyd_dun02,173,242,0	duplicate(ep13_warp_w_0)	ep13_warp_e4	HIDDEN_WARP_NPC,1,1

nyd_dun02,149,269,0	script	ep13_warp_22_2	HIDDEN_WARP_NPC,1,1,{
OnInit:
OnDisable:
	disablenpc "ep13_warp_22_2";
	end;

OnEnable:
	enablenpc "ep13_warp_22_2";
	end;

OnTouch:
	donpcevent "ep13_warp_31::OnEnable";
	donpcevent "ep13_warp_41::OnEnable";
	donpcevent "ep13_warp_42::OnEnable";
	donpcevent "ep13_warp_43::OnEnable";
	donpcevent "ep13_warp_43_2::OnEnable";
	donpcevent "ep13_warp_22_2::OnDisable";
	end;
}

nyd_dun02,149,263,0	script	ep13_warp_24_2	HIDDEN_WARP_NPC,1,1,{
OnEnable:
	enablenpc "ep13_warp_24_2";
	end;

OnTouch:
	if (rand(2)) {
		donpcevent "ep13_warp_33::OnEnable";
		donpcevent "ep13_warp_43::OnEnable";
		donpcevent "ep13_warp_43_2::OnEnable";
	}
	else {
		donpcevent "ep13_warp_25::OnEnable";
		donpcevent "ep13_warp_26::OnEnable";
		donpcevent "ep13_warp_35::OnEnable";
		donpcevent "ep13_warp_45::OnEnable";
		donpcevent "ep13_warp_45_2::OnEnable";
	}
OnInit:
OnDisable:
	disablenpc "ep13_warp_24_2";
	end;
}

nyd_dun02,155,263,0	script	ep13_warp_43_2	HIDDEN_WARP_NPC,1,1,{
OnInit:
OnDisable:
	disablenpc "ep13_warp_43_2";
	end;

OnEnable:
	enablenpc "ep13_warp_43_2";
	end;

OnTouch:
	donpcevent "ep13_warp_52::OnEnable";
	donpcevent "ep13_warp_61::OnEnable";
	donpcevent "ep13_warp_61_2::OnEnable";
	donpcevent "ep13_warp_43_2::OnDisable";
	end;
}

nyd_dun02,155,257,0	script	ep13_warp_45_2	HIDDEN_WARP_NPC,1,1,{
OnInit:
OnDisable:
	disablenpc "ep13_warp_45_2";
	end;

OnEnable:
	enablenpc "ep13_warp_45_2";
	end;

OnTouch:
	donpcevent "ep13_warp_46::OnEnable";
	donpcevent "ep13_warp_55::OnEnable";
	donpcevent "ep13_warp_56::OnEnable";
	donpcevent "ep13_warp_65::OnEnable";
	donpcevent "ep13_warp_65_2::OnEnable";
	donpcevent "ep13_warp_45_2::OnDisable";
	end;
}

nyd_dun02,161,264,0	script	ep13_warp_61_2	HIDDEN_WARP_NPC,1,1,{
OnInit:
OnDisable:
	disablenpc "ep13_warp_61_2";
	end;

OnEnable:
	enablenpc "ep13_warp_61_2";
	end;

OnTouch:
	donpcevent "ep13_warp_62::OnEnable";
	donpcevent "ep13_warp_71::OnEnable";
	donpcevent "ep13_warp_72::OnEnable";
	donpcevent "ep13_warp_81::OnEnable";
	donpcevent "ep13_warp_81_2::OnEnable";
	donpcevent "ep13_warp_61_2::OnDisable";
	end;
}

nyd_dun02,161,252,0	script	ep13_warp_65_2	HIDDEN_WARP_NPC,1,1,{
OnEnable:
	enablenpc "ep13_warp_65_2";
	end;

OnTouch:
	if (rand(2)) {
		donpcevent "ep13_warp_64::OnEnable";
		donpcevent "ep13_warp_73::OnEnable";
		donpcevent "ep13_warp_82::OnEnable";
		donpcevent "ep13_warp_83::OnEnable";
		donpcevent "ep13_warp_83_2::OnEnable";
	}
	else {
		donpcevent "ep13_warp_66::OnEnable";
		donpcevent "ep13_warp_75::OnEnable";
		donpcevent "ep13_warp_76::OnEnable";
		donpcevent "ep13_warp_85::OnEnable";
		donpcevent "ep13_warp_85_2::OnEnable";
	}
OnInit:
OnDisable:
	disablenpc "ep13_warp_65_2";
	end;
}

nyd_dun02,167,258,0	script	ep13_warp_81_2	HIDDEN_WARP_NPC,1,1,{
OnInit:
OnDisable:
	disablenpc "ep13_warp_81_2";
	end;

OnEnable:
	enablenpc "ep13_warp_81_2";
	end;

OnTouch:
	donpcevent "ep13_warp_91::OnEnable";
	donpcevent "ep13_warp_92::OnEnable";
	donpcevent "ep13_warp_93::OnEnable";
	donpcevent "ep13_warp_e1::OnEnable";
	donpcevent "ep13_warp_81_2::OnDisable";
	end;
}

nyd_dun02,167,252,0	script	ep13_warp_83_2	HIDDEN_WARP_NPC,1,1,{
OnInit:
OnDisable:
	disablenpc "ep13_warp_83_2";
	end;

OnEnable:
	enablenpc "ep13_warp_83_2";
	end;

OnTouch:
	donpcevent "ep13_warp_84::OnEnable";
	donpcevent "ep13_warp_94::OnEnable";
	donpcevent "ep13_warp_e2::OnEnable";
	donpcevent "ep13_warp_83_2::OnDisable";
	end;
}

nyd_dun02,167,246,0	script	ep13_warp_85_2	HIDDEN_WARP_NPC,1,1,{
OnInit:
OnDisable:
	disablenpc "ep13_warp_85_2";
	end;

OnEnable:
	enablenpc "ep13_warp_85_2";
	end;

OnTouch:
	donpcevent "ep13_warp_95::OnEnable";
	donpcevent "ep13_warp_e3::OnEnable";
	donpcevent "ep13_warp_85_2::OnEnable";
	end;
}

nyd_dun01,255,142,0	warp	nynm_dun1f_to_2f	1,1,nyd_dun02,61,265
nyd_dun02,56,264,0	warp	nynm_dun2f_to_1f	1,1,nyd_dun01,249,143

nyd_dun02,1,1,0	script	ep13_nd2f_mng	CLEAR_NPC,{
	callfunc "F_GM_NPC";
	mes "Enter password.";
	next;
	if (callfunc("F_GM_NPC",1854,0) == 1) {
		mes "Reset Control devices?";
		next;
		switch(select("Yes", "No")) {
		case 1:
			donpcevent "ep13_nd2f_mng::OnReset";
			$@08_ep13nydun02_in = 0;
			mes "Done.";
			close;
		case 2:
			mes "Canceled.";
			close;
		}
	} else {
		mes "Invalid.";
		close;
	}

OnReset:
	donpcevent "ep13_warp_s1::OnEnable";
	donpcevent "ep13_warp_s3::OnEnable";

	donpcevent "ep13_warp_11::OnEnable";
	donpcevent "ep13_warp_13::OnEnable";
	donpcevent "ep13_warp_14::OnEnable";

	donpcevent "ep13_warp_21::OnEnable";
	donpcevent "ep13_warp_22::OnEnable";
	donpcevent "ep13_warp_24::OnEnable";
	donpcevent "ep13_warp_25::OnEnable";
	donpcevent "ep13_warp_26::OnEnable";

	donpcevent "ep13_warp_31::OnEnable";
	donpcevent "ep13_warp_33::OnEnable";
	donpcevent "ep13_warp_35::OnEnable";

	donpcevent "ep13_warp_41::OnEnable";
	donpcevent "ep13_warp_42::OnEnable";
	donpcevent "ep13_warp_43::OnEnable";
	donpcevent "ep13_warp_45::OnEnable";
	donpcevent "ep13_warp_46::OnEnable";

	donpcevent "ep13_warp_52::OnEnable";
	donpcevent "ep13_warp_55::OnEnable";
	donpcevent "ep13_warp_56::OnEnable";

	donpcevent "ep13_warp_61::OnEnable";
	donpcevent "ep13_warp_62::OnEnable";
	donpcevent "ep13_warp_64::OnEnable";
	donpcevent "ep13_warp_65::OnEnable";
	donpcevent "ep13_warp_66::OnEnable";

	donpcevent "ep13_warp_71::OnEnable";
	donpcevent "ep13_warp_72::OnEnable";
	donpcevent "ep13_warp_73::OnEnable";
	donpcevent "ep13_warp_75::OnEnable";
	donpcevent "ep13_warp_76::OnEnable";

	donpcevent "ep13_warp_81::OnEnable";
	donpcevent "ep13_warp_82::OnEnable";
	donpcevent "ep13_warp_83::OnEnable";
	donpcevent "ep13_warp_84::OnEnable";
	donpcevent "ep13_warp_85::OnEnable";

	donpcevent "ep13_warp_91::OnEnable";
	donpcevent "ep13_warp_92::OnEnable";
	donpcevent "ep13_warp_93::OnEnable";
	donpcevent "ep13_warp_94::OnEnable";
	donpcevent "ep13_warp_95::OnEnable";

	donpcevent "ep13_warp_e1::OnEnable";
	donpcevent "ep13_warp_e2::OnEnable";
	donpcevent "ep13_warp_e3::OnEnable";

	donpcevent "ep13_warp_22_2::OnDisable";
	donpcevent "ep13_warp_24_2::OnDisable";
	donpcevent "ep13_warp_43_2::OnDisable";
	donpcevent "ep13_warp_45_2::OnDisable";
	donpcevent "ep13_warp_61_2::OnDisable";
	donpcevent "ep13_warp_65_2::OnDisable";
	donpcevent "ep13_warp_81_2::OnDisable";
	donpcevent "ep13_warp_83_2::OnDisable";
	donpcevent "ep13_warp_85_2::OnDisable";
	end;
}
