//===== rAthena Script =======================================
//= Lasagna NPCs.
//===== Description: =========================================
//--- Lasagna NPCs from iRO playing conversion.
// Notes:
//- lasagna_quest[0] <-> 1st part variable
//- lasagna_quest[1] <-> 2nd part variable up to Tartufi
//- lasagna_quest[2] <-> Kazu Quest (lvl 110-140 req)
//-- Some questinfo condition may be inaccurate.
//===== Changelogs: ==========================================
//= 1.0 First version. [Capuche]
//============================================================

lasa_fild01,47,297,0	script	#doint_evt01	HIDDEN_WARP_NPC,1,1,{
	end;
OnTouch:
	if (Class == Job_Summoner && isbegin_quest(7711) == 0) {
		setpcblock PCBLOCK_NPC, true;
		sleep2 100;
		setpcblock PCBLOCK_NPC, false;
		npctalk "Hey, newbie! Get over here!", "Vigilante Ajegna#doram0", bc_self;
		npctalk "Come on over here! Click me, quick!", "Vigilante Ajegna#doram0", bc_self;
		setquest 7711;// Beginning
	}
	end;
}

lasa_fild01,49,304,3	script	Vigilante Ajegna#doram0	4_DR_SOLDIER,{
	if (Class != Job_Summoner) {
		mes "[Vigilante Ajegna]";
		mes "Huh? I doubt you're from Far-Star.";
		mes "I get it! You're from the New Continent, aren't you?";
		next;
		mes "[Vigilante Ajegna]";
		mes "If you're planning to cross that ridge, I wouldn't recommend it.";
		mes "Why don't you just return to your village from here?";
		close;
	}
	switch( isbegin_quest(7712) ) {
	case 0:
		mes "[Vigilante Ajegna]";
		mes "Oh, there you go!";
		mes "You can talk to others in the same way you just spoke to me.";
		next;
		mes "!- Notice -!";
		mes "^4d4dffBasically, you talk by left-clicking the mouse button while hovering the cursor over an NPC.";
		mes "Left-click the mouse button to talk with an NPC, move about and attack a target.^000000";
		cutin "tutorial01.bmp",4;
		next;
		cutin "",255;
		mes "[Vigilante Ajegna]";
		mes "Good work crossing over the mountain, newbie.";
		mes "Just like yourself, there are a bunch of people who are crossing this mountain range these days to reach the ^4d4dffNew Continent^000000.";
		next;
		mes "[Vigilante Ajegna]";
		mes "Honestly, I was surprised, too.";
		mes "I never imagined even in my wildest dreams that there would be any other continent other than ^4d4dffMidgard^000000 or ^4d4dffFar-Star,^000000 which we live in.";
		next;
		mes "[Vigilante Ajegna]";
		mes "That explains the slew of Dorams, who simply wander about, in ^4d4dffLasagna^000000, which was nothing but a fishing village in the border area.";
		next;
		mes "[Vigilante Ajegna]";
		mes "What's worse is that the Dorams who come from outside of Lasagna would often cause problems. This is really causing a headache for the Vigilante Corp.";
		mes "A Vigilante's job is to assist the Dorams who are in the New Continent expedition, in addition to maintaining public order, so please help.";
		next;
		mes "[Vigilante Ajegna]";
		mes "Do you see the Doram over there? He's ^4d4dffAglio^000000. He'll let you in on some useful stuff. Go meet the guy.";
		if (isbegin_quest(7711) == 0)
			setquest 7711;
		completequest 7711;// Beginning
		setquest 7712;// Where am I? Who am I??
		close;
	case 1:
		mes "[Vigilante Ajegna]";
		mes "I should welcome the new Dorams coming in here.";
		mes "^4d4dffAglio^000000 will let you in on more details. He's right over there.";
		next;
		mes "[Vigilante Ajegna]";
		mes "Aglio is one of the very, I mean, very good Doram in the Farfalle Vigilante Corp, so watch and learn!";
		close;
	case 2:
		mes "[Vigilante Ajegna]";
		mes "If you have any questions, don't hesitate to ask him.";
		mes "Don't be a stranger even when you're out on the New Continent!";
		next;
		mes "[Vigilante Ajegna]";
		mes "The Lasagna Port is over that way!";
		mes "Don't tell me you're here because you didn't know that.";
		close;
	}
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(7712)" );
	end;
}

lasa_fild01,53,322,3	script	Applicant Paul#doramt13	4_M_MERCAT1,4,4,{
	if (Class != Job_Summoner) {
		mes "[Paul]";
		mes "~Shrieks~ You startled me!";
		mes "A human? Wow, what an odd-looking one!";
		close;
	}
	switch( isbegin_quest(7723) ) {
	case 0:
		mes "[Paul]";
		mes "So, you're that adventurer Doram, eh?";
		mes "Hey, what do you think?";
		mes "You agree with me about damage, right? STR comes first!";
		next;
		mes "[Paul]";
		mes "You need to be on the offense to win the battle.";
		mes "^4d4dffThe quickest way to boost ATK is to boost STR^000000!";
		next;
		mes "[MacCarnie]";
		mes "...Reckless attacks are of no use!";
		mes "No attack will work if you miss the target!";
		next;
		mes "[MacCarnie]";
		mes "So, ^4d4dffyou need to boost DEX first to increase Accuracy^000000.";
		mes "It doesn't matter how strong you are. You need to hit the target first!";
		next;
		mes "[MacCarnie]";
		mes "I refuse to use martial arts willy-nilly as you do!";
		mes "^4d4dffI'm using the summoning skill by boosting INT for magical attacks!^000000";
		next;
		mes "[Paul]";
		mes "Pfff! What's wrong with using the summoning skills to complement the physical skills?";
		mes "Are you implying that I haven't got a clue?";
		next;
		mes "[MacCarnie]";
		mes "...That's not what I meant! This cat's brains must be full of fat!";
		next;
		mes "[Vigilante Gnocchi]";
		mes "...Stop fighting, you two!";
		mes "Hey, there. Newcomer.";
		mes "You can ask me if there is something you'd like to know.";
		npctalk "You can ask me if there is something you'd like to know.", "Vigilante Gnocchi#doramt13", bc_self;
		setquest 7723;// The potential within
		close;
	case 1:
		mes "[Paul]";
		mes "He might tell you What's good about being a Vigilante, so go ahead and ask him.";
		mes "He'll prove that I was right, after all.";
		close;
	case 2:
		mes "[Paul]";
		mes "So, is this all about boosting your abilities based on your competencies?";
		next;
		mes "[Paul]";
		mes "Come to think of it, there is a ^4d4dffhypnotist^000000 in the village.";
		mes "^4d4dffYou can reset skills and statuses through a hypnotist^000000. Just so you know that you can.";
		close;
	}
OnTouch:
	if (Class == Job_Summoner && isbegin_quest(7723) == 0) {
		setpcblock PCBLOCK_NPC, true;
		npctalk "You, dimwit! Nothing beats damage! You should boost your STR first!", "Applicant Paul#doramt13", bc_self;
		sleep2 2000;
		npctalk "You have no idea! DEX comes first if you want your attack to be successful!!", "Applicant MacCarnie#doramt13", bc_self;
		sleep2 1000;
		setpcblock PCBLOCK_NPC, false;
		emotion ET_STARE, getnpcid(0, "Applicant Paul#doramt13");
		emotion ET_OHNO, getnpcid(0, "Applicant MacCarnie#doramt13");
	}
	end;
OnInit:
	if (strnpcinfo(0) == "Applicant Paul#doramt13")
		questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(7723)" );
	end;
}
lasa_fild01,50,321,6	duplicate(Applicant Paul#doramt13)	Applicant MacCarnie#doramt13	4_M_MERCAT1

lasa_fild01,54,325,3	script	Vigilante Gnocchi#doramt13	4_DR_SOLDIER,{
	if (Class != Job_Summoner) {
		mes "[Vigilante Gnocchi]";
		mes "Ahem! This is like a gateway to the Far-Star Continent.";
		mes "No more humans are allowed!";
		close;
	}
	switch( isbegin_quest(7723) ) {
	case 0:
		npctalk "Do you happen to know why they are making so much noise?", "", bc_self;
		end;
	case 1:
		mes "[Vigilante Gnocchi]";
		mes "So they were having an animated discussion over status.";
		next;
		break;
	case 2:
		mes "[Vigilante Gnocchi]";
		mes "Do you need more explanation on the status?";
		next;
		if (select( "Yes.", "No." ) == 2) {
			mes "[Vigilante Gnocchi]";
			mes "Up to level 49, the village hypnotist will reset your stats and skills.";
			mes "This will let you practice and experiment which will help find the path that works for you.";
			close;
		}
		break;
	}
	mes "[Vigilante Gnocchi]";
	mes "Press the ^4d4dffAlt+Q^000000 keys to view your physical stats.";
	mes "Calibration is also available depending on your equipment.";
	next;
	mes "[Vigilante Gnocchi]";
	mes "Let me explain the statuses in detail.";
	mes "^4d4dffSTR means strength^000000. It ^4d4dffboosts physical attacks^000000.";
	next;
	mes "[Vigilante Gnocchi]";
	mes "^4d4dffVIT is vitality which indicates health^000000. This is what ^4d4dffboosts your overall HP^000000.";
	mes "^4d4dffAGI means agility^000000. It affects ^4d4dffevasion and attack speed^000000.";
	next;
	mes "[Vigilante Gnocchi]";
	mes "^4d4dffINT refers to intelligence and MATK means magical attack^000000. If your skills are centered on magic, you must boost INT first and foremost.";
	next;
	mes "[Vigilante Gnocchi]";
	mes "^4d4dffDEX is related with dexterity and accuracy^000000.";
	mes "You can both quicken casting speed and boost the accuracy of your attacks.";
	next;
	mes "[Vigilante Gnocchi]";
	mes "^4d4dffLUK means luck; the more luck you have, the higher your critical hit rate (CRI) becomes^000000.";
	mes "It also means you can dodge an enemy's attack more easily.";
	next;
	mes "[Vigilante Gnocchi]";
	mes "If you want to boost your physical attacks, focus on STR. If what you want is magical attacks, go for INT. Got it?";
	next;
	mes "[Vigilante Gnocchi]";
	mes "DEX is highly crucial in the early stages because it is what boosts Accuracy.";
	mes "This can be a difficult concept to get, so you should try boosting this and that to find your own way.";
	if (isbegin_quest(7723) == 1) {
		completequest 7723;// The potential within
		getexp 50,50;
		next;
		mes "[Vigilante Gnocchi]";
		mes "I wish you godspeed!";
	}
	close;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(7723) == 1" );
	end;
}

lasa_fild01,60,322,3	script	Vigilante Aglio#doram02	4_DR_AGLIO,{
	if (Class != Job_Summoner) {
		mes "[Vigilante Aglio]";
		mes "Oh! You must be the famous strangers from the New Continent, eh?";
		mes "Out-of-towner Dorams abound in this place, I definitely don't want any more of them.";
		next;
		mes "[Vigilante Aglio]";
		mes "Wouldn't they be surprised to see you guys?";
		mes "Moreover, it's dangerous to cross the mountain ridge.";
		mes "This is for your own good. Just go back to where you come from.";
		close;
	}
	if (checkweight(1001,2) == 0) {
		mes "- Hold on a second here!! -";
		mes "- You have too many items. -";
		mes "- That means you can no longer receive any items. -";
		mes "- Free up some space -";
		mes "- and try again. -";
		close;
	}
	if (lasagna_quest[0] == 0) {
		mes "[Vigilante Aglio]";
		mes "Oh, hello?";
		mes "I'm Aglio. I'm going to be your attendant from this point on.";
		mes "Consider it a privilege.";
		mes "Because I'm one of the ace members of the Farfalle Vigilante Corp.";
		next;
		mes "[Vigilante Aglio]";
		mes "I'm sure I can be of help for just about anything.";
		mes "First off, let's see what you've got.";
		next;
		mes "[Vigilante Aglio]";
		mes "Hang on. Let me check if you are properly equipped first.";
		mes "You don't want to fight with bare hands, now do you?";
		mes "^4d4dffYou should equip your weapons.^000000";
		next;
		cutin "tutorial03.BMP",4;
		mes "!- Notice -!";
		mes "^4d4dffYou can use or equip an item by double-clicking it.";
		mes "Open or close the item window with the shortcut key [Alt+E].";
		next;
		mes "!- Notice -!";
		mes "^4d4dffCheck out your equipped items easily by pressing the shortcut key [Alt+Q].";
		mes "Simply drag the appropriate items to the area you'd like to equip.^000000";
		next;
		cutin "",255;
		mes "[Vigilante Aglio]";
		mes "Now that we've checked your weapons, why don't we take a look at a target to hunt?";
		mes "Do you see those ^4d4dffEggring^000000 wandering around over there?";
		next;
		mes "[Vigilante Aglio]";
		mes "They may look dumb but they can be a real pain in the butt. They will pick up and eat anything they come across.";
		mes "They are a dime a dozen around here, so they're a great target for the novice Dorams to test their worth on.";
		next;
		mes "[Vigilante Aglio]";
		mes "Go ahead and get rid of some ^4d4dffEggring^000000, will you? ^4d4dffThree^000000 should do for now.";
		if (isbegin_quest(7712) == 0)
			setquest 7712;// Where am I? Who am I??
		completequest 7712;
		setquest 7713;// First Battle!
		lasagna_quest[0] = 1;
		next;
		cutin "tutorial02.BMP",4;
		mes "^4d4dff!- Notice -!^000000";
		mes "You have accepted a quest from an NPC.";
		mes "^4d4dffCheck out the quest details by pressing the shortcut key [Alt+U],^000000 or through the Quest icon found in the menu tray.^000000";
		close3;
	}
	if (lasagna_quest[0] == 1 || lasagna_quest[0] == 2 || lasagna_quest[0] == 3) {
		if (lasagna_quest[0] == 1) {
			if (checkquest(7713,HUNTING) < 2) {
				mes "[Vigilante Aglio]";
				mes "Alright, to warm up, go and eliminate ^4d4dffthree Eggrings^000000.";
				next;
				mes "[Vigilante Aglio]";
				mes "What do they look like? You'll see just by glancing at them right away. You can't miss them!";
				mes "They abound around here. Go get them, tiger!";
				next;
				cutin "tutorial02.BMP",4;
				mes "^4d4dff!- Notice -!^000000";
				mes "^4d4dffCheck out the quest details by pressing the shortcut key [Alt+U],^000000 or through the Quest icon found in the menu tray.^000000";
				close;
			}
			mes "[Vigilante Aglio]";
			mes "Whoa, you're good!";
			mes "I should've seen that in you because crossing the mountains is never easy.";
			next;
			mes "[Vigilante Aglio]";
			mes "I believe you can do very well, even in a new location.";
			mes "Here, take this.";
			next;
			mes "[Vigilante Aglio]";
			mes "I brought some snacks for you.";
			mes "It's cool apple juice!";
			completequest 7713;// First Battle!
			getexp 70,70;
			setquest 7714;// Refreshing Apple Juice
			lasagna_quest[0] = 2;
			getitem 531,1;// Apple Juice
			next;
		}
		if (lasagna_quest[0] == 2) {
			if (countitem(531) > 0) {
				mes "[Vigilante Aglio]";
				mes "Click the 'Item' icon in the basic information window found in the upper left-hand side to open the item window.";
				next;
				mes "[Vigilante Aglio]";
				mes "The item window comes with four tabs.";
				mes "Items are automatically placed into the Item, Gear and Etc tabs, depending on their type.";
				next;
				mes "[Vigilante Aglio]";
				mes "To use or equip an item, ^4d4dffdouble-click that item^000000, or";
				mes "^4d4dffdrag it to the Equipment window^000000 to use.";
				next;
				cutin "tutorial03.BMP",4;
				mes "!- Notice -!";
				mes "^4d4dffYou can use or equip an item by double-clicking it.";
				mes "Open or close the item window with the shortcut key [Alt+E].";
				next;
				mes "!- Notice -!";
				mes "^4d4dffCheck out your equipped items easily by pressing the shortcut key [Alt+Q].";
				mes "Or, simply drag the appropriate items to the area you'd like to equip.^000000";
				next;
				cutin "",255;
				mes "[Vigilante Aglio]";
				mes "If you want to ^4d4dffsee a detailed description for each item, right-click that item.^000000";
				mes "This shows the detailed description of the selected item.";
				next;
				cutin "tutorial04.BMP",4;
				mes "!- Notice -!";
				mes "^4d4dffRight-click an item to view its detailed description.^000000";
				next;
				mes "!- Notice -!";
				mes "^4d4dffIf a player wishes, they can use the social options such as Booking, Party, or Guild. Here, they join a party or request transactions.^000000";
				next;
				cutin "",255;
				mes "[Vigilante Aglio]";
				mes "Well, then. ^4d4dffGo ahead and drink the apple juice that I gave you.^000000";
				close;
			}
			mes "[Vigilante Aglio]";
			mes "How do you like it? It's cool, sweet, and just good, right?";
			mes "I would've given you more if I had any, but...no.";
			next;
			mes "[Vigilante Aglio]";
			mes "Oh, right! I'll give you this, too.";
			mes "It'll restore your stamina if you take it when you're tired.";
			next;
			mes "[Vigilante Aglio]";
			mes "Also, I'll give you a new staff.";
			mes "It should be better than that sprout you brought with you.";
			mes "Now you know how to equip an item because I already explained it to you, don't you?";
			erasequest 7714;// Refreshing Apple Juice
			getitem 569,30;// Novice Potion
			getitem 1687,1;// Beginner Foxtail Staff [1]
			getexp 70,70;
			lasagna_quest[0] = 3;
		}
		next;
		classchange( 4_DR_KID_01, "Kid#doram03t", bc_self );
		mes "[Vigilante Aglio]";
		mes "I'll direct you to the village, now.";
		npctalk "....Aglioooooo!!", "Kid#doram03t", bc_self;
		next;
		npctalk "Oh, my days! You startled me!", "", bc_self;
		mes "[Vigilante Aglio]";
		mes "What's up?";
		mes "Oh, you're the youngest kitten of the tool merchant!";
		mes "it's dangerous around here. What brought you all this way?";
		next;
		mes "[The Youngest Kitten of the Tool Merchant]";
		mes "Oh, actually...I lost it!";
		mes "There was a box!";
		mes "I was supposed to give it to Haru.";
		mes "I was just trying to hang out for a while, but I fell down!";
		next;
		mes "[The Youngest Kitten of the Tool Merchant]";
		mes "Please find it, Aglio!";
		mes "Or, I'm going to be in trouble!";
		next;
		mes "[Vigilante Aglio]";
		mes "So, you were running an errand to deliver a box to Healer Haru.";
		mes "But you fell down while hanging out for a while and lost the box. Is that it?";
		next;
		mes "[The Youngest Child of the Tool Merchant]";
		mes "Yes, sir!";
		mes "You're so good at summing it up!";
		next;
		mes "[Vigilante Aglio]";
		mes "Alright. You just return to your village.";
		mes "I'll see what I can do. You return home and wait.";
		next;
		mes "[Vigilante Aglio]";
		mes "One more thing. Just drop that habit of acting like you're naive in front of the strangers!";
		next;
		mes "[The Youngest Kitten of the Tool Merchant]";
		mes "Come on...I'm the cutest, youngest kitten from Lasagna!";
		mes "Anyway, I hope you help me by finding that box. Please.";
		next;
		npctalk "You know that I love you, don't you?", "Kid#doram03t", bc_self;
		sleep2 1000;
		npctalk "Just go, already!", "", bc_self;
		classchange( HIDDEN_WARP_NPC, "Kid#doram03t", bc_self );
		mes "[Vigilante Aglio]";
		mes ".....";
		mes "........~Sighs deeply~...";
		next;
		mes "[Vigilante Aglio]";
		mes "Well, there's no choice, then.";
		mes "" + strcharinfo(0) + "";
		mes "I think you can step up and handle it this time.";
		next;
		mes "[Vigilante Aglio]";
		mes "it's a relief to have a competent Doram with me.";
		mes "My guess is that an ^4d4dffEggring must've eaten that box.^000000";
		next;
		mes "[Vigilante Aglio]";
		mes "Keep hunting Eggrings until you find that box...";
		mes "Let's go!";
		setquest 7715;// Midding Box
		lasagna_quest[0] = 4;
		next;
		mes "!- Notice -!";
		mes "^4d4dffYou accepted a new quest from Vigilante Aglio.";
		mes "Check out the details of the quest in the Quest Information Window.";
		next;
		mes "!- Notice -!";
		mes "Press the ^4d4dffAlt + U^000000 shortcut key to open the Quest Information Window.";
		close;
	}
	if (lasagna_quest[0] == 4) {
		if (countitem(1081) < 1) {// Midding Box
			mes "[Vigilante Aglio]";
			mes "You must remember Eggrings, you've hunted them before, haven't you?";
			mes "They are easily spotted around here.";
			next;
			mes "[Vigilante Aglio]";
			mes "I have no idea which Eggring swallowed the box, but, you'll find it once you start hunting them.";
			next;
			mes "[Vigilante Aglio]";
			mes "Well, then. I'm counting on you.";
			close;
		}
		mes "[Vigilante Aglio]";
		mes "Ohh...! This is the box!";
		mes "You can bring this when you visit the village!";
		next;
		mes "[Vigilante Aglio]";
		mes "^4d4dffWhen you arrive in the village, find the tool shop first and deliver this box.^000000";
		next;
		mes "[Vigilante Aglio]";
		mes "I'll let you know how to reach the village.";
		mes "Follow the arrows that just appeared on the ground.";
		erasequest 7715;// Midding Box
		setquest 7716;// To the Village!
		getexp 100,100;
		lasagna_quest[0] = 5;
		next;
		mes "!- Notice -!";
		mes "^4d4dffSometimes NPCs will help you find your destination through the Navigation tool.";
		mes "Links can be created if there is a need for it. If you see the [Target], click it for pathfinding.^000000";
		cutin "navi01.bmp",4;
		next;
		mes "!- Notice -!";
		mes "^4d4dffCall up the Navigation panel by clicking the appropriate menu icon.";
		mes "Search for the target, set the goal, and click Pathfinding.";
		mes "Arrows will be generated pointing toward the location of the target.^000000";
		cutin "navi02.bmp",4;
		navigateto "lasagna",168,124;
		close3;
	}
	if (lasagna_quest[0] == 5) {
		mes "[Vigilante Aglio]";
		mes "What's in front of you is Lasagna, the harbor village.";
		mes "You should bring that box to the tool shop first, right?";
		next;
		mes "[Vigilante Aglio]";
		mes "I'll let you know how to reach the village.";
		mes "Follow the arrows that just appeared on the ground.";
		next;
		mes "[Vigilante Aglio]";
		mes "I'll be right behind you!";
		mes "Don't worry about me. Just keep going.";
		navigateto "lasagna",168,124;
		close;
	}
	mes "[Vigilante Aglio]";
	mes "Haven't you left for Midgard yet?";
	mes "Well, problems do occur at the harbor from time to time, but I thought it wouldn't be an issue for you.";
	close;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(7712) > 0 && (checkquest(7713,HUNTING) == -1 || checkquest(7713,HUNTING) == 2)" );
	end;
}

lasa_fild01,62,321,3	script	Kid#doram03t	HIDDEN_WARP_NPC,{ end; }

lasa_fild01,132,374,3	script	Sloth#doram	4_DR_KID_01,3,3,{
	if (checkweight(1001,3) == 0) {
		mes "- Hold on a second here!! -";
		mes "- You have too many items. -";
		mes "- That means you can no longer receive any items. -";
		mes "- Free up some space -";
		mes "- and try again. -";
		close;
	}
	switch( isbegin_quest(7719) ) {
	case 0:
		mes "[Sloth]";
		mes "Hmm...You look energetic.";
		mes "You see, I have an upset stomach.";
		next;
		mes "[Sloth]";
		mes "The weather is sunny and warm, but...";
		mes "I think I'm having a very bad day...";
		next;
		mes "[Sloth]";
		mes "I should pluck all the Red Grass in this herb field...";
		next;
		mes "[Sloth]";
		mes "But I'm pleasantly full in this fine sunny weather...";
		mes "And there's a good breeze blowing...";
		next;
		mes "[Sloth]";
		mes "I don't think I can ever drag myself up.";
		mes "But I'm supposed to pluck the Red Grass...";
		mes "If you do it I'll give you anchovies, okay?";
		next;
		switch( select( "I'll pluck the Red Grass for you.", "Move your butt, you lazy sloth!" ) ) {
		case 1:
			mes "[Sloth]";
			mes "^4d4dffPluck 3 Red Grass and then collect 2 Red Herbs^000000 around here!";
			next;
			mes "[Sloth]";
			mes "This may be of great help to you!";
			mes "Well, then. I'm counting on you.";
			next;
			mes "[Sloth]";
			mes "I'll rest here to make my upset stomach feel better.";
			setquest 7719;// Time to Digest
			close;
		case 2:
			mes "[Sloth]";
			mes "Meeow....";
			mes "....Meeowww....";
			close;
		}
	case 1:
		if (checkquest(7719,HUNTING) != 2) {
			mes "[Sloth]";
			mes "What I want isn't too much.";
			mes "Just ^4d4dffpluck the Red Grass and collect 2 Red Herbs^000000 around here. That's all.";
			next;
			mes "[Sloth]";
			mes "They grow too fast and keep growing no matter how many times I pluck them. I've had it...";
			close;
		}
		if (countitem(507) < 2) {
			mes "[Sloth]";
			mes "What I want isn't too much.";
			mes "Just ^4d4dffpluck the Red Grass and collect 2 Red Herbs^000000 around here. That's all.";
			close;
		}
		mes "[Sloth]";
		mes "Oh...This aroma!";
		mes "You plucked the Red Herbs just right.";
		next;
		mes "[Sloth]";
		mes "I'll munch on them like twigs and digest them just like that. Meow!";
		next;
		mes "[Sloth]";
		mes "I'll give you the left-over herbs as a reward.";
		mes "Chew them up and ^4d4dffyour HP will be restored.^000000";
		next;
		mes "[Sloth]";
		mes "If you ask Haru, she'll tell you how to turn them into a potion with more effects.";
		next;
		mes "[Sloth]";
		mes "Anyway, I'm the cat who knows how to return the favor.";
		mes "This is for you.";
		mes "Stay out of trouble, now.";
		completequest 7719;
		delitem 507,1;// Red Herb
		getitem 11601,20;// Delicious Anchovy
		getitem 12323,10;// Novice Fly Wing
		getitem 12324,10;// Novice Butterfly Wing
		getexp 80,80;
		close;
	case 2:
		mes "[Sloth]";
		mes "I'm feeling... so tired...";
		close;
	}
OnTouch:
	if (isbegin_quest(7719) == 2)
		npctalk "~Growling~", "", bc_self;
	else
		npctalk "Hey, there! Get over here for a minute!", "", bc_self;
	end;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(7719)" );
	end;
}

lasa_fild01,103,344,3	script	Well-known Troublemaker	4_DR_KID_01,3,3,{
	if (Class != Job_Summoner) {
		mes "[Well-known Troublemaker]";
		mes "What brought you all the way up here, human?";
		mes "Be gone! Be gone, meeow!";
		next;
		mes "[Well-known Troublemaker]";
		mes "This is like a gateway. It cannot and should not be tainted by humans!";
		close;
	}
	switch( isbegin_quest(7721) ) {
	case 0:
		mes "[Well-known Kittie]";
		mes "Hey, buddy!";
		mes "Nyo-hoho! Nyo-hoho! You look so hectic. Where are you going?";
		mes "To me, you look like a newbie adventurer who has just crossed the mountain ridge, meeow.";
		next;
		mes "[Well-known Kittie]";
		mes "Aren't you too weak to handle the Dorams in Lasagna?";
		next;
		mes "[Well-known Kittie]";
		mes "Do you even know how to use skills?";
		mes "To me, you look like a greenhorn who's simply acting out.";
		next;
		select( "I'm a better fighter than you are!", "Whoa, is that so?" );
		mes "[Well-known Kittie]";
		mes "Nyo-ho! Nyo-ho! How dare you disrespect me?";
		mes "How about making a bet with me?";
		next;
		mes "[Well-known Kittie]";
		mes "I'll give you 10 full minutes while you hunt ^4d4dff3 Leaf Lunatics and 2 Grass Fabres^000000 around here!";
		next;
		mes "[Well-known Kittie]";
		mes "If you show me what you're made of, I'll get out of your way.";
		next;
		switch( select( "Accept.", "Decline." ) ) {
		case 1:
			mes "[Well-known Kittie]";
			mes "You've got 10 minutes. No more, no less!";
			mes "^4d4dff3 Leaf Lunatics and 2 Grass Fabres!^000000";
			setquest 7721;// Cat showoff contest
			close;
		case 2:
			mes "[Well-known Kittie]";
			mes "Are you running away?!";
			mes "No adventurer with a faint heart ever survived on the New Continent!";
			close;
		}
	case 1:
		.@quest_hunting = checkquest(7721,HUNTING);
		.@quest_playtime = checkquest(7721,PLAYTIME);
		if (.@quest_playtime < 2 && .@quest_hunting < 2) {
			mes "[Well-known Kittie]";
			mes "Eliminate ^4d4dff3 Leaf Lunatics and 2 Grass Fabres^000000 swarming around here within ^4d4dff10 minutes^000000!";
			close;
		}
		if (.@quest_playtime == 2 && .@quest_hunting < 2) {
			mes "[Well-known Kittie]";
			mes "Nyo-hoho!! Nyo-hoho!!";
			mes "Was it too tough for you to handle?";
			mes "What do you think? Want to give it another try?";
			next;
			mes "[Well-known Kittie]";
			mes "Was it too hard for you?";
			mes "Are you using your ^4d4dffskills^000000 well while hunting?";
			next;
			mes "[Well-known Kittie]";
			mes "You can ^4d4dffbring up the Skill Tree by pressing the [Alt+S] shortcut key or clicking the corresponding skill icon.^000000";
			next;
			mes "[Well-known Kittie]";
			mes "Setup the skill you'd like to use so that you can use it while in battle.";
			next;
			mes "[Well-known Kittie]";
			mes "^4d4dffSkills that are activated manually ^000000 can be ^4d4dffplaced on the quickbar^000000 for fast use.";
			next;
			mes "[Well-known Kittie]";
			mes "...Now you know how to use skills.";
			mes "So, what are you going to do?";
			next;
			switch( select( "Try again.", "I'll quit right now!" ) ) {
			case 1:
				mes "[Well-known Kittie]";
				mes "You have moxie and I like that!";
				mes "Alright, then. Give it another go!";
				erasequest 7721;
				setquest 7721;// Cat showoff contest
				close;
			case 2:
				mes "[Well-known Kittie]";
				mes "How can you hope to survive the New Continent with that weak mindset?";
				mes "Nyo-hoho! Nyo-hoho! I'm the strongest Doram in this domain!";
				close;
			}
		}
		if (.@quest_playtime < 2 && .@quest_hunting == 2) {
			mes "[Well-known Kittie]";
			mes "Hmm...You are good.";
			mes "I feel challenged whenever I stumble upon a competent Doram such as you.";
		}
		else {
			mes "[Well-known Kittie]";
			mes "Time is already up! Nyo-hoho!!";
			mes "So that again proves that I'm the best in this domain!";
		}
		next;
		mes "[Well-known Kittie]";
		mes "You finished the job on a high note so I'd like to help you in return.";
		next;
		mes "[Well-known Kittie]";
		mes "By the way, do you know what a ^4d4dffSkill Tree^000000 is?";
		mes "Did I teach you about that?";
		mes "Do you remember anything about it?";
		next;
		mes "[Well-known Kittie]";
		mes "You can ^4d4dffbring up the Skill Tree by pressing the [Alt+S] shortcut key or clicking the corresponding skill icon.^000000";
		next;
		mes "[Well-known Kittie]";
		mes "Setup the skill you'd like to use so that you can use it while in battle.";
		next;
		mes "[Well-known Kittie]";
		mes "^4d4dffSkills that are activated manually ^000000 can be ^4d4dffplaced on the quickbar^000000 for fast use.";
		next;
		mes "[Well-known Kittie]";
		mes "...Now you know how to use skills.";
		mes "You should thank me. Nyo-hoho!";
		completequest 7721;// Cat showoff contest
		getexp 120,120;
		close2;
		setpcblock PCBLOCK_NPC, true;
		classchange( 4_DR_AGLIO, "Vigilante Aglio#doram12", bc_self );
		sleep2 1000;
		npctalk "You! You're picking a fight with another innocent passerby?", "Vigilante Aglio#doram12", bc_self;
		sleep2 2000;
		npctalk "Picking a fight? This is what we call training!", "Well-known Troublemaker", bc_self;
		sleep2 2000;
		npctalk "Shut your mouth! You're joining the Vigilante Corp the moment you return to the village, got it?", "Vigilante Aglio#doram12", bc_self;
		sleep2 2000;
		npctalk "Well, uh...I'm...uh...I'm free-spirited! That's all!", "Well-known Troublemaker", bc_self;
		sleep2 2000;
		npctalk "Enough. " + strcharinfo(0) + " the next destination is the tool shop in the village. I'll let you know where it is, again.", "Vigilante Aglio#doram12", bc_self;
		sleep2 2000;
		npctalk "I'll see you again in the village!", "Vigilante Aglio#doram12", bc_self;
		navigateto "lasagna",168,124;
		sleep2 2000;
		npctalk "You're just full of it.", "Well-known Troublemaker", bc_self;
		classchange( HIDDEN_WARP_NPC, "Vigilante Aglio#doram12", bc_self );
		setpcblock PCBLOCK_NPC, false;
		end;
	case 2:
		mes "[Well-known Kittie]";
		mes "Do you need to be enlightened again?";
		next;
		mes "[Well-known Kittie]";
		mes "There's nothing special about life in this world.";
		mes "You'd better make yourself familiar with the skill tree. It is accessed when you click the Skill icon.";
		next;
		mes "[Well-known Kittie]";
		mes "Battle Dorams are specialized in summoning.";
		mes "Focus on using the summoning skills so that you can win battles.";
		close;
	}

OnTouch:
	if (Class == Job_Summoner && isbegin_quest(7721) == 0)
		npctalk "Meeow?? Is this another out-of-towner Doram that I haven't met before?", "", bc_self;
	end;

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(7716) == 1 && isbegin_quest(7721) != 2" );
	end;
}

lasa_fild01,102,342,7	script	Vigilante Aglio#doram12	HIDDEN_WARP_NPC,{ end; }

-	shop	Cat Paw Shrimp Merchant#shop::doram_shrimp	-1,515:-1,567:-1,11602:-1

lasagna,168,125,3	script	Kid#doram04t	4_DR_KID_01,{
	if (lasagna_quest[0] == 5) {
		if (countitem(1081) > 0) {
			mes "[Kitten]";
			mes "This is it!!";
			next;
			mes "The kitten hoisted the box given to him up high, screaming out in joy";
			next;
			mes "[Tool Merchant]";
			mes "Wait. This box looks familiar...";
			mes "Hey! Isn't this the box that I told you to deliver to Haru?";
			next;
			mes "[Kitten]";
			mes "~Gulps~";
			mes "I'm leaving! Right now!";
			mes "Thank you for finding the box!";
			delitem 1081, countitem(1081);// Delivery Box
			completequest 7716;// To the Village!
			getexp 70,70;
			classchange( HIDDEN_WARP_NPC, "", bc_self );
			lasagna_quest[0] = 6;
			next;
			npctalk "...Wow, that was fast.", "Tool Merchant#doram05t", bc_self;
			mes "[Tool Merchant]";
			mes "Anyway, thank you for finding the box.";
			mes "If you have the time, sit down and talk with me.";
			close;
		}
	}
	if (lasagna_quest[0] < 6) {
		mes "[Kitten]";
		mes "Why is he taking so long...?";
		mes "I'm worried.";
		next;
		select("Is there anything that troubles you?");
		mes "[Kitten]";
		mes "No, it's nothing.";
		mes "I'm not one of the Dorams who would randomly give up on their errands!";
		next;
		mes "The little Doram starts whining, secretly being conscious of the adult Doram next to him.";
		close;
	}
	mes "[Kitten]";
	mes "I was told you're headed to the New Continent.";
	mes "I want to go there myself, too!";
	close2;
	npctalk "You're too young! Just join the Vigilante Corp.", "Tool Merchant#doram05t", bc_self;
	end;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(7716) == 1" );
	end;
}

lasagna,165,125,5	script	Tool Merchant#doram05t	4_DR_M_01,{
	if (lasagna_quest[0] == 5) {
		if (countitem(1081) > 0) {
			mes "[Kitten]";
			mes "This is it!!";
			next;
			mes "The kitten hoisted the box given to him up high, screaming out in joy";
			next;
			mes "[Tool Merchant]";
			mes "Wait. This box looks familiar...";
			mes "Hey! Isn't this the box that I told you to deliver to Haru?";
			next;
			mes "[Kitten]";
			mes "~Gulps~";
			mes "I'm leaving! Right now!";
			mes "Thank you for finding the box!";
			delitem 1081, countitem(1081);// Delivery Box
			completequest 7716;// To the Village!
			getexp 70,70;
			classchange( HIDDEN_WARP_NPC, "Kid#doram04t", bc_self );
			lasagna_quest[0] = 6;
			next;
			npctalk "...Wow, that was fast.", "", bc_self;
			mes "[Tool Merchant]";
			mes "Anyway, thank you for finding the box.";
			mes "If you have the time, sit down and talk with me.";
			close;
		}
	}
	if (lasagna_quest[0] == 6) {
		if (checkweight(1001,6) == 0) {
			mes "- Hold on a second here!! -";
			mes "- You have too many items. -";
			mes "- That means you can no longer receive any items. -";
			mes "- Free up some space -";
			mes "- and try again. -";
			close;
		}
		mes "[Tool Merchant]";
		mes "You must be here to apply for the expedition to the New Continent.";
		mes "It looks like my son caused some trouble for you.";
		mes "Thank you for your help.";
		next;
		mes "[Tool Merchant]";
		mes "This is not much, but please take it. It's a token of my appreciation.";
		mes "I also gave you ^4d4dffa new set of clothes^000000 so that you can change out of your dirty ones.";
		next;
		mes "[Tool Merchant]";
		mes "You can find other tool merchants like me in each village.";
		mes "You can buy and sell the items through those merchants.";
		next;
		mes "[Tool Merchant]";
		mes "Ask ^4d4dffHealer Haru about the Combination Kit^000000 and she'll help you use it effectively.";
		mes "Just take this with you.";
		setquest 7717;// Merchant's Kindness
		getitem 569,50;// Novice Potion
		getitem 12323,10;// Novice Fly Wing
		getitem 12324,10;// Novice Butterfly Wing
		getitem 7059,10;// Free Ticket for Kafra Storage
		getitem 12849,5;// Combination Kit
		getitem 15150,1;// White Shirt [1]
		getexp 50,50;
		lasagna_quest[0] = 7;
		next;
		mes "[Tool Merchant]";
		mes "If you want to dispose of any items, you should see me.";
		mes "Do you understand?";
		next;
		mes "[Tool Merchant]";
		mes "^4d4dffHealer Haru's house^000000 is straight ^4d4dffto the east^000000 from here.";
		next;
		mes "[Tool Merchant]";
		mes "Plants and grasses are packed in front of her house because she's busy testing medicinal herbs.";
		mes "^4d4dffIt's the house where lots of flowerpots are aligned.^000000 You can't miss it.";
		close;
	}
	if (lasagna_quest[0] == 7) {
		mes "[Tool Merchant]";
		mes "Haru is a very smart girl, so every sick person goes to her place.";
		next;
		mes "[Tool Merchant]";
		mes "You're about to go on a journey and she's going to be a lot of help.";
		mes "Be sure to meet her.";
		next;
		mes "[Tool Merchant]";
		mes "^4d4dffHealer Haru's house^000000 is straight ^4d4dffto the east^000000 from here.";
		next;
		mes "[Tool Merchant]";
		mes "Plants and grasses are packed in front of her house because she's busy testing medicinal herbs.";
		mes "^4d4dffIt's the house where lots of flowerpots are aligned.^000000 You can't miss it.";
		next;
		mes "[Tool Merchant]";
		mes "Is there anything you need?";
	}
	else {
		mes "[Tool Merchant]";
		mes "Welcome.";
	}
	next;
	if (select( "Buy an item.", "Sell your belongings." ) == 1) {
		mes "[Tool Merchant]";
		mes "Do you need anything? I have basic potions, traps, magnifiers...You name it!";
		close2;
		callshop "tool_shop_lasagna",1;
		end;
	}
	mes "[Tool Merchant]";
	mes "Good thinking! I knew you would. you'd better sell away items that you no longer need!";
	close2;
	callshop "tool_shop_lasagna",2;
	end;

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(7717) == 1" );
	end;
}

-	shop	tool_shop_lasagna	-1,1750:-1,611:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,713:-1,601:-1,602:-1,1065:-1

lasagna,224,126,5	script	Healer Haru#doram07t	4_DR_M_02,{
	if (lasagna_quest[0] == 7) {
		mes "[Healer Haru]";
		mes "I see a lot of out-of-towners these days.";
		mes "What do you need?";
		.@menu$[2] = "Show her the Combination Kit.";
	}
	else {
		mes "[Healer Haru]";
		mes "What's up?";
		setarray .@menu$[0], "Somebody, help me!", "About First Aid", "About Medical Botany";
	}
	next;
	switch( select( .@menu$[0], .@menu$[1], .@menu$[2] ) ) {
	case 1:
		if (Class == Job_Summoner) {
			mes "[Healer Haru]";
			mes "Oh, no...";
			mes "It's going to be fine.";
			npcskill "AL_HEAL",10,130,115;// 1748 hp
			percentheal 0,100;
			close;
		}
		mes "[Healer Haru]";
		mes "Oh, dear...";
		mes "Does it hurt a lot?";
		mes "You need 5,000 Zeny to heal it all. Do you want me to do it?";
		next;
		if (select( "Say yes.", "It's too expensive." ) == 2) {
			mes "[Healer Haru]";
			mes "Take your time and get some rest.";
			close;
		}
		if (Zeny >= 5000)// intended ?
			Zeny = Zeny - 5000;
		mes "[Healer Haru]";
		mes "Thank you for using our service.";
		// npcskill "AL_HEAL",10,130,115;// 1748 hp
		percentheal 100,100;
		close;
	case 2:
		if (getskilllv("NV_FIRSTAID") > 0) {
			mes "[Healer Haru]";
			mes "You already know what First Aid is...";
			mes "Please. I don't have all day.";
			close;
		}
		mes "[Healer Haru]";
		mes "Oh, you'd like to learn about First Aid! How admirable of you!";
		mes "First Aid is a skill converting your SP into HP in an emergency.";
		next;
		mes "[Healer Haru]";
		mes "The healing amount can be minimal...";
		mes "But you can at least avoid getting stunned by a critical hit.";
		specialeffect EF_BEGINSPELL6;
		specialeffect EF_SPELLBREAKER;
		next;
		mes "[Healer Haru]";
		mes "Click the ^4d4dffSkill^000000 button to open the Skill Window.";
		mes "FYI, the shortcut key is ^4d4dffAlt+S^000000.";
		getexp 100,100;
		if (isbegin_quest(7722) == 0) {
			setquest 7722;// EMT
			completequest 7722;// EMT
		}
		skill "NV_FIRSTAID",1,SKILL_PERM_GRANT;
		next;
		mes "[Healer Haru]";
		mes "Well, then. I'll let you in on something juicy while I'm at it.";
		mes "Press the ^4d4dffF12 key^000000, will you?";
		mes "Surprise! It brings up the shortcut key window where nine small slots are arranged in a row.";
		next;
		mes "[Healer Haru]";
		mes "Drag the corner area in the right-hand side of the shortcut key window to view other pages.";
		next;
		mes "[Healer Haru]";
		mes "It's easy to use. ^4d4dffEach slot corresponds to the keys from F1 through F9.^000000";
		mes "Drag your skill or item to use in the slot and press the corresponding key to activate it instantly.";
		next;
		cutin "tutorial05.BMP",4;
		mes "!- Notice -!";
		mes "^4d4dffTo place an item or skill icon to use, drag it to the shortcut key slot.^000000";
		next;
		mes "!- Notice -!";
		mes "^4d4dffTo use or equip an item or equipment registered in the slot, press the key that corresponds to each slot from F1 to F9.^000000";
		next;
		mes "!- Notice -!";
		mes "^4d4dffIn the shortcut key settings, you can select the corresponding shortcut keys as you desire.^000000";
		next;
		mes "!- Notice -!";
		mes "^4d4dffPlace an item and/or skill that you often use for quick usage.^000000";
		cutin "",255;
		next;
		mes "[Healer Haru]";
		mes "Well, now. Open the Skill Window and place the First Aid skill in a shortcut key slot to use.";
		mes "It's going to be a lot easier to use it.";
		close;
	case 3:
		if (isbegin_quest(7718) == 0 || lasagna_quest[0] == 7) {
			mes "[Healer Haru]";
			mes "Oh, so you're here to learn the potion combination?";
			mes "Then, you need a combination scroll first.";
			mes "Above all, the most important out of all the combination items should be a potion.";
			next;
			mes "[Healer Haru]";
			mes "Have you ever seen the grass growing in the field while you're traveling?";
			mes "^4d4dffRed Grass, Blue Grass, Green Grass, White Grass...^000000etc...";
			next;
			mes "[Healer Haru]";
			mes "You can obtain herbs from these grasses.";
			mes "Each herb is a good source to be processed into various kinds of medicine.";
			next;
			mes "[Healer Haru]";
			mes "Red Herbs are running out.";
			mes "I think you should go pick some now.";
			next;
			mes "[Healer Haru]";
			mes "The herbs are growing in the entrance of the village. Did you see them?";
			mes "^4d4dffGo and collect 1 Red Herb in the entrance of the village.^000000 This should be a good practice.";
			if (isbegin_quest(7717) == 1)
				erasequest 7717;
			if (isbegin_quest(7718) == 0)
				setquest 7718;// I'm used to this
			if (lasagna_quest[0] == 7)
				lasagna_quest[0] = 8;
			next;
			mes "[Healer Haru]";
			mes "Come on. Hurry!";
			close2;
			if (lasagna_quest[0] == 7 && Class == Job_Summoner)
				npctalk "Hey, there. Newbie Doram. Talk to me.", "Hypnotist#doram08t", bc_self;
			end;
		}
		if (isbegin_quest(7718) == 1) {
			if (countitem(507) > 0) {
				if (checkweight(1001,5) == 0) {
					mes "- Hold on a second here!! -";
					mes "- You have too many items. -";
					mes "- That means you can no longer receive any items. -";
					mes "- Free up some space -";
					mes "- and try again. -";
					close;
				}
				mes "[Healer Haru]";
				mes "You've got them, perfect.";
				mes "This ^4d4dffherb is effective even when eaten as it is, but, it is far more effective when it is made into a potion.^000000";
				next;
				mes "[Healer Haru]";
				mes "Effects vary for the herbs, depending on their colors.";
				mes "^4d4dffGreen Herbs are known for detoxification.^000000";
				mes "^4d4dff Blue Herbs restore SP^000000.";
				next;
				mes "[Healer Haru]";
				mes "Anything else?";
				mes "Well, now. Your HP is being restored as the Red Herb does it's work.";
				mes "Press juice out of it and put them in a bottle...";
				next;
				mes "[Healer Haru]";
				mes "This is what we call a potion that you can take anytime, anywhere!";
				mes "This is for you on this special encounter.";
				next;
				mes "[Healer Haru]";
				mes "Prepare the materials written in the combination scroll.";
				mes "Then, ^4d4dffuse the Combination Kit or cooking utensils^000000 to make an item you want.";
				next;
				mes "[Healer Haru]";
				mes "You can also make various other types of tools, other than potions, with the materials you pick up, so use them well.";
				next;
				mes "[Healer Haru]";
				mes "I gave you Red Herbs and apples.";
				mes "So give it a try and craft something with the Combination Kit.";
				next;
				mes "[Healer Haru]";
				mes "Here's the directions. To read the combination scroll,";
				mes "^4d4dffRight-click the scroll,^000000 and then, click the ^4d4dffbook-shaped icon^000000 found in the description window.";
				if (isbegin_quest(7717) > 0)
					erasequest 7717;
				if (isbegin_quest(7718) == 0)
					setquest 7718;// I'm used to this
				completequest 7718;
				getexp 200,200;
				getitem 569,30;// Novice Potion
				getitem 11058,1;// Novice Combination Book
				getitem 12849,10;// Combination Kit
				getitem 507,1;// Red Herb
				getitem 512,1;// Apple
				npctalk "Oh! Here you are!", "Vigilante Aglio#doram09", bc_self;
				classchange( 4_DR_AGLIO, "Vigilante Aglio#doram09", bc_self );
				lasagna_quest[0] = 9;
				close;
			}
			else {
				mes "[Healer Haru]";
				mes "There is a place near the entrance of the village where herbs grow.";
				mes "^4d4dffBeat the Red Grass and get 1 Red Herb^000000.";
				next;
				mes "[Healer Haru]";
				mes "You should know what the herbs look like.";
				close;
			}
		}
		mes "[Healer Haru]";
		mes "I've given you all the details about the basics of medicinal botany.";
		mes "By the way, there is ^4d4dffShining Grass^000000 in this world.";
		next;
		mes "[Healer Haru]";
		mes "You have no idea what kind of herb the Shining Grass will produce.";
		mes "I was lucky enough to obtain Igdrasil's Fruit once.";
		next;
		mes "[Healer Haru]";
		mes "Rumor has it that, among humans, ^4d4dffAlchemist^000000, ^4d4dffCreator^000000, or the upper-level ^4d4dffGeneric^000000";
		mes "are highly specialized in crafting potions.";
		next;
		mes "[Healer Haru]";
		mes "If you happen to meet a human in the Midgard Continent, why don't you ask them?";
		close;
	}

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(7722) == 0" );
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(7717) == 1" );
	end;
}

lasagna,222,123,5	script	Hypnotist#doram08t	4_CAT_MERMASTER,{
	if (Class != Job_Summoner) {
		mes "[Hypnotist]";
		mes "Oh! So you're that famous human everyone is talking about!";
		mes "But why is your hair uneven?";
		next;
		mes "[Hypnotist]";
		mes "Have you come down with a skin disease or something?";
		mes "This healer next to me is really good. You should ask her to take a look at it!";
		next;
		mes "[Hypnotist]";
		mes "You're really big and that type of poor hair just doesn't go well with you...";
		mes "It must've been a lot of work.";
		close;
	}
	mes "[Hypnotist]";
	mes "I'm casting hypnosis on the young lads for their future.";
	next;
	if (BaseLevel > 49) {
		mes "[Hypnotist]";
		mes "You must have been over with wandering by now.";
		close;
	}
	mes "[Hypnotist]";
	mes "If you don't like a skill you just learned, I can reset it for you.";
	next;
	mes "[Hypnotist]";
	mes "^4d4dffUp to level 49, your skills and status can be reset anytime you want.^000000";
	next;
	.@s = select( "Reset the status.", "Reset the skill." );
	if (Weight > 0) {
		mes "[Hypnotist]";
		mes "Your items can be lost, so be sure to make yourself weigh ^FF00000^000000.";
		next;
		mes "[Hypnotist]";
		mes "The Cat Paw Commerce Group is responsible for the warehouse, so leave your items to them.";
		close;
	}
	if (.@s == 1) {
		resetstatus();
		mes "[Hypnotist]";
		mes "Your status has been reset successfully!";
		next;
		mes "[Hypnotist]";
		mes "I don't do it for the experienced. So you should figure out your own status well beforehand.";
		close;
	}
	resetskill();
	mes "[Hypnotist]";
	mes "Your skill has been reset successfully!";
	next;
	mes "[Hypnotist]";
	mes "I reset skills and statuses without charge only when your level stays at 49 or below.";
	mes "Before that, I advise you to practice with many skills in diverse ways, to help you decide what you like.";
	close;
}

lasagna,230,127,3	script	Vigilante Aglio#doram09	HIDDEN_WARP_NPC,{
	if (lasagna_quest[0] == 9) {
		mes "[Vigilante Aglio]";
		mes "I was looking for you at the tool shop and they said you headed here.";
		next;
		mes "[Vigilante Aglio]";
		mes "First off, we should meet up with our leader to make decisions about the schedule.";
		mes "We'd better head to the square.";
		next;
		mes "[Vigilante Aglio]";
		mes "I think you can find another Vigilante like myself in the square...";
		navigateto "lasagna",170,152;
		close;
	}
}

izlude,117,165,3	script	Cat Paw Shrimp Merchant#iz	4_M_MERCAT1,{
	npctalk "Here are the shrimps, carrots and catnip!", "", bc_self;
	switch( select( "Buy", "Sell", "Cancel" ) ) {
	case 1:
		callshop "doram_shrimp",1;
		end;
	case 2:
		callshop "doram_shrimp",2;
		end;
	case 3:
		npctalk "Come back again soon!", "", bc_self;
		end;
	}
}

alberta,111,159,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#alb	4_M_MERCAT1
aldeba_in,89,56,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#ald	4_M_MERCAT1
amatsu,102,122,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#ama	4_M_MERCAT1
// ayo_in01,15,177
brasilis,249,257,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#bra	4_M_MERCAT1
comodo,103,136,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#com	4_M_MERCAT1
dewata,193,169,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#dew	4_M_MERCAT1
einbroch,164,316,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#ein	4_M_MERCAT1
ein_in01,194,22,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#ein1	4_M_MERCAT1
dic_in01,242,119,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#dic	4_M_MERCAT1
ecl_in01,72,86,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#ecl	4_M_MERCAT1
geffen_in,75,140,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#gef	4_M_MERCAT1
gonryun,147,88,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#gon	4_M_MERCAT1
hugel,76,165,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#hug	4_M_MERCAT1
izlude_a,117,165,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#iz_a	4_M_MERCAT1
izlude_b,117,165,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#iz_b	4_M_MERCAT1
izlude_c,117,165,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#iz_c	4_M_MERCAT1
izlude_d,117,165,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#iz_d	4_M_MERCAT1
lasagna,166,117,6	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#las	4_M_MERCAT1
lhz_in02,29,219,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#lhz	4_M_MERCAT1
lou_in02,241,168,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#lou	4_M_MERCAT1
malaya,286,175,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#mal	4_M_MERCAT1
mora,110,118,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#mora	4_M_MERCAT1
morocc,169,105,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#moro	4_M_MERCAT1
mosk_in,30,246,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#mosk	4_M_MERCAT1
payon,155,96,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#pay	4_M_MERCAT1
prontera,137,223,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#prt	4_M_MERCAT1
ra_in01,243,272,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#ra	4_M_MERCAT1
um_in,104,118,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#um	4_M_MERCAT1
ve_in,263,303,3	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#ve	4_M_MERCAT1
xmas_in,32,38,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#xma	4_M_MERCAT1
yuno,205,116,5	duplicate(Cat Paw Shrimp Merchant#iz)	Cat Paw Shrimp Merchant#yu	4_M_MERCAT1

izlude,195,213,5	script	Con-Chliina Crewman#doi	4_M_MERCAT1,{
	mes "[Con-Chliina Crewman]";
	mes "From the continent of Midgard to Far-Star!";
	next;
	mes "[Con-Chliina Crewman]";
	if (Class == Job_Summoner)
		.@cost = 200;
	else
		.@cost = 2000;
	mes "Only ^0000cd" + .@cost + " Zenies^000000 to the port city Lasagna.";
	next;
	if (select( "To Lasagna - " + .@cost + "z", "Cancel" ) == 2) {
		mes "[Con-Chliina Crewman]";
		mes "I see.";
		close;
	}
	if (Zeny < .@cost) {
		mes "[Con-Chliina Crewman]";
		mes "Not enough? How about checking how much he has?";
		close;
	}
	Zeny = Zeny - .@cost;
	warp "lasagna",206,297;
	end;
}
malangdo,218,81,5	duplicate(Con-Chliina Crewman#doi)	Con-Chliina Crewman#dom	4_M_MERCAT1
izlude_a,195,213,5	duplicate(Con-Chliina Crewman#doi)	Con-Chliina Crewman#doia	4_M_MERCAT1
izlude_b,195,213,5	duplicate(Con-Chliina Crewman#doi)	Con-Chliina Crewman#doib	4_M_MERCAT1
izlude_c,195,213,5	duplicate(Con-Chliina Crewman#doi)	Con-Chliina Crewman#doic	4_M_MERCAT1
izlude_d,195,213,5	duplicate(Con-Chliina Crewman#doi)	Con-Chliina Crewman#doid	4_M_MERCAT1

izlude,138,183,3	script	Vigilante Penne#doect01	4_DR_SOLDIER,{
	if (Class == Job_Summoner) {
		mes "[Vigilante Penne]";
		mes "Hiya! Isn't it delightful to see the Farfalle Vigilante even here?";
		next;
		mes "[Vigilante Penne]";
		mes "By the way, how's your settlement in this land coming along?";
		mes "Have you been to ^4d4dffProntera^000000 or ^4d4dffPayon^000000 near here?";
		next;
		mes "[Vigilante Penne]";
		mes "There is a Paradise Group you might want to visit.";
		mes "It doesn't hurt to go visit there.";
		close;
	}
	mes "[Vigilante Penne]";
	mes "Humans always intrigue me with their peculiar look.";
	mes "Like a big, hairless cat!";
	next;
	mes "[Vigilante Penne]";
	mes "Me? Let me explain. I'm the proud member of the Farfalle Vigilante from the great Far-Star Continent.";
	next;
	switch( select( "Far-Star Continent?", "Farfalle Vigilante?", "Are you from the Cat Paw Commerce Group?" ) ) {
	case 1:
		mes "[Vigilante Penne]";
		mes "There are more continents other than Midgard.";
		mes "The land we crossed from is called Far-Star.";
		next;
		mes "[Vigilante Penne]";
		mes "Well, we're no different because we thought there was only the Far-Star Continent under the sun.";
		mes "The world sure is wide...";
		close;
	case 2:
		mes "[Vigilante Penne]";
		mes "So, do you see this ribbon that goes perfectly well with this cool uniform?";
		mes "(Show the below-neck area.)";
		next;
		mes "[Vigilante Penne]";
		mes "This is the symbol of our Farfalle Vigilante.";
		mes "We are the legendary Vigilante Corp that protects Lasagna!";
		next;
		mes "[Vigilante Penne]";
		mes "You have no idea how cool our leader Peperoncino can be...";
		mes "We do all kinds of chores from handling the urchins at the port to maintaining the security of the village.";
		next;
		mes "[Vigilante Penne]";
		mes "Moreover, you can come to this...Mid...Midgur...Midgar...";
		mes "Anyway! You're allowed to come here only when the Farfalle Vigilante accepts.";
		next;
		mes "This proud cat is getting really talkative...";
		close2;
		npctalk "Huh? Are you just passing by?", "", bc_self;
		end;
	case 3:
		mes "[Vigilante Penne]";
		mes "No, That's not it!!";
		mes "The Cat Paw Commerce Group is led by Captain Tomei-Tomas!";
		next;
		mes "[Vigilante Penne]";
		mes "I'm with the Farfalle Vigilante commanded by Leader Peperoncino!";
		next;
		mes "[Vigilante Penne]";
		mes "Oh, my days! So you haven't even been to Lasagna, have you?";
		mes "Our great Captain Gamberri ventured here in person!";
		next;
		mes "[Vigilante Penne]";
		mes "We are gracious enough to give humans like you a chance to go to the land of Lasagna.";
		mes "Before long, this Midgur...Midgarr...?? This land will soon be controlled by us, the Dorams!";
		next;
		mes "[Vigilante Penne]";
		mes "You'd better earn our favor. If you do, we might give you a job to clean anchovies in Lasagna!";
		close;
	}
}

lasagna,209,301,3	script	Mustachi#dorcon01	4_DR_KID_01,{
	mes "[Mustachi]";
	mes "We trim your beards. We comb your tails. Be sure to groom yourselves before setting out to the new world.";
	mes "There's a hair designer in downtown, so make sure you drop by.";
	close;
}

lasagna,232,181,5	script	Linguina#dorcon01	4_CAT_ADV1,{
	mes "[Linguina]";
	mes "This is a pub but also an adventurers' club where adventurers stop by. They come from all over the place and share their stories as well as find companions for adventures.";
	next;
	mes "[Linguina]";
	mes "These days, many people come to seek information before heading off to the new world.";
	next;
	mes "[Linguina]";
	mes "About ten years ago, it was a conciliating place to rehab hoodlum dorams and recruit them as vigilantes. Before that, rough sailors came to relax after a hard day's work.";
	next;
	mes "[Linguina]";
	mes "Chief Peperoncino and Captain Gamberry first met here as well. The three became sworn brothers and became legends after their endeavors proved to be successful.";
	next;
	mes "[Linguina]";
	mes "So people who wish to succeed or adventurers who wish to become just like them come here a lot.";
	close;
}

lasagna,227,187,1	script	Vongolo#dorcon01	4_CAT_SAILOR1,{
	mes "[Vongolo]";
	mes "Did you decide what you'll have?";
	next;
	mes "[Vongolo]";
	mes "Everyone orders kaluna milk here because of the oven resolution by Peperoncino, Gamberry, and Thomas. But Pub-Oven's real specialty menu is the fish cake.";
	next;
	mes "[Vongolo]";
	mes "Fish cake is a white fish fillet mashed with boiled beans that is shaped and fried. It's really delicious but no one asks for it.";
	next;
	mes "[Vongolo]";
	mes "So we don't even have the ingredients prepared these days. When there's an order once in a while, we run to the fish store to buy a cod and start cooking then.";
	next;
	mes "[Vongolo]";
	mes "Oh, It's really good...";
	close;
}

lasagna,220,172,6	script	Master of Property#do_h	4_M_BABYCAT,{
	.@r = rand(0,4);
	if (.@r == 0)
		npctalk "Earth element defeats Wind element.", "", bc_self;
	else if (.@r == 1)
		npctalk "Water element is superior to Fire element.", "", bc_self;
	else if (.@r == 2)
		npctalk "Wind element outperforms Water element.", "", bc_self;
	else if (.@r == 3)
		npctalk "Fire element beats Earth element.", "", bc_self;
	else
		npctalk "Holy element and Dark element are in stark contrast to each other.", "", bc_self;
	mes "[Property Cat]";
	mes "Every life in this world comes with a property.";
	mes "There are numerous kinds of elements from neutral to four major natural elements, alongside the holy and dark elements.";
	next;
	mes "[Property Cat]";
	mes "Most representative elements are the natural ones.";
	mes "Put simply, these are the elements of Water, Wind, Earth, and Fire.";
	mes "Besides, there are elements of Undead, Holiness and Darkness.";
	next;
	mes "[Property Cat]";
	mes "Each element is intertwined with each other. So be smart and use the opposing elements.";
	next;
	mes "[Property Cat]";
	mes "That way, you can get the upper hand of a battle.";
	mes "Let me give you a brief example on their correlation.";
	next;
	mes "[Property Cat]";
	mes "Fire element is highly resistant to Earth element.";
	mes "Meanwhile, Earth element definitely outperforms Wind element.";
	next;
	mes "[Property Cat]";
	mes "Wind element beats Water element.";
	mes "Yet, Water element defeats Fire element.";
	next;
	mes "[Property Cat]";
	mes "Holy element and Dark element directly oppose each other, and you should keep that in mind.";
	next;
	mes "[Property Cat]";
	mes "Other than that, there are also Neutral and Undead elements. You'll soon know what they are about.";
	mes "You will have to see it for yourself.";
	close;
}

lasagna,208,188,3	script	Cat Paw Service#lasagna	4_M_MERCAT1,4,4,{
	if (Class == Job_Summoner && isbegin_quest(7720) == 0) {
		if (checkweight(1001,2) == 0) {
			mes "- Hold on a second here!! -";
			mes "- You have too many items. -";
			mes "- That means you can no longer receive any items. -";
			mes "- Free up some space -";
			mes "- and try again. -";
			close;
		}
		mes "[Cat Paw Commerce Group]";
		mes "Hey, little fellow!";
		mes "Are you headed to the Midgard Continent?";
		mes "Then, you'd better listen to me!";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "Like our Cat Paw Commerce Group, there are other groups who provide the ^4d4dffLocation sharing service^000000 and the ^4d4dffWarehouse service^000000.";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "They are: ^4d4dffKafra^000000 and ^4d4dffZonda^000000.";
		mes "Of course, don't forget about the Cat Paw Commerce Group!";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "^4d4dffLocation sharing^000000 is to save the location for you to return to.";
		mes "If you fall down due to fatigue during an adventure, you should return to the village. That's what you can do with this service.";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "Use the ^4d4dffButterfly Wings^000000 item to fly straight to that location.";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "Most of the locations shared are the safe village or city.";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "The ^4d4dffWarehouse service^000000 is also similar.";
		mes "You pay a little service fee to deposit your items safely.";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "You can't just carry around every item with you, can you?";
		mes "This is where the warehouse comes in handy.";
		next;
		mes "[Cat Paw Commerce Group]";
		mes "You can deposit and take out your item in the warehouse anytime, anywhere if you pay the service fee!";
		mes "Now do you get it?";
		setquest 7720;// Service Manual
		completequest 7720;// Service Manual
		getitem 12323,10;// Novice Fly Wing
		getitem 12324,10;// Novice Butterfly Wing
		getexp 50,50;
		next;
		mes "[Cat Paw Commerce Group]";
		mes "Oh, do you want me to explain it again?";
		next;
		if (select( "No.", "Please." ) == 2) {
			mes "[Cat Paw Commerce Group]";
			mes "Like our Cat Paw Commerce Group, there are other groups who provide the ^4d4dffLocation sharing service^000000 and the ^4d4dffWarehouse service^000000.";
			next;
			mes "[Cat Paw Commerce Group]";
			mes "They are: ^4d4dffKafra^000000 and ^4d4dffZonda^000000.";
			mes "Of course, don't forget about the Cat Paw Commerce Group!";
			next;
			mes "[Cat Paw Commerce Group]";
			mes "^4d4dffLocation sharing^000000 is to save the location for you to return to.";
			mes "If you fall down due to fatigue during an adventure, you should return to the village. That's what you can do with this service.";
			next;
			mes "[Cat Paw Commerce Group]";
			mes "Use the ^4d4dffButterfly Wings^000000 item to fly straight to that location.";
			next;
			mes "[Cat Paw Commerce Group]";
			mes "Most of the locations shared are the safe village or city.";
			next;
			mes "[Cat Paw Commerce Group]";
			mes "The ^4d4dffWarehouse service^000000 is also similar.";
			mes "You pay a little service fee to deposit your items safely.";
			next;
			mes "[Cat Paw Commerce Group]";
			mes "You can't just carry around every item with you, can you?";
			mes "This is where the warehouse comes in handy.";
			next;
			mes "[Cat Paw Commerce Group]";
			mes "You can deposit and take out your item in the warehouse anytime, anywhere if you pay the service fee!";
			mes "Now do you get it?";
			close;
		}
		mes "[Cat Paw Commerce Group]";
		mes "Then, what do you want me to help you with?";
	}
	else {
		mes "[Cat Paw Commerce Group]";
		mes "Come on! Welcome!";
		mes "What do you want me to help you?";
	}
	next;
	switch( select( "Location sharing service", "Warehouse service", "Quit." ) ) {
	case 1:
		mes "[Cat Paw Commerce Group]";
		mes "Saved, meow!";
		savepoint "lasagna",193,183,1,1;
		close;
	case 2:
		if (!callfunc("F_CanOpenStorage")) {
			mes "[Cat Paw Commerce Group]";
			mes "I'm sorry, but...";
			if (Class == Job_Summoner) {
				mes "You should learn the new basic skill first.";
				mes "Go and learn the skill if you want to use the warehouse.";
			}
			else {
				mes "You should learn some basic skills first if you want to use the warehouse.";
				mes "Go and learn the skills until you reach the level to use the warehouse.";
				mes "I believe it should be ^4d4dffbasic level 6^000000 for humans.";
			}
			close;
		}
		if (countitem(7059) > 0)// Free Ticket for Kafra Storage
			delitem 7059,1;
		else {
			if (Zeny < 50) {
				mes "[Cat Paw Commerce Group]";
				mes "If you don't have cheese, I'll gladly take Zeny.";
				mes "The Warehouse Service costs 50 Zeny.";
				close;
			}
			Zeny = Zeny - 50;
		}
		// todo kafra points
		mes "[Cat Paw Commerce Group]";
		mes "I'll get the warehouse open.";
		mes "Come back again!";
		close2;
		openstorage();
		end;
	case 3:
		mes "[Cat Paw Commerce Group]";
		mes "Come again then.";
		close;
	}
OnTouch:
	if (Class == Job_Summoner && isbegin_quest(7720) != 2)
		npctalk "Meow! Hey, a new friend! I've got a story to tell you. You don't want to miss this!", "", bc_self;
	end;
OnInit:
	// note: permanent for human
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(7720)" );
	end;
}

lasagna,171,105,5	script	Emergency Patient#dorco	4_M_DIEMAN,5,5,{
	emotion ET_HELP;
	npctalk "S-someone help me... Dorams, they're so cute I'm going to die...", "", bc_self;
	end;
OnTouch:
	emotion ET_HELP;
	end;
}

lasagna,200,278,5	script	Recruiter#dorcon01	4_CAT_ADV2,{
	mes "[Recruiter]";
	mes "Go for a chance to win a cruise trip and annual salary of one hundred million with a price of three anchovies! Chances are in favor of those who don't doubt!";
	next;
	mes "[Gomae]";
	mes "Vigilantes! Over here! there's someone here tricking people to get on board!";
	next;
	mes "[Recruiter]";
	mes "Blah! No luck here!";
	close;
}

lasagna,202,276,5	script	Gomae#dorcon01	4_DR_F_01,{
	npctalk "I heard that there are illegal anchovy boats tricking people to get on board these days. It's a scary world. The vigilantes have their eyes wide open to catch them.", "", bc_self;
	end;
}

lasagna,211,186,5	script	Boarding Attendant#dorc	4_CAT_ADV1,5,5,{
	if (lasagna_quest[1] < 12) {
		mes "[Boarding Attendant]";
		mes "We wish you a pleasant day on Con-Chliina!";
		close;
	}
	if (lasagna_quest[1] == 12) {
		mes "[Boarding Attendant]";
		mes "Hello, adventurer!";
		next;
		mes "[Boarding Attendant]";
		mes "I assist those who finished their training from Farfalle Vigilantes with boarding on Con-Chliina.";
		next;
		mes "[Boarding Attendant]";
		mes "Those heading to the new world should follow the red yarn and go to the ^0000cddock^000000.";
		next;
		mes "[Boarding Attendant]";
		mes "Please check to see if you have the boarding pass with you before boarding!";
		navigateto "lasagna",205,325;
		close;
	}
	end;
OnTouch:
	if (isbegin_quest(11445) == 2 && isbegin_quest(14545) == 0)
		npctalk "Please don't miss the announcement about the details of Con-Chliina!", "", bc_self;
	end;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14545)" );
	end;
}

lasa_fild01,356,374,7	script	Cow#dorcon01	4_BULL,{
	npctalk "Moo -", "", bc_self;
	end;
}
lasa_fild01,352,376,5	script	Cow#dorcon02	4_WHITE_COW,{
	npctalk "Moo - Moo -", "", bc_self;
	end;
}
lasa_fild01,361,372,3	script	Cow#dorcon03	4_BULL,{
	npctalk "Bba -", "", bc_self;
	end;
}

lasagna,217,192,5	script	Kittie#do_hint01	4_CAT_SAILOR1,{
	npctalk "F12! F12!", "", bc_self;
	mes "[Kittie]";
	mes "^4d4dffPress the F12 key and it will bring up the shortcut key slots.^000000";
	next;
	cutin "tutorial05.BMP",4;
	mes "!- Notice -!";
	mes "^4d4dffTo prepare an item or skill icon to use, drag it to the shortcut key slot.";
	next;
	mes "!- Notice -!";
	mes "^4d4dffTo use or equip an item or equipment registered in the slot, press the key that corresponds to each slot from F1 to F9.";
	next;
	mes "!- Notice -!";
	mes "^4d4dffIn the shortcut key settings, you can select the corresponding shortcut key as you desire.";
	next;
	mes "!- Notice -!";
	mes "^4d4dffPrepare an item and/or skill that you often use for faster use.";
	cutin "",255;
	close;
}

lasagna,134,113,3	script	Hair Designer#dr	4_DR_F_02,{
	mes "[Lonza]";
	mes "If you're one of the trendsetting Dorams, watch what Lonza can do with her great scissors!";
	next;
	if (Class != Job_Summoner) {
		mes "[Lonza]";
		mes "Oh? I'm sorry, but my great scissors are not for anyone who demands it.";
		mes "They're allowed only for the Doram.";
		close;
	}
	switch( select( "Change hairstyle.", "Dye hair.", "Cancel" ) ) {
	case 1:
		mes "[Lonza]";
		mes "I've lined up the attractive hairstyles that never go out of style. Will you take a look?";
		next;
		.@gender$ = Sex ? "m" : "f";
		while( true ) {
			.@i++;
			.@i = .@i > 6 ? 1 : .@i;
			cutin "hair_dr_" + .@gender$ + "_0" + .@i + ".bmp",4;
			mes "[Lonza]";
			mes "This is the " + callfunc("F_GetNumSuffix",.@i) + " hairdo. How do you like it?";
			next;
			switch( select( "Browse other styles.", "I'll take this.", "End of dialogue." ) ) {
			case 1:
				continue;
			case 2:
				mes "[Lonza]";
				mes "So you picked the " + callfunc("F_GetNumSuffix",.@i) + " hairstyle. I like your choice.";
				next;
				mes "[Lonza]";
				mes "But you need some preparations before you change your hairdo.";
				next;
				mes "[Lonza]";
				mes "3 Counteragent,";
				mes "3 Mixture,";
				mes "100 Braided Hair,";
				mes "100 Short Braids,";
				mes "100 Long Hair,";
				mes "100 Golden Hair,";
				mes "100 Glossy Hair,";
				next;
				mes "[Lonza]";
				mes "and 99,800 Zeny!";
				next;
				if (select( "It's all here.", "I'll get them all." ) == 2) {
					mes "[Lonza]";
					mes "Good! Keep it up! Run!";
					close;
				}
				if (countitem(973) < 3 || countitem(974) < 3 || countitem(901) < 100 || countitem(1094) < 100 || countitem(1020) < 100 || countitem(1060) < 100 || countitem(7152) < 100 || Zeny < 99800) {
					mes "[Lonza]";
					mes "I can help you only when you bring me the materials. Will you check on your belongings again?";
					close;
				}
				Zeny = Zeny - 99800;
				delitem 973,3;// Counteragent
				delitem 974,3;// Mixture
				delitem 901,100;// Daenggie
				delitem 1094,100;// Short Daenggie
				delitem 1020,100;// Black Hair
				delitem 1060,100;// Golden Hair
				delitem 7152,100;// Glossy Hair
				setlook LOOK_HAIR, .@i;
				mes "~Snip, snip, snip~";
				mes "~Snip, snip, snip~";
				mes "~Snip, snip, snip~";
				mes "~Whirring~";
				next;
				mes "[Lonza]";
				mes "Wow! Amazing! Perfect! Now, go ahead and show off your lovely look to others! Come on!";
				close;
			case 3:
				mes "[Lonza]";
				mes "Goodbye then. Don't make me and my great scissors wait too long for you to return.";
				close;
			}
		}
	case 2:
		mes "[Lonza]";
		mes "Trendsetters know the right color for their hair, too!";
		next;
		mes "[Lonza]";
		mes "Bring me the dye to have your hair dyed and 1,000 Zeny and I'll dye your hair so beautifully that even fashion stars would go home crying.";
		next;
		mes "^FF0000[!!Caution!!]^000000";
		mes "^FF0000The Dorams inherently have the shortest hair. Even if you proceed with the dialogue, therefore, nothing will happen.^000000";
		next;
		setarray .@dye_id[0],976,981,980,979;
		.@s = select( "Yellow", "Purple", "Orange", "Green" ) - 1;
		if (countitem(.@dye_id[.@s]) < 1) {
			mes "[Lonza]";
			mes "How can I dye your hair without the dye?";
			close;
		}
		delitem .@dye_id[.@s],1;
		Zeny = Zeny - 1000;
		// nothing happen
		mes "[Lonza]";
		mes "It'll be done in a jiff!";
		mes "What a lovely color! Why don't you show it off to your friends?";
		close;
	case 3:
		mes "[Lonza]";
		mes "It feels as if you want someone to take care of your whole day. don't you have one of those days?";
		mes "Come looking for Lonza anytime you want to be freshened up for a cooler look!";
		close;
	}
}

lasagna,260,134,3	script	Rasmus#dorcon01	4_CAT_SAILOR3,{
	npctalk "Red yarn will take you to the place you want to go, and the yellow road will take you home. don't forget. If you get lost, follow the red yarn.", "", bc_self;
	end;
}

lasagna,244,231,3	script	Crewman of Anchovy Fish	4_CAT_SAILOR1,{
	npctalk "Follow this yellow cheese road and you'll reach my hometown. I want to go back there one day.", "", bc_self;
	end;
}

lasagna,190,239,5	script	Youngster meow#dorcon01	4_CAT_ADV1,{
	npctalk "I'm the boss of this playground-", "", bc_self;
	end;
}

lasagna,180,230,7	script	Youngster meow#dorcon02	4_CAT_ADV2,{
	npctalk "Whew, you little kids... You guys are too young for me.", "", bc_self;
	end;
}

lasagna,192,245,7	script	Youngster meow#dorcon03	4_CAT_REST,{
	npctalk "There are one ten two ten three ten yarn balls... So many!", "", bc_self;
	end;
}

lasagna,184,234,5	script	Youngster meow#dorcon04	4_M_BABYCAT,{
	npctalk "Anyone who wants to ride the seesaw- come here-", "", bc_self;
	end;
}

lasagna,186,231,3	script	Youngster meow#dorcon05	4_DR_KID_01,{
	emotion ET_CRY;
	npctalk "Why Isn't this rolling- Make it roll-", "", bc_self;
	end;
}

lasagna,226,196,5	script	Aram#dorcon01	4_DR_F_02,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Is this the famous Pub-Oven?", "Tos#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Stop looking around like a hillbilly!", "", bc_self;
	sleep2 2000;
	npctalk "Wow! Look at this! Would this be the place where all three of them sat down?", "Porto#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Geesh! You're just screaming that you're a hillbilly!", "", bc_self;
	sleep2 2000;
	npctalk "Since we're here, Let's make an oven resolution!", "Tos#dorcon01", bc_self;
	sleep2 2000;
	npctalk "That's why we went through the trouble to come here! Just like Peperoncino, Thomas, and Gamberry, we'll unite and become successful!", "Porto#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Boss! Three glasses of kaluna milk shaken hard, please! And egg yolk on top!", "Tos#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Oh, this is embarrassing! How many times do I have to tell you that everyone here has it stirred?!", "", bc_self;
	sleep2 2000;
	npctalk "Stirred or shaken, who cares as long as It's tasty?", "Porto#dorcon01", bc_self;
	sleep2 1000;
	npctalk "don't let people notice that you're from out of town!", "", bc_self;
	sleep2 2000;
	npctalk "Who cares if it shows?! Apparently, there Aren't too many Lasagna natives here.", "Tos#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Yeah, Let's just enjoy ourselves since we're here. I'll try not to let it show too much.", "Porto#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Yeah, yeah. I won't show it.", "Tos#dorcon01", bc_self;
	sleep2 2000;
	classchange( 4_CAT_SAILOR3, "Employee#dorcon01", bc_self );
	npctalk "Three glasses of kaluna milk. Here you go.", "Employee#dorcon01", bc_self;
	sleep2 2000;
	classchange( HIDDEN_WARP_NPC, "Employee#dorcon01", bc_self );
	npctalk "Finally!", "Porto#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Let's all make a toast. Hold the glasses high!", "Tos#dorcon01", bc_self;
	sleep2 2000;
	npctalk "We weren't born on the same day, but Let's all die on the same day!", "", bc_self;
	sleep2 2000;
	npctalk "Why mention death?", "Tos#dorcon01", bc_self;
	sleep2 2000;
	npctalk "Then one for all! All for one!", "Porto#dorcon01", bc_self;
	sleep2 1000;
	npctalk "......", "", bc_self;
	sleep2 2000;
	npctalk "Cheesy...", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

lasagna,228,193,5	script	Porto#dorcon01	4_DR_M_01,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Since I've come all the way here, I should try the kaluna milk!", "", bc_self;
	sleep2 2000;
	npctalk "Don't be so loud! Everyone is looking!", "Aram#dorcon01", bc_self;
	sleep2 2000;
	npctalk "You know, you're the one who's louder.", "", bc_self;
	sleep2 2000;
	npctalk "Right, right.", "Tos#dorcon01", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

lasagna,229,197,5	script	Tos#dorcon01	4_DR_M_02,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Befitting to its fame, this place is packed with people.", "", bc_self;
	sleep2 2000;
	npctalk "Stop looking around like a hillbilly!", "Aram#dorcon01", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

lasagna,226,199,5	script	Employee#dorcon01	HIDDEN_WARP_NPC,{ end; }

lasagna,230,192,3	script	Perky Doram#do_hint03	4_CAT_ADV2,{
	npctalk "Always right-click when it comes to information! Right-click a human, item and cat to know more about them!", "", bc_self;
	end;
}

lasagna,235,193,3	script	Customer#dorcon02	4_DR_TORTEL,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Always right-click when it comes to information! Right-click a human, item and cat to know more about them!", "", bc_self;
	sleep2 1000;
	emotion ET_THROB;
	npctalk "Ha- ppi- ness-", "", bc_self;
	sleep2 2000;
	emotion ET_SLEEPY;
	npctalk "We're full, so there's only one thing to do. Sleep.", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

lasagna,220,190,5	script	Customer#dorcon01	4_CAT_ADV1,{
	npctalk "Have you ever seen the crazy seagull nearby the south bridge over there? It was hopping like crazy. What's going on?", "", bc_self;
	end;
}

lasagna,220,194,3	script	Serious Doram#do_hint08	4_M_MERCAT1,{
	npctalk "Humans say their weapons become stronger through refinement. What's refinement anyway?", "", bc_self;
	end;
}


lasagna,221,175,5	script	Smart Doram#do_hint06	4_CAT_SAILOR2,{
	npctalk "DEX (Dexterity) is about accuracy and casting speed.", "", bc_self;
	end;
}

lasagna,219,178,3	script	Kittie#do_hint02	4_CAT_SAILOR3,{
	npctalk "Double-click a consumable item to use.", "", bc_self;
	end;
}

// Intended ?
/*
lasagna,208,179,3	script	Kittie the Eraser#do_hi	4_M_MERCAT1,{
	npctalk "I'm deleting all the rows from 7711 through 7720.", "", bc_self;
	lasagna_quest[0] = 0;
	for ( .@quest_id = 7711; .@quest_id < 7721; .@quest_id++ ) {
		if (isbegin_quest(.@quest_id) > 0)
			erasequest .@quest_id;
	}
	end;
}
*/

lasagna,225,174,3	script	Doram On The Journey#do	4_CAT_3COLOR,{
	npctalk "You can't recover naturally if the items you carry exceed 50% of your max weight amount.", "", bc_self;
	end;
}

lasagna,233,174,5	script	Boozer#dorcon01	4_CAT_SAILOR5,{
	npctalk "Kaluna milk should be stirred. With many wanders flocking around here lately, there's been an increase in those who shake it. But That's how kids drink it, Isn't?", "", bc_self;
	end;
}

lasagna,236,173,3	script	Boozer#dorcon02	4_CAT_SAILOR5,{
	npctalk "Kaluna milk should be shaken. You have to shake it to taste the delicate flavor produced when adequately fermented kaluna is mixed with milk.", "", bc_self;
	end;
}

lasagna,236,179,5	script	Meow goon#dorcon01	4_DR_M_01,{
	mes "[Meow goon]";
	mes "If you run into a problem, ask them for help. You know, the twins in the vigilante corps. Aglio... Ali... Ol...";
	next;
	mes "[Meow goon]";
	mes "Right! They're Aglio and Oligo!";
	npctalk "Aglio and Oligo!", "", bc_self;
	next;
	emotion ET_SWEAT, getnpcid(0, "Goon meow#dorcon01");
	mes "[Goon meow]";
	mes "Hey, That's not it... No...";
	next;
	mes "[Meow goon]";
	mes "No?";
	next;
	mes "[Goon meow]";
	mes "They're Aglio and Olio. Not Aglio and Oligo. You made them sound like a sugar.";
	npctalk "They're Aglio and Olio.", "Goon meow#dorcon01", bc_self;
	next;
	mes "[Meow goon]";
	mes "Whichever.";
	close;
}

lasagna,235,178,5	script	Goon meow#dorcon01	4_DR_M_02,{
	mes "[Goon meow]";
	mes "It's dangerous to put yourself out into the world. Take these tri-colored anchovies.";
	npctalk "It's dangerous to put yourself out into the world.", "", bc_self;
	next;
	mes "[Meow goon]";
	mes "Everyone keep away! I'm dangerous. Krahh! How long can the tri-colored anchovies hold off?!";
	npctalk "Everyone keep away! I'm dangerous.", "Meow goon#dorcon01", bc_self;
	next;
	mes "[Goon meow]";
	mes "I'm... finished... You go ahead...";
	next;
	mes "[Meow goon]";
	mes "Kah... The poltergeist that had been sleeping inside my bag is raging!";
	next;
	emotion ET_BEST;
	emotion ET_BEST, getnpcid(0, "Meow goon#dorcon01");
	mes "[Goon meow]";
	mes "Good! This should be enough to keep me from getting snubbed in the new world.";
	npctalk "We're thoroughly prepared all right!", "Meow goon#dorcon01";
	close;
}

lasagna,232,187,6	script	Fettuccina#dorcon01	4_CAT_SAILOR2,{
	mes "[Fettuccina]";
	mes "I've worked here for a while, but I'm still the youngest so I do all the dishes.";
	next;
	mes "[Fettuccina]";
	mes "A glass before sailing out, a glass on land after a long voyage, a glass for everyone who came from out of town to make an oven resolution, a glass for every regular customers, a glass for everyone who drinks because others drink it..";
	next;
	mes "[Fettuccina]";
	mes "So basically, It's beyond your imagination how many glasses I have to wash each day. Not only that, I have to listen to vigilance corps and merchants' low-ranking dorams whine, and counsel rookie adventurers.";
	next;
	mes "[Fettuccina]";
	mes "Really, 24 hours are too short. We should hire one more person!";
	close;
}

lasagna,131,245,5	script	The diligent second son	4_CAT_3COLOR,{
	if (checkweight(1001,1) == 0) {
		mes "- Hold on a second here!! -";
		mes "- You have too many items. -";
		mes "- That means you can no longer receive any items. -";
		mes "- Free up some space -";
		mes "- and try again. -";
		close;
	}
	mes "[Yota Chara]";
	mes "Father, mother. Please come back home safely.";
	mes "(He's making something, mumbling.)";
	next;
	if (select( "Craft Amulet", "About the Family" ) == 2) {
		mes "[Yota Chara]";
		mes "...My parents keep going out into the dangerous areas. I'm still a child to help them, so what I do is to make these amulets for them.";
		next;
		emotion ET_PROFUSELY_SWEAT;
		mes "[Yota Chara]";
		mes "What if some bad news reach us even if I try hard making these amulets for their safety?";
		next;
		mes "[Yota Chara]";
		mes "I get startled each time some mail arrives...";
		next;
		emotion ET_CRY, getnpcid(0, "The skittish fourth#wea");
		mes "[Dandi Chara]";
		mes "Whatever happened to our parents? ~Bursting into crying~";
		next;
		emotion ET_BEST, getnpcid(0, "The brave third#weapon");
		mes "[Jogi Chara]";
		mes "Well, then. I'll be your dad!!";
		next;
		emotion ET_CRY, getnpcid(0, "The skittish fourth#wea");
		emotion ET_PROFUSELY_SWEAT;
		mes "[Dandi Chara]";
		mes "~Keeps crying uncontrollably~ No way!! Mom!! Dad!!";
		next;
		mes "[Goma Chara]";
		emotion ET_FRET, getnpcid(0, "The sensitive-minded ela");
		emotion ET_PROFUSELY_SWEAT;
		mes "Both will be totally fine and return to us soon. So quit it! Did you really have to make him cry, huh?!";
		next;
		emotion ET_THINK;
		mes "- Yota became disheartened and started making another amulet, quietly. -";
		close;
	}
	mes "[Yota Chara]";
	mes "...Do you have someone you're close to and whom you wish for their wellness?";
	mes "If you want an amulet, you can exchange it with the Doram tokens. I have a bunch of amulets with me.";
	next;
	.@s = select( "Low-grade Horse Mackerel Amulet", "Low-grade Leaf Amulet", "Low-grade Rabbit Amulet", "Shining Twig Charm", "Fresh Tuna Amulet", "Plump Earthworm Amulet" );
	mes "[Yota Chara]";
	switch(.@s) {
	case 1:
		mes "<ITEM>Low-grade Horse Mackerel Amulet <INFO>28413</INFO></ITEM> is for my father who is far out to the sea.";
		break;
	case 2:
		mes "<ITEM>Low-grade Leaf Amulet <INFO>28416</INFO></ITEM> is for my mother who should be wandering about the deep side of the forest.";
		break;
	case 3:
		mes "<ITEM>Low-grade Rabbit Amulet <INFO>28419</INFO></ITEM> is for my brothers' health and wellness.";
		break;
	case 4:
		mes "<ITEM>Shining Twig Charm <INFO>28422</INFO></ITEM> is to wish for my mother to return home safely from anywhere in the world.";
		break;
	case 5:
		mes "<ITEM>Fresh Tuna Amulet <INFO>28423</INFO></ITEM> is to wish for my father to return home quick with his ship full of tunas.";
		break;
	case 6:
		mes "<ITEM>Plump Earthworm Amulet <INFO>28424</INFO></ITEM> is to wish for easy fishing so that my family won't be starved.";
		break;
	}
	if (.@s < 4) {
		.@cost = 10;
		.@item_id = 28410 + .@s * 3;
	}
	else {
		.@cost = 30;
		.@item_id = 28418 + .@s;
	}
	mes "Will you exchange it for " + .@cost + " <ITEM>Doram Token<INFO>25142</INFO></ITEM>?";
	next;
	if (select( "Exchange", "Cancel" ) == 2) {
		mes "[Yota Chara]";
		mes "Did...did I misspeak, or what?";
		mes "I'm not an expert but I did my best.";
		close;
	}
	if (countitem(25142) < .@cost) {
		mes "[Yota Chara]";
		mes "I'm sorry. My sister will get pretty mad if I don't sell it for the proper money. Will you come back with 10 Doram Tokens?";
		close;
	}
	mes "[Yota Chara]";
	mes "Thanks you. I hope my amulet will be of good use to you...";
	delitem 25142, .@cost;
	getitem .@item_id, 1;
	close;
}

lasagna,131,250,5	script	The brave third#weapon	4_DR_M_02,{
	if (checkweight(1001,1) == 0) {
		mes "- Hold on a second here!! -";
		mes "- You have too many items. -";
		mes "- That means you can no longer receive any items. -";
		mes "- Free up some space -";
		mes "- and try again. -";
		close;
	}
	mes "[Jogi Chara]";
	mes "~Whirring~";
	mes "Here is Jogi, the bomber from Lasagna!";
	mes "Drop your weapons and surrender!";
	next;
	if (select( "Act as if you surrender.", "Ignore him." ) == 2) {
		mes "[Jogi Chara]";
		mes "~Makes a whiffing sound~";
		mes "~Thumping sound~";
		mes "Huh? Where do you think you're going?";
		close;
	}
	mes "[Jogi Chara]";
	mes "Wahaha! Another victory for me! What a rewarding day!";
	mes "What should we do next?";
	next;
	if (select( "Exchange tokens for a weapon.", "About the Family" ) == 2) {
		emotion ET_BEST;
		mes "[Jogi Chara]";
		mes "My sister told me my parents are warriors! They left for a huge adventure!!";
		next;
		emotion ET_BEST;
		mes "[Jogi Chara]";
		mes "I'll join the Militia and become great like my parents!";
		mes "I'm still too young to join the Militia, but, I'm positive that I can be the ace of the band once I join it because I'm committed to training myself.";
		next;
		emotion ET_HNG;
		mes "[Jogi Chara]";
		mes "My family members are very lazy. Unless I train them based on my strong belief, they can never become warriors.";
		mes "Most notoriously, my elder and younger brother can be a real pain in my neck!";
		next;
		emotion ET_SMILE;
		mes "[Jogi Chara]";
		mes "Dandi! Today's training is to <put 10 earthworms on the head!> Get over here!";
		next;
		emotion ET_CRY, getnpcid(0, "The skittish fourth#wea");
		mes "[Dandi Chara]";
		mes "~Bursting into crying~ Goma Chara!!";
		close;
	}
	emotion ET_SPARK;
	mes "[Jogi Chara]";
	mes "Whoa, a new weapon! New power!";
	mes "What are you going to give me? Do you have a lot of weapons? Can I search into them? Will you exchange it for <ITEM>Doram Token <INFO>25142</INFO></ITEM>?";
	next;
	if (select( "Search", "Cancel" ) == 1) {
		setarray .@item_data[0],
			1690, 1,	// Marvelous Foxtail Staff [3]
			1691, 2,	// Wondrous Foxtail Staff [2]
			1692, 3,	// Magic Foxtail Staff [2]
			1693, 4,	// Magic Yellow Foxtail Staff [1]
			1694, 1,	// Foxtail Replica [3]
			1695, 2,	// Fine Foxtail Replica [2]
			1696, 3,	// Elaborate Foxtail Replica [2]
			1697, 4;	// Elaborate Yellow Foxtail Replica [1]
		.@total_item = getarraysize(.@item_data);

		while(true) {
			for ( .@i = 0; .@i < .@total_item; .@i += 2 ) {
				if ((countitem(.@item_data[.@i]) - isequippedcnt(.@item_data[.@i])) > 0)
					break;
			}
			if (.@i == .@total_item) {
				mes "[Jogi Chara]";
				mes "That's it?";
				next;
				if (select( "Search again.", "Stop." ) == 2)
					break;
			}
			else {
				mes "[Jogi Chara]";
				mes "Whoa! This is ^3131FF" + getitemname(.@item_data[.@i]) + "^000000!";
				mes "Exchange it for " + .@item_data[.@i+1] + " <ITEM>Doram Token<INFO>25142</INFO></ITEM>! Please? Will you do it, please?";
				next;
				if (select( "Exchange", "Quit exchanging" ) == 2) {
					mes "[Jogi Chara]";
					mes "~Giggles~ We should see each other more often!";
					close;
				}
				mes "[Jogi Chara]";
				mes "Yay!! Thanks a mil!";
				mes "Can I look for something else?";
				delitem .@item_data[.@i],1;
				getitem 25142,.@item_data[.@i+1];// Doram token
				next;
			}
		}
	}
	mes "[Jogi Chara]";
	mes "~Scoffs~ Alright, then.";
	close;
}

lasagna,140,250,3	script	The skittish fourth#wea	4_DR_F_01,{
	if (checkweight(1001,1) == 0) {
		mes "- Hold on a second here!! -";
		mes "- You have too many items. -";
		mes "- That means you can no longer receive any items. -";
		mes "- Free up some space -";
		mes "- and try again. -";
		close;
	}
	emotion ET_HUK;
	mes "[Dandi Chara]";
	mes "~Shrieks~ Hi...Hiya...";
	mes "You really startled me...I thought it was Jogi.";
	next;
	if (select( "Exchange tokens for armor.", "About the Family" ) == 2) {
		mes "[Dandi Chara]";
		mes "She gets angry easily but makes new clothes for me, saying I deserve pretty ones.";
		mes "I like her...";
		next;
		emotion ET_CRY;
		mes "[Dandi Chara]";
		mes "My brothers can be pretty mean. So I try my best to obey what Dandi tells me to.";
		mes "Still, Yota would never show his smiles, while Jogi would bring me hideous stuff like an earthworm, saying I should be tougher. ~Makes a sobbing sound~";
		next;
		emotion ET_CRY;
		mes "[Dandi Chara]";
		mes "What's more, Jogi keeps wandering near the forest, saying He's going for the Militia. Mom said it's dangerous...";
		next;
		emotion ET_CRY;
		mes "[Dandi Chara]";
		mes "What if a monster takes my brother away? That monster's gotta hurt a lot...";
		next;
		emotion ET_SURPRISE;
		mes "[Dandi Chara]";
		mes "Do you happen to have any piece of armor to spare for my brother? Would you give it to me? I'll pay for it...";
		close;
	}
	mes "[Dandi Chara]";
	mes "Do you mind if I search you to see the items you have with you?";
	mes "If I find an item suitable for Jogi, I'll pay <INFO>25142</INFO><ITEM>Doram Token </ITEM>....";
	next;
	if (select( "Search", "Cancel" ) == 1) {
		setarray .@item_data[0],	// keep the order
			15156, 4,	// Elegant Doram Suit [1]
			20790, 4,	// Elegant Doram Manteau [1]
			22085, 4,	// Elegant Doram Shoes [1]
			28415, 4,	// Advanced Saurel Charm [1]
			28418, 4,	// Advanced Leaf Charm [1]
			28421, 4,	// Advanced Bunny Charm [1]
			28414, 3,	// Fair Saurel Charm [1]
			28417, 3,	// Fair Leaf Charm [1]
			28420, 3,	// Fair Bunny Charm [1]
			15129, 3,	// Luxurious Doram Suit [1]
			20789, 3,	// Luxurious Doram Manteau [1]
			22084, 3,	// Luxurious Doram Shoes [1]
			15126, 3,	// Doram Suit [1]
			20788, 3,	// Doram Manteau [1]
			22083, 3,	// Doram Shoes [1]
			28380, 2,	// Fresh Grass Necklace [1]
			28381, 2,	// Cute Grass Necklace [1]
			28382, 2,	// Charming Grass Necklace [1]
			28422, 2,	// Shining Branch Charm [1]
			28423, 2,	// Fresh Tuna Charm [1]
			28423, 2,	// Plump Earthworm Charm [1]
			28413, 2,	// Basic Saurel Charm [1]
			28416, 2,	// Basic Leaf Charm [1]
			28419, 2;	// Basic Bunny Charm [1]
		.@total_item = getarraysize(.@item_data);

		while(true) {
			for ( .@i = 0; .@i < .@total_item; .@i += 2 ) {
				if ((countitem(.@item_data[.@i]) - isequippedcnt(.@item_data[.@i])) > 0)
					break;
			}
			if (.@i == .@total_item) {
				mes "[Dandi Chara]";
				mes "...I think That's just it. Should I look over it again, or stop right here?";
				next;
				if (select( "Search again.", "Stop." ) == 2)
					break;
			}
			else {
				mes "[Dandi Chara]";
				mes "Whoa, this must be ^3131FF" + getitemname(.@item_data[.@i]) + "^000000!!";
				mes "Don't you want to exchange this with " + .@item_data[.@i+1] + " <ITEM>Doram Token<INFO>25142</INFO></ITEM>?";
				next;
				if (select( "Exchange", "Quit exchanging" ) == 2) {
					mes "[Dandi Chara]";
					mes "I know. I searched into your inventory too much. Sorry...";
					close;
				}
				mes "[Dandi Chara]";
				mes "Thank you.";
				mes "Can I look for something else?";
				delitem .@item_data[.@i],1;
				getitem 25142,.@item_data[.@i+1];// Doram token
				next;
			}
		}
	}
	mes "[Dandi Chara]";
	mes "Alright...Thank you for your...help, I guess...";
	close;
}

lasagna,140,245,3	script	The sensitive-minded ela	4_CAT_SAILOR3,{
	if (checkweight(1001,1) == 0) {
		mes "- Hold on a second here!! -";
		mes "- You have too many items. -";
		mes "- That means you can no longer receive any items. -";
		mes "- Free up some space -";
		mes "- and try again. -";
		close;
	}
	mes "[Goma Chara]";
	mes "I'm Goma Chara, the eldest daughter of the Charas. These brats are who quicken my ageing process...";
	mes "If you happen to have the amulet that my brother Yota made, I can polish it for you.";
	next;
	if (select( "Upgrade Amulet", "About the Family" ) == 2) {
		mes "[Goma Chara]";
		mes "My father was a born seaman so went out into the sea a long time ago, saying he'll catch the world's largest tuna.";
		next;
		mes "[Goma Chara]";
		mes "My mother can be a collector so she would go into the deepmost side of the forest, looking for the odd fruits. She would come and go even before I know it.";
		next;
		mes "[Goma Chara]";
		mes "So taking care of these bratty brothers has become my responsibility! I wonder why I was born the eldest! I've almost had it!";
		next;
		emotion ET_FRET;
		mes "[Goma Chara]";
		mes "Yota! Tidy up your place after making amulets! Pick up the scales of horse mackerels there. Oh, my days...";
		next;
		emotion ET_FRET;
		mes "[Goma Chara]";
		mes "Jogi, Dandi is about to burst into crying. Please behave yourself, will you?";
		next;
		emotion ET_ANGER;
		mes "[Goma Chara]";
		mes "~Signs deeply~ My head is spinning!";
		mes "I'm sorry but our chit-chat ends here. Time flies when you're busy taking care of little brothers.";
		close;
	}
	mes "[Goma Chara]";
	mes "Yota often makes quality amulets, but he still needs more polishing.";
	mes "If he pays attention to details, his amulets will be even greater. But he just doesn't care.";
	next;
	.@s = select( "Polish the Horse Mackerel Amulet.", "Polish the Leaf Amulet.", "Polish the Rabbit Amulet." ) - 1;
	setarray .@ids[0], 28413,28416,28419;
	.@start_ID = .@ids[.@s];
	if ((countitem(.@start_ID) - isequippedcnt(.@start_ID))  > 0) {	// basic amulet to upgrade
		.@your_charm_ID = .@start_ID;
		.@next_charm_ID = .@start_ID + 1;
		.@needCoin = 30;
	}
	else if ((countitem(.@start_ID+1) - isequippedcnt(.@start_ID+1))  > 0) {	// intermediate
		.@your_charm_ID = .@start_ID + 1;
		.@next_charm_ID = .@start_ID + 2;
		.@needCoin = 90;
	}
	else if ((countitem(.@start_ID+2) - isequippedcnt(.@start_ID+2))  > 0) {	// player have some "perfect" amulet in inventory
		mes "[Goma Chara]";
		mes "This amulet is already perfect!";
		close;
	}
	if (.@your_charm_ID < 1) {
		mes "[Goma Chara]";
		mes "Show me your amulet, will you? I can't seem to find it in your inventory.";
		close;
	}
	mes "[Goma Chara]";
	mes "Let me. Hmm... " + getitemname(.@your_charm_ID) + ", it is.";
	mes "...I knew this was going to happen again. Worse, this one must require a lot more time to polish!";
	next;
	mes "[Goma Chara]";
	mes "Hey, if you give me " + .@needCoin + "<ITEM>Doram Token<INFO>25142</INFO></ITEM>, I'll fix this for you.";
	mes "<ITEM>This should produce the <INFO>" + .@next_charm_ID + "</INFO></ITEM> function, I guess. How do you like it?";
	next;
	if (select( "Upgrade", "Cancel" ) == 2) {
		mes "[Goma Chara]";
		mes "As you please.";
		close;
	}
	if (countitem(25142) < .@needCoin) {
		mes "[Goma Chara]";
		mes "Insufficient materials, can not be repaired free.";
		close;
	}
	mes "[Goma Chara]";
	mes "The inside of this amulet seems pretty tough.";
	mes "But my dexterity is tougher. Tada! Put my brother's amulet to good use.";
	delitem 25142, .@needCoin;// Doram token
	delitem .@your_charm_ID,1;
	getitem .@next_charm_ID,1;
	close;
}

// Daily Quests
lasa_fild01,353,370,5	script	Shepherd#dorcon	4_DR_KID_01,{
	if (BaseLevel < 6 || BaseLevel > 9) {
		if (BaseLevel > 9) {
			if (checkquest(14592,PLAYTIME) == 2)
				erasequest 14592;
			switch( checkquest(14546,HUNTING) ) {
			case -1:
				break;
			case 0:
			case 1:
				mes "[Shepherd]";
				mes "I'm sorry to say this when you're working so hard to help us, but how about searching for some other work? I think It's a shame to let your skills go to waste.";
				next;
				mes "[Shepherd]";
				if (BaseLevel < 14)
					mes "I heard that honey collect is in need of help, so you should go see ^4D4DFF[Florin]^000000. Thank you for helping us.";
				else if (BaseLevel < 16)
					mes "I heard that Prok needs some help right now. Why don't you go see ^4D4DFF[Prok]^000000? Thank you for helping us.";
				else if (BaseLevel < 20)
					mes "Speaking of which, ^4D4DFF[Fisher]^000000 said he needed some help. Would you like to give it a try? Thank you for helping us.";
				else if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14546;// Take care of grass thief
				close;
			case 2:
				mes "[Shepherd]";
				mes "Thank you. Now our cows can enjoy delicious meal.";
				next;
				mes "[Shepherd]";
				mes "But you seem too skilled to do this kind of work. There are many other jobs that require physical strength, so perhaps you should go seek them.";
				next;
				mes "[Shepherd]";
				mes "Not today. Maybe tomorrow? Let me see... Who said needed some help?";
				next;
				mes "[Shepherd]";
				if (BaseLevel < 14)
					mes "I heard that honey collect is in need of help, so you should go see ^4D4DFF[Florin]^000000. Thank you for helping us.";
				else if (BaseLevel < 16)
					mes "I heard that Prok needs some help right now. Why don't you go see ^4D4DFF[Prok]^000000? Thank you for helping us.";
				else if (BaseLevel < 20)
					mes "Speaking of which, ^4D4DFF[Fisher]^000000 said he needed some help. Would you like to give it a try? Thank you for helping us.";
				else if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14546;// Take care of grass thief
				if (isbegin_quest(14592) == 0 && BaseLevel < 21)
					setquest 14592;// Resting Time
				getexp 150,250;
				close;
			}
		}
		mes "[Shepherd]";
		mes "Hey cows- eat a lot and relax a lot- I'll sing you a song-";
		close;
	}
	switch( checkquest(14592,PLAYTIME) ) {
	case -1:
		switch( checkquest(14546,HUNTING) ) {
		case -1:
			mes "[Shepherd]";
			mes "Hello, are you the person who's here to help us? Then you can start now.";
			next;
			if (select( "What is going on?", "I'm not working." ) == 2) {
				mes "[" + strcharinfo(0) + "]";
				mes "Work? That's out of the blue. No, I won't do it!";
				close;
			}
			mes "[" + strcharinfo(0) + "]";
			mes "If you need help, then you should at least tell me what I should do.";
			next;
			mes "[Shepherd]";
			mes "Oh, didn't the Chef tell you? I'm sorry, most people come here after hearing the details from him.";
			next;
			mes "[Shepherd]";
			mes "Those Grass Fabres and Leaf Lunatics are eating away the entire grass. But they shouldn't because they're leaving my cute cows here with no food.";
			next;
			mes "[Shepherd]";
			mes "Our cows have nothing to eat then.";
			next;
			mes "[Shepherd]";
			mes "If our cows can't eat grass, then we can't milk them. If we have no fresh milk, then we can't make kaluna milk.";
			next;
			mes "[Shepherd]";
			mes "And... Oh, I don't even want to imagine after that.";
			next;
			mes "[Shepherd]";
			mes "So I need you to catch Grass Fabres and Leaf Lunatics. Five each. Okay, then start!";
			setquest 14546;// Take care of grass thief
			close;
		case 0:
		case 1:
			mes "[Shepherd]";
			mes "You're still not done yet. Please catch five Grass Fabres and five Leaf Lunatics.";
			close;
		case 2:
			mes "[Shepherd]";
			mes "Mm...good. This area is settled now. You're really good at this.";
			next;
			mes "[Shepherd]";
			mes "Thank you so much. I hope you can help us again next time. So what'd you say? Please give it a thought.";
			erasequest 14546;// Take care of grass thief
			setquest 14592;// Resting Time
			getexp 120,200;
			close;
		}
	case 0:
	case 1:
		mes "[Shepherd]";
		mes "there's nothing threatening around here right now. Our cows are satisfied with their meals, too.";
		next;
		mes "[Shepherd]";
		mes "Get some good rest and come back tomorrow.";
		close;
	case 2:
		mes "[Shepherd]";
		mes "Adventurer, please help! Packs of Grass Fabres and Leaf Lunatics are coming this way!";
		next;
		mes "[Shepherd]";
		mes "Please catch five from each pack! I'll do whatever I can with the rest!";
		erasequest 14592;// Resting Time
		setquest 14546;// Take care of grass thief
		close;
	}
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14546) && !isbegin_quest(14592) && BaseLevel >= 6 && BaseLevel <= 9" );
	end;
}

lasa_fild02,102,372,5	script	Florin#dorcon	4_DR_F_01,{
	if (BaseLevel < 10 || BaseLevel > 13) {
		if (BaseLevel > 13) {
			if (checkquest(14592,PLAYTIME) == 2)
				erasequest 14592;
			switch( checkquest(14588,HUNTING) ) {
			case -1:
				break;
			case 0:
			case 1:
				mes "[Florin]";
				mes "Adventurer, I know you're helping us right now but I think you are better off working not in this field, but in a different one.";
				next;
				mes "[Florin]";
				if (BaseLevel < 16)
					mes "I heard that Prok needs some help right now. Why don't you go see ^4D4DFF[Prok]^000000? Thank you for helping us.";
				else if (BaseLevel < 20)
					mes "Speaking of which, ^4D4DFF[Fisher]^000000 said he needed some help. Would you like to give it a try? Thank you for helping us.";
				else if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14588;// The Competition
				close;
			case 2:
				mes "[Florin]";
				mes "Thanks to you, we were able to collect so much honey. Thank you!";
				next;
				mes "[Florin]";
				mes "But I think you are better off working not in this field, but in a different one.";
				next;
				mes "[Florin]";
				mes "If It's all right with you, may I find you work? You've done a lot today, so please get some good rest and see you tomorrow.";
				next;
				mes "[Florin]";
				if (BaseLevel < 16)
					mes "I heard that Prok needs some help right now. Why don't you go see ^4D4DFF[Prok]^000000? Thank you for helping us.";
				else if (BaseLevel < 20)
					mes "Speaking of which, ^4D4DFF[Fisher]^000000 said he needed some help. Would you like to give it a try? Thank you for helping us.";
				else if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14588;// The Competition
				if (isbegin_quest(14592) == 0 && BaseLevel < 21)
					setquest 14592;// Resting Time
				getexp 200,300;
				close;
			}
		}
		mes "[Florin]";
		mes "I really like this job! I can smell sweet flowers and also get some honey!";
		close;
	}
	switch( checkquest(14592,PLAYTIME) ) {
	case -1:
		switch( checkquest(14588,HUNTING) ) {
		case -1:
			mes "[Florin]";
			mes "You're not taking my honey!";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Ouch! Why are you hitting me all of a sudden?";
			next;
			mes "[Florin]";
			mes "Oh! I'm sorry. I thought it was the hornets again.";
			next;
			if (select( "You look like you need help.", "Be careful next time." ) == 2) {
				mes "[" + strcharinfo(0) + "]";
				mes "I almost got hurt. Please be careful next time.";
				close;
			}
			mes "[" + strcharinfo(0) + "]";
			mes "You look like you need help. Want me to help?";
			next;
			mes "[Florin]";
			mes "Really... you'll help me? Even after I had hit you? Well, I'm so grateful if you can because I need some help right now.";
			next;
			mes "[Florin]";
			mes "I'm collecting honey needed to ferment kaluna from the blooming flowers here, but our biggest rivals, the hornets, are taking everything before we even get a chance.";
			next;
			mes "[Florin]";
			mes "At this rate, I won't have enough honey and won't be able to make kaluna milk. If people can't drink kaluna milk, then there will be a riot and...";
			next;
			mes "[Florin]";
			mes "Adventurer, I beg you. We must stop Lasagna from going back to its dark ages. Everything is in your hands!";
			next;
			mes "[Florin]";
			mes "Please defeat our rivals, the wild hornets. Around ten would do.";
			next;
			mes "[Florin]";
			mes "If you can defeat them, then I'll do whatever I can with the rest. Thank you.";
			setquest 14588;// The Competition
			close;
		case 0:
		case 1:
			mes "[Florin]";
			mes "Oh, you're not done yet. Have you forgotten what you were supposed to catch?";
			next;
			mes "[Florin]";
			mes "You need to catch ten wild hornets. Good luck!";
			close;
		case 2:
			mes "[Florin]";
			mes "Thanks to you, we were able to collect so much honey. Thank you!";
			next;
			mes "[Florin]";
			mes "But I think you are better off working not in this field, but in a different one.";
			next;
			mes "[Florin]";
			mes "If It's all right with you, may I find you work? You've done a lot today, so please get some good rest and see you tomorrow.";
			next;
			mes "[Florin]";
			mes "I heard that Prok needs some help right now. Why don't you go see ^4D4DFF[Prok]^000000? Thank you for helping us.";
			navigateto "lasa_fild01",177,241;
			erasequest 14588;// The Competition
			setquest 14592;// Resting Time
			getexp 200,300;
			close;
		}
	case 0:
	case 1:
		mes "[Florin]";
		mes "The wild hornets are quiet right now. At this number, I can take care of them myself.";
		next;
		mes "[Florin]";
		mes "Once the sun is up, they'll be back again. Could you come back then and help me?";
		close;
	case 2:
		mes "[Nedsoli]";
		mes "You look like you still need help today as well. Want me to help?";
		next;
		mes "[Florin]";
		mes "Ah, adventurer, I'm so glad you're here!";
		next;
		mes "[Florin]";
		mes "I need you to defeat our rival wild hornet today as well. Around ten hornets. Thank you!";
		erasequest 14592;// Resting Time
		setquest 14588;// The Competition
		close;
	}

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14588) && !isbegin_quest(14592) && BaseLevel >= 10 && BaseLevel <= 13" );
	end;
}

lasa_fild02,177,241,5	script	Prok#dorcon	4_DR_M_02,{
	if (BaseLevel < 14 || BaseLevel > 15) {
		if (BaseLevel > 15) {
			if (checkquest(14592,PLAYTIME) == 2)
				erasequest 14592;
			switch( checkquest(14589,HUNTING)) {
			case -1:
				break;
			case 0:
			case 1:
				mes "[Prok]";
				mes "After observing you, I get a feeling that you might better off working not in this field, but in a different one.";
				next;
				mes "[Prok]";
				if (BaseLevel < 20)
					mes "Speaking of which, ^4D4DFF[Fisher]^000000 said he needed some help. Would you like to give it a try? Thank you for helping us.";
				else if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14589;// Sticky ingredient
				close;
			case 2:
				if (countitem(918) < 5) {
					mes "[Prok]";
					mes "After observing you, I get a feeling that you might better off working not in this field, but in a different one.";
					next;
					mes "[Prok]";
					if (BaseLevel < 20)
						mes "Speaking of which, ^4D4DFF[Fisher]^000000 said he needed some help. Would you like to give it a try? Thank you for helping us.";
					else if (BaseLevel < 21)
						mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
					else
						mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
					erasequest 14589;// Sticky ingredient
					close;
				}
				mes "[Prok]";
				mes "Wow, thank you! That was quick.";
				next;
				mes "[Prok]";
				mes "But rather than working on this side, I think you should seek out for an adventure.";
				next;
				mes "[Prok]";
				mes "If you wish, I can find something for you. But not today. Perhaps tomorrow. Today you should get some rest.";
				next;
				mes "[Prok]";
				if (BaseLevel < 20)
					mes "Speaking of which, ^4D4DFF[Fisher]^000000 said he needed some help. Would you like to give it a try? Thank you for helping us.";
				else if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14589;// Sticky ingredient
				if (isbegin_quest(14592) == 0 && BaseLevel < 21)
					setquest 14592;// Resting Time
				delitem 918,5;// Sticky Webfoot
				getexp 300,500;
				close;
			}
		}
		mes "[Prok]";
		mes "Slippery- sticky- It's amazing such creatures exist.";
		close;
	}
	switch( checkquest(14592,PLAYTIME) ) {
	case -1:
		switch( checkquest(14589,HUNTING) ) {
		case -1:
			mes "[Prok]";
			mes "Can you by any chance help me? If you have time, that is.";
			next;
			if (select( "I'll help you.", "I'm busy right now." ) == 2) {
				mes "[" + strcharinfo(0) + "]";
				mes "I'm busy right now. I'll help you next time. Sorry!";
				close;
			}
			mes "[Prok]";
			mes "Wow! Thank you! I need to take sticky webfeet but That's a bit hard to do alone.";
			next;
			mes "[Prok]";
			mes "This sticky webfoot is the main ingredient of pudding, but it goes bad quickly after a day. And smells awful, too.";
			next;
			mes "[Prok]";
			mes "So every day, I must only collect how much I need for the day. But I still haven't collected enough for today.";
			next;
			mes "[Prok]";
			mes "Chef must be waiting... It's such a relief that you're helping me.";
			next;
			mes "[Prok]";
			mes "Could you catch Sweet Roda Frogs and bring me sticky webfeet? Around five of them. Thank you!";
			setquest 14589;// Sticky ingredient
			close;
		case 0:
		case 1:
			mes "[Prok]";
			mes "Um, did you really catch Sweet Roda Frog?";
			next;
			mes "[Prok]";
			mes "You need to catch ten... I also need five sticky webfeet.";
			close;
		case 2:
			if (countitem(918) < 5) {
				mes "[Prok]";
				mes "I asked for five sticky webfeet but I still need a bit more. I don't have enough time to collect them alone.";
				close;
			}
			mes "[Prok]";
			mes "Wow, thank you! That was quick.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Can I ask for a favor again next time? I need to take fresh ones every day.";
			erasequest 14589;// Sticky ingredient
			setquest 14592;// Resting Time
			delitem 918,5;// Sticky Webfoot
			getexp 300,500;
			close;
		}
	case 0:
	case 1:
		mes "[Prok]";
		mes "You're here again. But I don't need sticky webfeet yet. What you sent yesterday is enough.";
		next;
		mes "[Prok]";
		mes "But you never know, so can you come back tomorrow?";
		close;
	case 2:
		mes "[Prok]";
		mes "You're here. Can you help me today as well?";
		next;
		mes "[Prok]";
		mes "Could you catch ten Sweet Roda Frogs and bring me sticky webfeet? Around five of them. Thank you!";
		erasequest 14592;// Resting Time
		setquest 14589;// Sticky ingredient
		close;
	}

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14589) && !isbegin_quest(14592) && (BaseLevel == 14 || BaseLevel == 15)" );
	end;
}

lasa_fild02,326,170,5	script	Fisher#dorcon	4_CAT_ADV2,{
	if (BaseLevel < 16 || BaseLevel > 19) {
		if (BaseLevel > 19) {
			if (checkquest(14592,PLAYTIME) == 2)
				erasequest 14592;
			switch( checkquest(14590,HUNTING) ) {
			case -1:
				break;
			case 0:
			case 1:
				mes "[Fisher]";
				mes "Adventurer, stop what you're doing just for a minute. I think I can handle it alone from here. You seem too strong for this type of work, you know.";
				next;
				mes "[Fisher]";
				if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14590;// Hunter's destination
				close;
			case 2:
				mes "[Fisher]";
				mes "Thank you so much. I bet they'll be scared to show up for a while.";
				next;
				mes "[Fisher]";
				mes "But I think you should seek for bigger adventures. don't let your skills go to waste in this boondocks and go out to a bigger place.";
				next;
				mes "[Fisher]";
				mes "Right. There was someone who needed help. You had a long day today, so perhaps you should go see him tomorrow.";
				next;
				mes "[Fisher]";
				if (BaseLevel < 21)
					mes "^4D4DFF[Sleepy meow]^000000, who lives over there at the mouth of the cave where basilisks live, is desperately seeking for a strong individual. Perhaps you should give it a try for the experience. Thank you for helping us.";
				else
					mes "Taking a ship from the ^4D4DFF[dock]^000000 in search of a bigger adventure is also a good idea. Thank you for helping us.";
				erasequest 14590;// Hunter's destination
				if (isbegin_quest(14592) == 0 && BaseLevel < 21)
					setquest 14592;// Resting Time
				getexp 400,800;
				close;
			}
		}
		mes "[Fisher]";
		mes "Today's wind is good! The fish will dry nicely.";
		close;
	}
	switch( checkquest(14592,PLAYTIME) ) {
	case -1:
		switch( checkquest(14590,HUNTING) ) {
		case -1:
			mes "[Fisher]";
			mes "Oh, what am I going to do. Hey you, adventurer! Hold on a second!";
			next;
			if (select( "What's up?", "I'm busy right now." ) == 2) {
				mes "[Fisher]";
				mes "Yeah? Then I guess there's nothing I can do.";
				close;
			}
			mes "[Fisher]";
			mes "Take a look at those Desert Wolves. What do you think?";
			next;
			mes "[Fisher]";
			mes "Those monsters steal all the fish I'm drying right now!";
			next;
			mes "[Fisher]";
			mes "What Hunter Desert Wolf in the world eats fish? A dried one, too!";
			next;
			mes "[Fisher]";
			mes "Then again...It's hard to forget this fish once you get a taste of it since the flavors are concentrated.";
			next;
			mes "[Fisher]";
			mes "But this is Chef's favorite snack. It's the only snack that picky eater likes.";
			next;
			mes "[Fisher]";
			mes "Without it, we have to endure a very difficult time.";
			next;
			mes "[Fisher]";
			mes "Oh, there they are again! Adventurer, please keep them from coming here. Catch ten of them.";
			setquest 14590;// Hunter's destination
			close;
		case 0:
		case 1:
			mes "[Fisher]";
			mes "Those Hunter Desert Wolves are rampaging still.";
			next;
			mes "[Fisher]";
			mes "At least ten should be caught.";
			close;
		case 2:
			mes "[Fisher]";
			mes "Adventurer, I was so desperate back then that I just grabbed anybody who passed by, but I think I hit the jackpot!";
			next;
			mes "[Fisher]";
			mes "Oh, don't take it the wrong way. Despite what it may seem, I'm really grateful from deep down. Thank you!";
			next;
			mes "[Fisher]";
			mes "I hope you can help me tomorrow as well!";
			erasequest 14590;// Hunter's destination
			setquest 14592;// Resting Time
			getexp 400,800;
			close;
		}
	case 0:
	case 1:
		mes "[Fisher]";
		mes "The Hunter Desert Wolves are quiet right now. They must've been shocked to see you in action.";
		next;
		mes "[Fisher]";
		mes "So I hope you come back tomorrow!";
		close;
	case 2:
		mes "[Fisher]";
		mes "Adventurer, good to see you! They're fiercely coming at us. I guess they're real furious about not having any fish yesterday.";
		next;
		mes "[Fisher]";
		mes "Whoa! There they are again! Adventure, please keep those Hunter Desert Wolves away from here. Catch ten of them.";
		erasequest 14592;// Resting Time
		setquest 14590;// Hunter's destination
		close;
	}

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14590) && !isbegin_quest(14592) && BaseLevel >= 16 && BaseLevel <= 19" );
	end;
}

lasa_fild02,331,251,5	script	Sleepy meow#dorcon	4_CAT_REST,{
	if (BaseLevel != 20) {
		if (checkquest(14592,PLAYTIME) == 2)
			erasequest 14592;
		switch( checkquest(14591,HUNTING)) {
		case -1:
			mes "[Sleepy meow]";
			mes "Don't block the sunlight meow...";
			close;
		case 0:
		case 1:
			mes "[Sleepy meow]";
			mes "Adventurer. I had a dream. You were heading off to the new world meow.";
			next;
			mes "[Sleepy meow]";
			mes "My dream is almost prophetic. So stop what you were doing and go to the ^4D4DFF[dock]^000000 to board on a ship heading to the new world. A bigger adventure will be waiting for you there meow.";
			next;
			mes "[Sleepy meow]";
			mes "Wherever go you, I wish you well. Thank you meow.";
			erasequest 14591;// Secret Ingredient
			close;
		case 2:
			if (countitem(921) < 5) {
				mes "[Sleepy meow]";
				mes "Adventurer. I had a dream. You were heading off to the new world meow.";
				next;
				mes "[Sleepy meow]";
				mes "My dream is almost prophetic. So stop what you were doing and go to the ^4D4DFF[dock]^000000 to board on a ship heading to the new world. A bigger adventure will be waiting for you there meow.";
				next;
				mes "[Sleepy meow]";
				mes "Wherever go you, I wish you well. Thank you meow.";
				erasequest 14591;// Secret Ingredient
				close;
			}
			mes "[Sleepy meow]";
			mes "Adventurer. You're kind... You saved my life.";
			next;
			mes "[Sleepy meow]";
			mes "But what are you doing in such a rustic place? Isn't it better that you go and search for a bigger world? Like the new world, for example.";
			next;
			mes "[Sleepy meow]";
			mes "If I were you, I would've left long ago. You're not here because you don't know how to get there, right? If That's the case, then I'll tell you. I can do that much for my life's savior.";
			next;
			mes "[Sleepy meow]";
			mes "If you go to Lasagna, there is a ^4D4DFF[dock]^000000 there. Take a ship that goes to the new world from there. Wherever you go, I wish you the best. Thanks for everything meow.";
			erasequest 14591;// Secret Ingredient
			delitem 921,5;// Mushroom Spore
			getexp 500,1000;
			navigateto "lasagna",205,325;
			close;
		}
	}
	switch( checkquest(14592,PLAYTIME) ) {
	case -1:
		switch( checkquest(14591,HUNTING) ) {
		case -1:
			mes "[Sleepy meow]";
			mes "Adventurer...please save me...";
			next;
			if (select( "Why? What's wrong?", "What do you mean, save you?" ) == 2) {
				mes "[" + strcharinfo(0) + "]";
				mes "I think someone with more experience should take care of this. I'm still a rookie.";
				next;
				mes "[Sleepy meow]";
				mes "So cold-hearted...";
				close;
			}
			mes "[Sleepy meow]";
			mes "I think I'm going to die at this rate...";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "So what's the matter?";
			next;
			mes "[Sleepy meow]";
			mes "My dad, I mean, Chef, told me to get mushroom spores or something...";
			next;
			mes "[Sleepy meow]";
			mes "But look. The sunlight.";
			next;
			mes "[Sleepy meow]";
			mes "I must bathe in the sunlight and sleep on days like this...";
			next;
			mes "[Sleepy meow]";
			mes "This sunlight is putting me to sleep meow...";
			next;
			mes "[Sleepy meow]";
			mes "I was here, desperately fighting against the sunlight and waiting for someone to pass by meow.";
			next;
			mes "[Sleepy meow]";
			mes "I think I'm going to die, trying to fight sleepiness meow.";
			next;
			mes "[Sleepy meow]";
			mes "So please get those mushroom spores for me cuz I'm dying meow.";
			next;
			mes "[Sleepy meow]";
			mes "And while you're at it, beat those Trans Spores, too. I hate them meow.";
			next;
			mes "[Sleepy meow]";
			mes "My dad, I mean, Chef, gave me a training on entering caves so he can use me for such tasks meow.";
			next;
			mes "[Sleepy meow]";
			mes "So just the thought of them makes me all furious meow.";
			next;
			mes "[Sleepy meow]";
			mes "What is that look in your eyes? Do you think I'm pathetic meow?";
			next;
			mes "[Sleepy meow]";
			mes "That's rude but It's okay. You're not the only one meow.";
			next;
			mes "[Sleepy meow]";
			mes "It's okay if you decide not to help meow.";
			next;
			mes "[Sleepy meow]";
			mes "Even if I don't die here fighting against sleep, my dad, I mean, Chef, will kill me. Merely over mushroom spores meow.";
			next;
			mes "[Sleepy meow]";
			mes "That's okay, too. I came back to life many times already. Long and deep sleep is all I need to revive meow.";
			next;
			mes "[Sleepy meow]";
			mes "So, please think of it as... saving someone's life...and help meeee...";
			setquest 14591;// Secret Ingredient
			close;
		case 0:
		case 1:
			break;
		case 2:
			if (countitem(921) < 5)
				break;
			mes "[Sleepy meow]";
			mes "Adventurer...? Are you waking me up cuz you're done? Let me see...";
			next;
			mes "[Sleepy meow]";
			mes "Wow, you're really done! That was so quick of you that I am wide awake. You really are a wonder!";
			next;
			mes "[Sleepy meow]";
			mes "Why don't you work at Pub-Oven instead of me? Then again, I'm sure you'd hate that, too.";
			next;
			mes "[Sleepy meow]";
			mes "I might need to get some mushroom spores or something tomorrow as well, so drop by again. I'm going to bring these quickly and relax. Thanks! I owe you.";
			erasequest 14591;// Secret Ingredient
			delitem 921,5;// Mushroom Spore
			setquest 14592;// Resting Time
			getexp 500,1000;
			close;
		}
		mes "[Sleepy meow]";
		mes "Have you finished it already meow?";
		next;
		mes "[Sleepy meow]";
		mes "Of course not. This is not it. Did you forget already meow?";
		next;
		mes "[Sleepy meow]";
		mes "Catch ten Trans Spores and bring five mushroom spores meow.";
		next;
		mes "[Sleepy meow]";
		mes "Call me when you're done. Don't wake me up for no reason meow.";
		close;
	case 0:
	case 1:
		mes "[Sleepy meow]";
		mes "there's no more for today, so can go...";
		next;
		mes "[Sleepy meow]";
		mes "don't disturb my... sleep...";
		close;
	case 2:
		mes "[Sleepy meow]";
		mes "An adventurer. The adventurer from yesterday. Great, please save me today as well meow.";
		next;
		mes "[Sleepy meow]";
		mes "There seems to be another bothersome fish cake order that came in. So please get the ingredients for me. I'm busy today as well, desperately fighting against the sunlight meow.";
		next;
		mes "[Sleepy meow]";
		mes "Catch ten Trans Spores and bring them five mushroom spores meow.";
		next;
		mes "[Sleepy meow]";
		mes "Please...help me...";
		erasequest 14592;// Resting Time
		setquest 14591;// Secret Ingredient
		close;
	}

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14591) && !isbegin_quest(14592) && BaseLevel == 20" );
	end;
}

lasagna,222,187,3	script	Chef#dorcon	4_CAT_CHEF,{
	if (BaseLevel < 6 || BaseLevel > 20) {
		if (checkquest(14592,PLAYTIME) == 2)
			erasequest 14592;

		setarray .@quest_id[0],
			14591,	// Secret Ingredient
			14590,	// Hunter's destination
			14589,	// Sticky ingredient
			14588,	// The Competition
			14546;	// Take care of grass thief

		if (BaseLevel > 20) {	// check / remove quests
			for ( .@i = 0; .@i < 5; .@i++ ) {
				switch( checkquest(.@quest_id[.@i],HUNTING) ) {
				case -1:
					break;
				case 0:
				case 1:
					.@quest_left[.@j] = .@quest_id[.@i];
					.@j++;
					break;
				case 2:
					mes "[Chef]";
					mes "You finished the job safe and sound. Thank you.";
					next;
					mes "[Chef]";
					mes "But you're still skilled to be stuck here working. How about you look for something else?";
					next;
					mes "[Chef]";
					mes "Going on an adventure to the new world would be nice, too. If it weren't for my job, I would've left long ago.";
					next;
					mes "[Chef]";
					mes "Anyway, thanks for your help. It helped a lot.";
					erasequest .@quest_id[.@i];
					switch(.@quest_id) {
					case 14546:
						getexp 120,200;
						break;
					case 14588:
						getexp 200,300;
						break;
					case 14589:
						getexp 300,500;
						break;
					case 14590:
						getexp 400,800;
						break;
					case 14591:
						getexp 500,1000;
						break;
					}
					close;
				}
			}
			if (.@j > 0) {
				mes "[Chef]";
				mes "I see that you were taking care of the favor I had asked.";
				next;
				mes "[Chef]";
				mes "But you're still skilled to be stuck here working. How about you look for something else?";
				next;
				mes "[Chef]";
				mes "I am not shameless enough to tie down a young person with such potential.";
				next;
				mes "[Chef]";
				mes "Going on an adventure to the new world would be nice, too. If it weren't for my job, I would've left long ago.";
				next;
				mes "[Chef]";
				mes "Anyway, thanks for your help. It helped a lot.";
				if (isbegin_quest(14592) > 0)
					erasequest 14592;
				for ( .@i = 0; .@i < .@j; .@i++ )
					erasequest .@quest_left[.@i];
				close;
			}
		}
		mes "[Chef]";
		mes "I'm busy! So busy!";
		close;
	}

	setarray .@datas[0],
		10, 14546,	// Take care of grass thief
		14, 14588,	// The Competition
		16, 14589,	// Sticky ingredient
		20, 14590,	// Hunter's destination
		21, 14591;	// Secret Ingredient

	for ( .@i = 0; .@i < 10; .@i += 2 ) {
		if (isbegin_quest(.@datas[.@i+1]) > 0) {	// can't start another quest here
			.@quest_id = .@datas[.@i+1];
			break;
		}
		if (BaseLevel < .@datas[.@i]) {
			.@quest_id = .@datas[.@i+1];
			break;
		}
	}

	switch( checkquest(14592,PLAYTIME) ) {
	case -1:
		switch( checkquest(.@quest_id,HUNTING) ) {
		case -1:
			mes "[Chef]";
			mes "Adventurer, can you do me a small favor? There are things I must do right now but as you can see, I am shorthanded. What'd you say?";
			next;
			mes "[Chef]";
			mes "Think of it as a continuation of your training and please help me. I'll give you a hefty wage, so what'd you say?";
			next;
			if (select( "I'll give it a try.", "I'm busy." ) == 2) {
				mes "[" + strcharinfo(0) + "]";
				mes "I'm busy right now. I'll do it later.";
				close;
			}
			mes "[Chef]";
			mes "Oh, thanks a bunch. What a relief, really!";
			next;
			mes "[Chef]";
			mes "Then Let's cut to the chase.";
			next;
			mes "[Chef]";
			switch(.@quest_id) {
			case 14546:
				mes "All people from Lasagna love kaluna milk, but do you know what It's made of? Kaluna made from well-fermented kalunyak and fresh milk.";
				next;
				mes "[Chef]";
				mes "As the recipe is simple, it takes good ingredients to come up with the best taste. So we get milk from our own cow that we raised.";
				next;
				mes "[Chef]";
				mes "I'm sure you've been to Raviol Plains. You must come from there.";
				next;
				mes "[Chef]";
				mes "Where you must go is not the guard post. If you go south straight down, you'll see crossroads. Then go straight down underneath.";
				next;
				mes "[Chef]";
				mes "That's where our cows are grazing. Grass there is fresh and clean, so the milk tastes superb.";
				next;
				mes "[Chef]";
				mes "But the Grass Fabres and Leaf Lunatics are devouring the grasses.";
				next;
				mes "[Chef]";
				mes "So please go and get rid of them. Five from each group should be enough.";
				next;
				mes "[Chef]";
				mes "You may come to me after catching all of them, or you can talk to the ^4D4DFF[shepherd]^000000 there.";
				navigateto "lasa_fild01",353,370;
				next;
				mes "[Chef]";
				mes "Pay is same anywhere. You ready?";
				setquest 14546;// Take care of grass thief
				close;
			case 14588:
				mes "Do you know what the important things are when making kaluna milk? They're well-fermented kaluna and fresh milk.";
				next;
				mes "[Chef]";
				mes "Kaluna is made by a kaluna master near the south bridge. I can't tell you what exactly goes in there because It's a trade secret, but I can tell you one thing.";
				next;
				mes "[Chef]";
				mes "It's honey. Lasagna fields are covered with sweet flowers, so we can collect a lot of quality honey.";
				next;
				mes "[Chef]";
				mes "But do you know what the greatest enemy is when collecting that honey? It's the wild hornet.";
				next;
				mes "[Chef]";
				mes "They're honey-crazy creatures who are masters when it comes to collecting honey... We can't get rid of them entirely since the flowers need to be pollenated, but there's a need to control their number.";
				next;
				mes "[Chef]";
				mes "So when the time comes, we hire adventurers to hunt the wild hornets.";
				next;
				mes "[Chef]";
				mes "You should give it a try. Ten hornets Aren't too much of a burden.";
				next;
				mes "[Chef]";
				mes "You may come to me when you're done, or you may report to ^4D4DFF[Florin]^000000 who is collecting honey there.";
				setquest 14588;// The Competition
				close;
			case 14589:
				mes "I beg you. Please catch Roda Frogs and bring me five sticky webfeet! Without them, I can't make any pudding!";
				next;
				mes "[Chef]";
				mes "I beg you, please.";
				next;
				mes "[Chef]";
				mes "Please catch ten Roda Frogs. I always hated their slippery skin.";
				next;
				mes "[Chef]";
				mes "You may bring sticky webfeet to me if you get them, or you may take them to ^4D4DFF[Prok]^000000. He agreed to bring them here anyway.";
				setquest 14589;// Sticky ingredient
				close;
			case 14590:
				mes "My strings still Aren't here. It must be those Desert Wolves again.";
				next;
				mes "[Chef]";
				mes "Hey adventurer, so what'd you say? won't you take care of those wolves and save our strings?";
				next;
				mes "[" + strcharinfo(0) + "]";
				mes "What are the strings?";
				next;
				mes "[Chef]";
				mes "Dried fish. They are tied one after the other on a string, so we call them strings for short. But those Desert Wolves are a headache because they constantly finish them off.";
				next;
				mes "[Chef]";
				mes "Please take care of those Desert Wolves and save our strings. They're my favorite snack. Catch ten wolves and they won't come near anymore.";
				next;
				mes "[Chef]";
				mes "You may come to me when you're done, or you may report to ^4D4DFF[Fisher]^000000 who is drying fish there.";
				setquest 14590;// Hunter's destination
				close;
			case 14591:
				mes "Do you know what Pub-Oven's signature menu is?";
				next;
				mes "[" + strcharinfo(0) + "]";
				mes "Kaluna milk?";
				next;
				mes "[Chef]";
				mes "No, no. That's the most popular menu. What I mean is... right! Chef's specialty menu is what I meant.";
				next;
				mes "[Chef]";
				mes "It's the fish cake, there Aren't too many who ask for it. So we don't even have the ingredients in store.";
				next;
				mes "[Chef]";
				mes "So we get the ingredients immediately when there's an order.";
				next;
				mes "[Chef]";
				mes "Pub-Oven has its own special network where it receives ingredients within ten minutes. So customers don't need to wait infinitely.";
				next;
				mes "[Chef]";
				mes "But as you know, there's no such thing as ¢®¡Ænever¢®¡¾ in life. Yet, we always make the effort to achieve ¢®¡Ænever.¢®¡¾";
				next;
				mes "[Chef]";
				mes "And right now, that effort is being challenged.";
				next;
				mes "[" + strcharinfo(0) + "]";
				mes "What is going on?";
				next;
				mes "[Chef]";
				mes "You must've heard about the cave in Raviol Forest. There are unspeakable things as well as creatures that are delicious food ingredients.";
				next;
				mes "[Chef]";
				mes "You know the Trans Spores? Their ¢®¡Æmushroom spores¢®¡¾ are an essential ingredient for our fish cake.";
				next;
				mes "[Chef]";
				mes "But for some reason, they live with the basilisks, but so this is a serious problem for us.";
				next;
				mes "[Chef]";
				mes "We sent someone in a hurry to find some mushroom spores, but nothing. No news at all.";
				next;
				mes "[Chef]";
				mes "It's been 15 minutes since we sent a message but still no news. This must mean that he's probably sleeping nearby again.";
				next;
				mes "[Chef]";
				mes "I didn't want to ask that sleepyhead for help, but he was the only person who was available.";
				next;
				mes "[" + strcharinfo(0) + "]";
				mes "So you want me to get some mushroom spores, right?";
				next;
				mes "[Chef]";
				mes "My friend, you're quick and sensible. Yes, please get some mushroom spores.";
				next;
				mes "[Chef]";
				mes "On your way, perhaps you can beat down Trans Spore for training purposes. Catch about ten Trans Spores as well.";
				next;
				mes "[" + strcharinfo(0) + "]";
				mes "And why is that?";
				next;
				mes "[Chef]";
				mes "You must get used to the job so that I can make you work again!";
				next;
				mes "[Chef]";
				mes "How can you force me to say such a thing?! You're so dense! Go, get going!";
				next;
				mes "[Chef]";
				mes "You may bring them to me when you're done, or you may give them to ^4D4DFF[Sleepy meow]^000000. Also, don't forget to kick his behinds!";
				setquest 14591;// Secret Ingredient
				close;
			}
		case 0:
		case 1:
			switch(.@quest_id) {
			case 14546:
				mes "[Chef]";
				mes "Our cow...should eat lots of tasty stuff... Please take care of five Leaf Lunatics and five Grass Fabres.";
				close;
			case 14588:
				mes "[Chef]";
				mes "You must hurry. We're almost done with the honey we have. Ten wild hornets!";
				close;
			case 14589:
				mes "[Chef]";
				mes "Please help me make some pudding today. Catch ten Sweet Roda Frogs and bring me five sticky webfeet!";
				close;
			case 14590:
				mes "[Chef]";
				mes "Please guard my strings. Catch ten Hunter Desert Wolves. That should be enough to keep them away from my strings.";
				close;
			case 14591:
				mes "[Chef]";
				mes "Can we make some fish cake today? I beg you. Please don't make me send my customers home empty handed. They came after a long time for fish cakes.";
				next;
				mes "[Chef]";
				mes "Please catch ten Trans Spores and bring me five mushroom spores. Hurry!";
				close;
			}
		case 2:
			switch(.@quest_id) {
			case 14546:
				mes "[Chef]";
				mes "Now our cows can have lots of tasty grasses. Thank you.";
				next;
				mes "[Chef]";
				mes "Our cows liked you very much. That's surprising because they're usually very shy.";
				next;
				mes "[Chef]";
				mes "So can you do me another favor tomorrow? Oh, no need to answer right away. Get some good rest tonight and come back tomorrow.";
				erasequest 14546;// Take care of grass thief
				setquest 14592;// Resting Time
				getexp 120,200;
				close;
			case 14588:
				mes "[Chef]";
				mes "You took care of those wild hornets safely. Just amazing.";
				next;
				mes "[Chef]";
				mes "So amazing that I want to ask for another favor tomorrow. Florin's been having a lot of difficulties lately.";
				next;
				mes "[Chef]";
				mes "Then see you again tomorrow!";
				erasequest 14588;// The Competition
				setquest 14592;// Resting Time
				getexp 200,300;
				close;
			case 14589:
				if (countitem(921) < 5) {
					mes "[Chef]";
					mes "Please help me make some pudding today. Catch ten Sweet Roda Frogs and bring me five sticky webfeet!";
					close;
				}
				mes "[Chef]";
				mes "Five sticky webfeet. Perfect.";
				next;
				mes "[Chef]";
				mes "Oh, thank you! You saved me! I wish you can get a taste of the pudding made with this, but I'm so busy at the moment.";
				next;
				mes "[Chef]";
				mes "By the way, we're going to see each other again tomorrow, right?";
				delitem 918,5;// Sticky Webfoot
				erasequest 14589;// Sticky ingredient
				setquest 14592;// Resting Time
				getexp 300,500;
				close;
			case 14590:
				mes "[Chef]";
				mes "Adventurer, I heard about your feats. Thanks to you, my strings are safe.";
				next;
				mes "[Chef]";
				mes "I must repay you for saving my strings. Thank you so much.";
				next;
				mes "[Chef]";
				mes "And can you help me again tomorrow? I want to entrust my strings with someone reliable.";
				erasequest 14590;// Hunter's destination
				setquest 14592;// Resting Time
				getexp 400,800;
				close;
			case 14591:
				if (countitem(921) < 5) {
					mes "[Chef]";
					mes "Can we make some fish cake today? I beg you. Please don't make me send my customers home empty handed. They came after a long time for fish cakes.";
					next;
					mes "[Chef]";
					mes "Please catch ten Trans Spores and bring me five mushroom spores. Hurry!";
					close;
				}
				mes "[Chef]";
				mes "Five mushroom spores. Perfect. It was wise to ask an adventurer for help.";
				next;
				mes "[Chef]";
				mes "We almost lost all our customers who wanted fish cake. Thanks a lot!";
				delitem 921,5;// Mushroom Spore
				erasequest 14591;// Secret Ingredient
				setquest 14592;// Resting Time
				getexp 500,1000;
				close;
			}
		}
	case 0:
	case 1:
		mes "[Chef]";
		mes "What, you're here already to help?";
		next;
		mes "[Chef]";
		mes "It's too early right now. Pushing won't solve anything.";
		next;
		mes "[Chef]";
		mes "Have a nice rest and come back again tomorrow.";
		close;
	case 2:
		mes "[Chef]";
		mes "You here? Right when I needed some help.";
		next;
		mes "[Chef]";
		mes "Will you help today as well?";
		next;
		if (select( "I'll try.", "I'm busy." ) == 2) {
			mes "[" + strcharinfo(0) + "]";
			mes "I'm busy right now. I'll do it later.";
			close;
		}
		switch(.@quest_id) {
		case 14546:
			mes "[Chef]";
			mes "Please guard the grasses from Grass Fabre and Leaf Lunatic. They are food for our cows.";
			next;
			mes "[Chef]";
			mes "Grass Fabre and Leaf Lunatic, five each. That should scare the rest nearby and keep them at bay.";
			next;
			mes "[Chef]";
			mes "Once you cross the south bridge, you'll see crossroads. Take the road right underneath and go straight to the Raviol Plains where the shepherd is.";
			next;
			mes "[Chef]";
			mes "You may come to me after catching all of them, or you can talk to the <NAVI>^4D4DFF[shepherd]^000000<INFO>lasa_fild01,353,370,000,1,</INFO></NAVI>.";
			next;
			mes "[Chef]";
			mes "Pay is same anywhere. You ready?";
			erasequest 14592;// Resting Time
			setquest 14546;// Take care of grass thief
			close;
		case 14588:
			mes "[Chef]";
			mes "A new day has just begun, and so will the wild hornets with their activities.";
			next;
			mes "[Chef]";
			mes "Our honey is in danger!";
			next;
			mes "[Chef]";
			mes "Please go to Raviol Forest and catch ten wild hornets.";
			next;
			mes "[Chef]";
			mes "You may come to me when you're done, or you may report to <NAVI>^4D4DFF[Florin]^000000<INFO>lasa_fild02,102,372,000,1,</INFO></NAVI> who is collecting honey there.";
			erasequest 14592;// Resting Time
			setquest 14588;// The Competition
			close;
		case 14589:
			mes "[Chef]";
			mes "You should go to Ravioli Forest. Please bring five sticky webfeet.";
			next;
			mes "[Chef]";
			mes "While you're there, catch ten Sweet Roda Frogs. Their population has increased too much recently.";
			next;
			mes "[Chef]";
			mes "You may bring sticky webfeet to me if you get them, or you may take them to <NAVI>^4D4DFF[Prok]^000000<INFO>lasa_fild02,177,241,000,1,</INFO></NAVI>. He agreed to bring them here anyway.";
			erasequest 14592;// Resting Time
			setquest 14589;// Sticky ingredient
			close;
		case 14590:
			mes "[Chef]";
			mes "Listen carefully, because this is the most important request.";
			next;
			mes "[Chef]";
			mes "Please keep the Hunter Desert Wolves away from my strings. Catch ten wolves and they won't go after my strings anymore.";
			next;
			mes "[Chef]";
			mes "You may come to me when you're done, or you may report to <NAVI>^4D4DFF[Fisher]^000000<INFO>lasa_fild02,326,170,000,1,</INFO></NAVI> who is drying fish in Raviol Forest.";
			erasequest 14592;// Resting Time
			setquest 14590;// Hunter's destination
			close;
		case 14591:
			mes "[Chef]";
			mes "Good. An order for fish cake just came in.";
			next;
			mes "[Chef]";
			mes "We didn't get orders for this menu that often, so It's strange that there's so many requests. Did the word spread finally that It's good?";
			next;
			mes "[Chef]";
			mes "Anyhow, we're in a hurry down to the minute and seconds but that sleepyhead is probably sleeping again. So I hope that you, adventurer, can help us again.";
			next;
			mes "[Chef]";
			mes "Please bring five mushroom spores and catch ten Trans Spores.";
			next;
			mes "[Chef]";
			mes "You may come to me when you're done, or you may report to <NAVI>^4D4DFF[Sleepy meow]^000000<INFO>lasa_fild02,331,251,000,1,</INFO></NAVI> who is dozing off in the forest.";
			erasequest 14592;// Resting Time
			setquest 14591;// Secret Ingredient
			close;
		}
	}
	end;

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW,
		"BaseLevel >= 6 && BaseLevel <= 19 && !isbegin_quest(14546) && !isbegin_quest(14592) && !isbegin_quest(14588) && !isbegin_quest(14589) && !isbegin_quest(14590)" );
	end;
}

lasagna,85,93,5	script	Shaman meow#dorcon	4_DR_KID_01,{
	if (conch_in_boatswain == 1) {
		mes "[Shaman meow]";
		mes "Today won't be boring? I wonder who'll visit me today. Who is it?";
		npctalk "Meow meow", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Is anybody here?";
		next;
		mes "[Shaman meow]";
		mes "Ah! You're here. Come in. This is a magical place of miraculous elderly lady. It's a shrine.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Elderly lady? She doesn't look like one. Like a very... young doram.";
		next;
		mes "[Shaman meow]";
		mes "Not me!";
		npctalk "Meow meow", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Who else?";
		next;
		mes "[Shaman meow]";
		mes "Grandma will be sad to hear that. This world is full of things that exist but cannot be seen. For instance, Let's talk about your case.";
		next;
		mes "[Shaman meow]";
		mes "Before the discovery of the new world, we dorams thought that Lasagna was the end of the world. The new world was invisible and so were the countless people who lived there.";
		next;
		mes "[Shaman meow]";
		mes "But didn't the new world and human really exist?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I get what you're saying.";
		next;
		mes "[Shaman meow]";
		mes "So what brings you here?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "There is a sufferer and I'm here for that person.";
		next;
		mes "[Shaman meow]";
		mes "What pain is that? If grandma and I can take care of it, we will. One shouldn't turn away from a sufferer.";
		npctalk "Meow meow", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well, he's in denial but I think he's been possessed by an evil spirit. He opened a sealed jar on an uninhabited island.";
		next;
		mes "[Shaman meow]";
		mes "Oh my. Who would've thought that there would be another idiot like the ^0000cdboatswain of Con-Chliina^000000.";
		npctalk "Meow meow", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Uh, that boatswain is the person who had asked for my help.";
		next;
		emotion ET_HUK;
		mes "[Shaman meow]";
		mes "Indeed, who else would do such an idiotic thing? I can't help him, so please leave.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Is there really no way to help him?";
		next;
		mes "[Shaman meow]";
		mes "Those evil spirits usually try to take over the host by absorbing his energy and leave when he dies. For some reason, they can't take over the host's body.";
		next;
		mes "[Shaman meow]";
		mes "So they move on to another person nearby. That's why when the host dies, it is specially sealed in a jar by a shaman and discarded in a place where no one can find it.";
		next;
		mes "[Shaman meow]";
		mes "But if someone opens the jar, those evil spirits cling onto that idiot and repeat the same process. there's no way to detach them until the host dies. In other words, there's no solution that would make the boatswain happy.";
		npctalk "Meow meow", "", bc_self;
		next;
		mes "[Shaman meow]";
		mes "When I told him that ¡°a noble person from a new place solves the problem,¡± I meant that the the problem will move onto ^0000cda new person^000000. Seems like he misunderstood me and sent you.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "T-then, you've also...";
		next;
		mes "[Shaman meow]";
		mes "I opened the jar. It was an unfortunate accident.";
		npctalk "Meow meow meow meow meow meow!!!", "", bc_self;
		next;
		mes "[Shaman meow]";
		mes "I-I don't mean that I dislike grandma. Yes, yes. I'll be careful.";
		next;
		mes "[Shaman meow]";
		mes "Anyway, the boatswain has no choice. Live rest of his life, tormented, or become a shaman cat and live somewhat comfortably. Life of a shaman cat Isn't so bad.";
		next;
		mes "[Shaman meow]";
		mes "Those with much knowledge have a bit more options.";
		npctalk "Meow meow.", "", bc_self;
		next;
		mes "[Shaman meow]";
		mes "If he chooses not to become a shaman meow, then he must live every day ^0000cddependent on a new talisman^000000. But if he chooses to become a shaman meow, then tell him to come see me.";
		next;
		mes "[Shaman meow]";
		mes "But becoming a shaman meow will be better in many ways. Evil spirits will wear him down more and more to take over his body.";
		next;
		mes "[Shaman meow]";
		mes "I heard that the boatswain had visited previous shaman meow with Captain Gamberry in the past. But he stormed out in the middle of explanation and never came back.";
		next;
		mes "[Shaman meow]";
		mes "He should be counting his days by now after suffering so much.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Not really. He seemed really energetic.";
		next;
		mes "[Shaman meow]";
		mes "I guess not everyone has what it takes to become the boatswain of Con-Chliina. How did he survive all this time?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well... He seems to be living off on one superstition to another. Like dolls and salts.";
		next;
		mes "[Shaman meow]";
		mes "Oh my, he really is an idiot. Had he come to me earlier, I would have told him about a less painful path.";
		npctalk "Meow meow.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "At any rate, if he must depend on a new talisman every day, what's today's talisman? I'm sure the boatswain needs some time to think things over, so until then, he'll need talisman.";
		next;
		mes "[Shaman meow]";
		mes "Today's talisman... Let me see.";
		npctalk "Meow meow.", "", bc_self;
		next;
		mes "[Shaman meow]";
		mes "Oh, that? Really? Ooh, That's awful... Seriously, how would that...ugh.";
		npctalk "Meow meow.", "", bc_self;
		next;
		mes "[Shaman meow]";
		mes "Today's talisman is ^0000cd20 basils and 5 basil locks^000000. Tie them firmly and carry them around. Then he'll be safe today.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Basil and basil lock?";
		next;
		mes "[Shaman meow]";
		mes "They both are obtained from those dirty ^0000cdbasilisks^000000. Basilisks received energy from Lord Imuk that lived over 2,000 years, so evil spirits can't stand even being near a piece of them.";
		next;
		mes "[Shaman meow]";
		mes "But they really are way too filthy. I bet the boatswain will ask you for a favor since he won't want to catch one with his own hands.";
		npctalk "Meow meow.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Sure. I'll tell him.";
		next;
		mes "[Shaman meow]";
		mes "Then see you again soon.";
		npctalk "Meow meow.", "", bc_self;
		erasequest 14556;// There also is a scary thing for me
		setquest 14557;// Truth is alway harsh
		conch_in_boatswain = 2;
		close;
	}
	if (conch_in_boatswain == 2) {
		mes "[Shaman meow]";
		mes "Make sure you deliver my message to the boatswain. And today's talisman is 20 basils and 5 basil locks.";
		close;
	}
	if (conch_in_boatswain == 4) {
		switch( checkquest(14559,PLAYTIME) ) {
		case -1:
			mes "[Shaman meow]";
			if (isbegin_quest(14560) == 1)
				mes "Today's talisman is ^0000cd5 basil locks and 1 holy water^000000. In the new world, the holy water drives the evil spirits away. It must've worked when the boatswain came in contact with the people of the new world.";
			else if (isbegin_quest(14561) == 1) {
				mes "Today's talisman is ^0000cd20 basil locks^000000. You'll get your hands very dirty today. I'm sorry. But grandma has spoken so That's the bottom line.";
				next;
				mes "[Shaman meow]";
				mes "That thing clinging onto the boatswain is also a doram. It especially hates basil locks. That is the reason why basil locks are used.";
			}
			else
				mes "Today's talisman is ^0000cd20 basils and 5 basil locks^000000. Same as the first. The most basic is the most useful.";
			next;
			mes "[Shaman meow]";
			mes "I pray for your peace and safety. Tell the boatswain to come back anytime he changes his mind.";
			close;
		case 0:
		case 1:
			break;
		case 2:
			mes "[Shaman meow]";
			mes "The boatswain must've sent you. I'll tell you about the talisman that'll help you get through today safely.";
			next;
			mes "[Shaman meow]";
			mes "Where... yes, yeah... today is that one? Got it.";
			npctalk "Meow meow", "", bc_self;
			next;
			mes "[Shaman meow]";
			mes "I'll tell you today's talisman. It is...";
			next;
			specialeffect EF_HITLINE;
			mes "[Shaman meow]";
			.@quest_id = rand(14560,14562);
			switch( .@quest_id ) {
			case 14560:
				mes "^0000cd5 basil locks and 1 holy water^000000. In the new world, the holy water drives the evil spirits away. It must've worked when the boatswain came in contact with the people of the new world.";
				break;
			case 14561:
				mes "^0000cd20 basil locks^000000. You'll get your hands very dirty today. I'm sorry. But grandma has spoken so That's the bottom line.";
				next;
				mes "[Shaman meow]";
				mes "That thing clinging onto the boatswain is also a doram. It especially hates basil locks. That is the reason why basil locks are used.";
				break;
			case 14562:
				mes "^0000cd20 basils and 5 basil locks^000000. Same as the first. The most basic is the most useful.";
				break;
			}
			next;
			mes "[Shaman meow]";
			mes "I pray for your peace and safety. Tell the boatswain to come back anytime he changes his mind.";
			erasequest 14559;// Charm Effect Duration
			setquest .@quest_id;
			close;
		}
	}
	mes "[Shaman meow]";
	mes "You want to know the future? The past? If you know where you're standing, then you can see the past, future, everything.";
	next;
	mes "[Shaman meow]";
	mes "If you need to curse someone, break a curse, or need a bit of luck, then come see me.";
	close;
}

lasagna,174,160,3	script	Vigilante Guide#lasa	4_DR_SOLDIER,5,5,{
	mes "[Vigilante Guide]";
	mes "Hello.";
	mes "The weather is good today, isn't it?";
	mes "What can I do for you?";
	next;
	switch( select( "Talk about the weather.", "Ask about the Vigilante.", "Ask about Lasagna.", "End dialogue." ) ) {
	case 1:
		mes "[Vigilante Guide]";
		mes "In Lasagna, a fresh sea breeze always tickle your whiskers.";
		mes "And thanks to this moist air, our cheese ripen deliciously.";
		close;
	case 2:
		if (lasagna_quest[1] < 2) {
			if (lasagna_quest[1] == 0) {
				mes "[Vigilante Guide]";
				mes "Oh! You haven't met our chief yet?";
				next;
			}
			mes "[Vigilante Guide]";
			mes "Hmm...";
			mes "I think it'd be best for you to see the chief first.";
			next;
			mes "[Vigilante Guide]";
			mes "He should be at the Adventurers' Club around now...";
			mes "The Adventurers' Club is to the east from here, so it shouldn't be difficult to find.";
			if (isbegin_quest(11435) == 0)
				setquest 11435;// Vigilante Corp
			navigateto "lasagna",235,198, NAV_KAFRA_ONLY, 0;
			lasagna_quest[1] = 1;
			close;
		}
		mes "[Vigilante Guide]";
		mes "The Vigilante Corp not only maintain public order in the town, but also play the main role in running the town.";
		mes "Maybe our chief should be called the mayor instead.";
		close;
	case 3:
		mes "[Vigilante Guide]";
		mes "Lasagna is a port town located at the end of the Far-Star continent.";
		mes "it's a small but a thriving town thanks to the efforts of Chief Peperoncino, Captain Gamberi, and Captain Tomatomas!";
		close;
	case 4:
		mes "[Vigilante Guide]";
		mes "Good bye.";
		close;
	}
OnTouch:
	npctalk "Vigilante Guide: Welcome to the port town Lasagna.", "", bc_self;
	npctalk "Vigilante Guide: If you're ever in need of help, please visit the Vigilante Corp at any time.", "", bc_self;
	end;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(11435)" );
	end;
}
lasagna,202,291,3	duplicate(Vigilante Guide#lasa)	Vigilante Guide#lasa2	4_DR_SOLDIER,5,5

lasagna,233,197,5	script	Vigilante Olio#lasa	4_DR_OLIO,{
	if (lasagna_quest[1] == 0) {
		mes "Yo!";
		mes "Heya!";
		close;
	}
	if (lasagna_quest[1] == 1) {
		mes "[Vigilante Olio]";
		mes "He is Chief Peperoncino, the boss of the Vigilante Corp!";
		close;
	}
	if (lasagna_quest[1] == 2) {
		if (checkweight(1001,1) == 0) {
			mes "- Hold on a second here!! -";
			mes "- You have too many items. -";
			mes "- That means you can no longer receive any items. -";
			mes "- Free up some space -";
			mes "- and try again. -";
			close;
		}
		mes "[Vigilante Olio]";
		mes "Yo!";
		mes "If you need anything, just say the word!";
		mes "I'll help you with what I can!";
		next;
		select("Ask about the Vigilante.");
		mes "[Vigilante Olio]";
		mes "Let me tell you something about our Vigilante Corp!";
		mes "You can say that we play a key role in this town!";
		mes "All the young Doram want to join us too!";
		next;
		mes "[Vigilante Olio]";
		mes "The Vigilante haven't been around for long, but Lasagna was a failing town before we showed up and it's thanks to us that the town is thriving now!";
		next;
		mes "[Vigilante Olio]";
		mes "When I was a kid, it was so... so tough around here...";
		next;
		mes "[Vigilante Olio]";
		mes "There were none of these savory and comfy streets of cheese... Instead, we had mushy anchovy guts... everywhere you go...";
		next;
		mes "[Vigilante Olio]";
		mes "And don't talk about the smell...";
		next;
		mes "[Vigilante Olio]";
		mes "...";
		mes "...";
		mes "......";
		next;
		mes "[Vigilante Olio]";
		mes "Anyway! Enough of the depressing stuff!";
		next;
		mes "[Vigilante Olio]";
		mes "The future looked bleak for Lasagna, but they discussed and decided that Chief Peperoncino would take charge of the Vigilante to protect the town, while the captains Gamberi and Tomatomas lead the merchant band.";
		next;
		select("Ask about merchant band.");
		mes "[Vigilante Olio]";
		mes "Well... I don't know much about the merchant band!";
		mes "But I heard that it was started with the little seed money pooled by the three leaders, and now it has grown into a huge organization that makes most of this town's income.";
		next;
		mes "[Vigilante Olio]";
		mes "In the beginning, they only had a single trading ship that leaked and was half sinking.";
		next;
		mes "[Vigilante Olio]";
		mes "But now, they have a massive fleet!";
		next;
		mes "[Vigilante Olio]";
		mes "A few years ago, Captain Tomatomas embarked on a journey to discover a new trading route, but he went missing when his ship was caught up in a storm.";
		next;
		mes "[Vigilante Olio]";
		mes "It was terrible back then!";
		mes "Even our chief and Captain Gamberi had lost their calm.";
		mes "They dropped everything and put all their efforts into finding Captain Tomatomas.";
		next;
		mes "[Vigilante Olio]";
		mes "And...";
		mes "Their efforts finally paid off, as Captain Tomatomas was recently found on an island called Malangdo off the coast of Midgard.";
		next;
		mes "[Vigilante Olio]";
		mes "On top of that, they also discovered a new sea route to the continent of Midgard!";
		next;
		select("Ask about reaching the continent of Midgard.");
		mes "[Vigilante Olio]";
		if (Class == Job_Summoner) {
			mes "From here, the Con-Chliina is the only ship that can reach Midgard. So the only people who can board the ship are the Con-Chliina's sailors and members of the Vigilante Corp.";
			next;
			mes "[Vigilante Olio]";
			mes "Because of that, even people from other towns are flooding in to join the Vigilante and because of that, we had to turn a sentry post in the southern part of the Ravioli Plain into a waiting area.";
			next;
			select("Ask about joining the Vigilante.");
			mes "[Vigilante Olio]";
			mes "Huh?";
			mes "you're interested too?";
			next;
			mes "[Vigilante Olio]";
			mes "No surprise there!";
			mes "The Doram are nothing if not curious!";
			next;
			mes "[Vigilante Olio]";
			mes "You need the chief's permission to join the Vigilante, so you'd better ask him.";
			getitem 22076,1;// Wooden Slippers [1]
			getexp 500,400;
		}
		else {
			mes "Huh? aren't you from Midgard?";
			mes "How did you get here in the first place?";
			mes "can't you just go back the same way you came here?";
			next;
			select("Ask about boarding the Con-Chliina.");
			mes "[Vigilante Olio]";
			mes "Hmm...";
			mes "I don't really know myself!";
			next;
			mes "[Vigilante Olio]";
			mes "What can people from Midgard do...?";
			next;
			mes "[Vigilante Olio]";
			mes "Go talk to the chief first.";
		}
		erasequest 11436;// Vigilante Corp
		setquest 11437;// Vigilante Corp
		lasagna_quest[1] = 3;
		close;
	}
	if (lasagna_quest[1] == 3) {
		if (Class == Job_Summoner) {
			mes "[Vigilante Olio]";
			mes "You need the chief's permission to join the Vigilante, so you'd better ask him.";
			close;
		}
		mes "[Vigilante Olio]";
		mes "Hmm...";
		mes "I don't really know myself!";
		next;
		mes "[Vigilante Olio]";
		mes "What can people from Midgard do...?";
		next;
		mes "[Vigilante Olio]";
		mes "Go talk to the chief first.";
		close;
	}
	mes "[Vigilante Olio]";
	mes "Yo!";
	mes "If you need anything, just say the word!";
	mes "I'll help you with what I can!";
	close;
}

lasagna,235,198,3	script	Chief Peperoncino#lasa	4_DR_PEPE,{
	if (lasagna_quest[1] < 2) {
		mes "[Chief Peperoncino]";
		mes "Nice to meet you.";
		mes "I'm Chief Peperoncino of the Vigilante Corp.";
		next;
		if (lasagna_quest[1] == 0) {
			mes "[Chief Peperoncino]";
			mes "This is of little importance...";
			mes "But did our vigilante member at the town's central plaza tell you something?";
			close;
		}
		mes "[Chief Peperoncino]";
		mes "Is it your first time here?";
		mes "With the discovery of the new sea route, we've had a sudden influx of foreigners visiting our town...";
		next;
		mes "[Chief Peperoncino]";
		mes "Hmm...";
		mes "In any case, please enjoy your stay and don't cause any trouble.";
		next;
		mes "[Chief Peperoncino]";
		mes "Olio!";
		next;
		mes "[Vigilante Olio]";
		mes "Yes, Chief!!!";
		next;
		mes "[Chief Peperoncino]";
		mes "If you need anything, talk to Olio here.";
		mes "I've urgent matters to take care of and will take my leave.";
		mes "Later, then.";
		completequest 11435;// Vigilante Corp
		setquest 11436;// Vigilante Corp
		lasagna_quest[1] = 2;
		close;
	}
	if (lasagna_quest[1] == 2) {
		mes "[Chief Peperoncino]";
		mes "If you need anything, talk to Olio here.";
		mes "I've urgent matters to take care of and will take my leave.";
		mes "Later, then.";
		close;
	}
	if (lasagna_quest[1] == 3) {
		mes "[Chief Peperoncino]";
		mes "What is it?";
		next;
		select("Ask about joining the Vigilante.");
		mes "[Chief Peperoncino]";
		mes "With the way things are, you only need to pass a simple test if you want to join the Vigilante and take part in the 'Midgard Expedition'.";
		next;
		mes "[Chief Peperoncino]";
		mes "But I'm a bit busy with urgent matters to give you the test now, so perhaps later...";
		next;
		mes "[Chief Peperoncino]";
		mes "Hmm...";
		mes "No, wait!";
		next;
		mes "[Chief Peperoncino]";
		mes "Please follow me, this way.";
		erasequest 11437;// Vigilante Corp
		setquest 11438;// Vigilante Corp
		lasagna_quest[1] = 4;
		close2;
		warp "lasa_in01",60,92;
		end;
	}
	if (lasagna_quest[1] >= 4 && lasagna_quest[1] < 8) {
		mes "[Chief Peperoncino]";
		mes "This way, please.";
		close2;
		warp "lasa_in01",60,92;
		end;
	}
	if (lasagna_quest[1] == 8) {
		mes "[Chief Peperoncino]";
		mes "There was Jindou's intervention, but I didn't think you'd complete the first test so easily...";
		next;
		mes "[Chief Peperoncino]";
		mes "We'll move right on to the next test.";
		next;
		mes "[Chief Peperoncino]";
		mes "This time, Tali at the northwestern tip of Lasagna will give you a hand.";
		mes "Go see her.";
		erasequest 11442;
		setquest 11443;// Vigilante Corp
		lasagna_quest[1] = 9;
		close;
	}
	if (lasagna_quest[1] == 9) {
		mes "[Chief Peperoncino]";
		mes "There was Jindou's intervention, but I didn't think you'd complete the first test so easily...";
		next;
		mes "[Chief Peperoncino]";
		mes "We'll move right on to the next test.";
		next;
		mes "[Chief Peperoncino]";
		mes "This time, Tali at the northwestern tip of Lasagna will give you a hand.";
		mes "Go see her.";
		close;
	}
	if (lasagna_quest[1] == 10) {
		mes "[Chief Peperoncino]";
		mes "This time, Tali at the northwestern tip of Lasagna will give you a hand.";
		mes "Go see her.";
		close;
	}
	if (lasagna_quest[1] == 11) {
		if (checkweight(1001,2) == 0) {
			mes "- Hold on a second here!! -";
			mes "- You have too many items. -";
			mes "- That means you can no longer receive any items. -";
			mes "- Free up some space -";
			mes "- and try again. -";
			close;
		}
		mes "[Chief Peperoncino]";
		mes "You're back.";
		mes "It wouldn't have been... easy to deal with her, so well done.";
		mes "And Tali brought these, saying there was a lot of cloths left over.";
		next;
		mes "[Chief Peperoncino]";
		mes "Right... That concludes the test.";
		mes "I'd rather not be picky with the young people who are raring to go on an adventure, so this should be enough.";
		next;
		mes "[Chief Peperoncino]";
		mes "Alright, congratulations on becoming a member of the Vigilante Corp.";
		mes "The new adventures are yours to challenge.";
		next;
		mes "[Chief Peperoncino]";
		mes "Take this boarding pass to the port at the northern part of the town and they'll let you board the ship.";
		mes "Hurry over to the port now.";
		next;
		mes "[Chief Peperoncino]";
		mes "Huu...";
		mes "When I was younger, I also wanted to become someone great.";
		mes "But there were too many things here that I had to protect...";
		next;
		mes "[Chief Peperoncino]";
		mes "I suffered too much from seasickness to leave on an adventure.";
		completequest 11445;
		getitem 15151,1;// White Eco Shirt [1]
		getitem 25046,1;// Boarding Pass
		getexp 700,500;
		lasagna_quest[1] = 12;
		close;
	}
	if (lasagna_quest[1] >= 12) {
		mes "[Chief Peperoncino]";
		mes "Huu...";
		mes "When I was younger, I also wanted to become someone great.";
		mes "But there were too many things here that I had to protect...";
		next;
		mes "[Chief Peperoncino]";
		mes "I suffered too much from seasickness to leave on an adventure.";
		close;
	}
}

lasa_in01,61,91,5	script	Basilisk Prisoner#lasai	4_BASIL_SLAVE,{
	if (lasagna_quest[1] < 5) {
		mes "[Basilisk Prisoner]";
		mes "............";
		close;
	}
	if (lasagna_quest[1] < 7) {
		mes "[Basilisk Prisoner]";
		mes "............";
		next;
		mes "[Basilisk Prisoner]";
		mes ".....................";
		next;
		mes "[Basilisk Prisoner]";
		mes "...........................";
		next;
		mes "[Jindou]";
		mes "Just glaring at him won't loosen his tongue.";
		next;
		mes "[Jindou]";
		mes "You need a 'solution' that suits the likes of him.";
		mes "Even if that requires a bit of force.";
		next;
		mes "[Chief Peperoncino]";
		mes "Jindou.";
		mes "This isn't your test.";
		mes "We can't call it a test if you intervene, can we?";
		next;
		mes "[Jindou]";
		mes "aren't you a mischievous man.";
		mes "How can someone who's never faced a Basilisk before pass that test?";
		next;
		mes "[Jindou]";
		mes "We aren't as laid-back as you people.";
		next;
		mes "[Chief Peperoncino]";
		mes "Oh dear...";
		mes "I guess there's no helping it.";
		next;
		mes "[Jindou]";
		mes "Head out east from the town to the Ravioli Forest, and keeping going 'east' until you find huge thorny vines.";
		next;
		mes "[Jindou]";
		mes "Bring back 5 branches of those thorny vines.";
		next;
		mes "[Jindou]";
		mes "We'll continue after you get back.";
		if (lasagna_quest[1] == 5) {
			erasequest 11439;// Vigilante Corp
			setquest 11440;// Vigilante Corp
			lasagna_quest[1] = 6;
		}
		close2;
		warp "lasagna",218,185;
		end;
	}
	if (lasagna_quest[1] == 7) {
		if (checkweight(1001,2) == 0) {
			mes "- Hold on a second here!! -";
			mes "- You have too many items. -";
			mes "- That means you can no longer receive any items. -";
			mes "- Free up some space -";
			mes "- and try again. -";
			close;
		}
		select("Use a Thorny Vine Flute");// regardless countitem
		if (select( "to hit him.", "Peep-peep-pweep-peep" ) == 1) {
			mes "[Basilisk Prisoner]";
			mes "Hiss!!!!!!!!!!!!!!!";
			close;
		}
		mes "[Basilisk Prisoner]";
		mes "Hiss!!!!!!!!!!!!!!!";
		next;
		select("Use a Thorny Vine Flute");
		if (select( "Pweep-peep-peep-pweep", "to hit him." ) == 2) {
			mes "[Basilisk Prisoner]";
			mes "Hiss!!!!!!!!!!!!!!!";
			close;
		}
		mes "[Basilisk Prisoner]";
		mes "HISSSSSSSSSS!!!!!!!!!!!!!!!!!";
		next;
		select("Use a Thorny Vine Flute");
		if (select( "Pweeeep--peep-peep-pweep", "to hit him." ) == 2) {
			mes "[Basilisk Prisoner]";
			mes "Hiss!!!!!!!!!!!!!!!";
			close;
		}
		mes "[Basilisk Prisoner]";
		mes "Hiss!!!";
		mes "You think I'd give in to that?";
		next;
		select("Use a Thorny Vine Flute");
		if (select( "To hit him.", "Peep-peep-pweep-peep" ) == 1) {
			mes "[Basilisk Prisoner]";
			mes "Hiss!!!!!!!!!!!!!!!";
			close;
		}
		mes "[Basilisk Prisoner]";
		mes "I know nothing! I won't tell you that our king commanded it!";
		next;
		select("Use a Thorny Vine Flute");
		if (select( "Pweep-pweep-pweep-peep", "To hit him." ) == 2) {
			mes "[Basilisk Prisoner]";
			mes "Hiss!!!!!!!!!!!!!!!";
			close;
		}
		mes "[Basilisk Prisoner]";
		mes "Hiss!";
		mes "I'll never tell you that what we're after isn't Lasagna but that yellow thing living inside the cave!!!";
		next;
		mes "Pweep-peep-peep-peep---";
		next;
		mes "[Chief Peperoncino]";
		mes "Stop!";
		mes "That's more than enough.";
		mes "Excellent work.";
		next;
		mes "[Chief Peperoncino]";
		mes "Jindou, I'll leave the rest to you.";
		next;
		mes "[Jindou]";
		mes "Well, I don't think we can get anything more out of him, but I'll let you know if there's something new.";
		next;
		mes "[Chief Peperoncino]";
		mes "Good.";
		mes "you're as dependable as ever.";
		next;
		mes "[Chief Peperoncino]";
		mes "Alright, let's go outside and discuss your next test.";
		next;
		mes "[Jindou]";
		mes "Oh, wait! You were a big help this time, so I'll give you this as a token of my gratitude.";
		next;
		mes "[Enriched Foxtail]";
		mes "MATK + 70, MSP + 50.";
		mes "[Long Foxtail]";
		mes "Ranged physical ATK +5%, MHP + 200.";
		next;
		switch( select( "Enriched Foxtail", "Long Foxtail", "Quit." ) ) {
		case 1:
			getitem 1683,1;// Enriched Foxtail Staff [1]
			break;
		case 2:
			getitem 1684,1;// Long Foxtail Staff [1]
			break;
		case 3:
			mes "[Jindou]";
			mes "Is it difficult to choose?";
			close;
		}
		erasequest 11441;// Vigilante Corp
		setquest 11442;// Vigilante Corp
		lasagna_quest[1] = 8;
		getexp 500,400;
		close2;
		warp "lasagna",218,185;
		end;
	}
}

lasa_in01,64,92,3	script	Jindou#lasain	4_DOU_JINDO,{
	if (lasagna_quest[1] < 6) {
		mes "[Jindou]";
		mes "Hmm...";
		close;
	}
	if (lasagna_quest[1] == 6) {
		if (countitem(25044) == 5) {
			mes "[Jindou]";
			mes "What a splendid thorn.";
			mes "If I do this to the thorn...";
			next;
			mes "[Jindou]";
			mes "Right. If we use this, he won't be able to keep his mouth shut for much longer!";
			delitem 25044,5;// Hard Thorny Vine
			erasequest 11440;
			setquest 11441;// Vigilante Corp
			getitem 25043,1;// Thorny Vine Flute
			lasagna_quest[1] = 7;
			close;
		}
		mes "[Jindou]";
		mes "Head out east from the town to the 'Ravioli Forest', and keeping going 'east' until you find huge thorny vines.";
		next;
		mes "[Jindou]";
		mes "Bring back 5 branches of those thorny vines.";
		next;
		mes "[Jindou]";
		mes "We'll continue after you get back.";
		close2;
		warp "lasagna",218,185;
		end;
	}
	if (lasagna_quest[1] == 7) {
		mes "[Jindou]";
		mes "What a splendid thorn.";
		mes "If I do this to the thorn...";
		next;
		mes "[Jindou]";
		mes "Right. If we use this, he won't be able to keep his mouth shut for much longer!";
		close;
	}
}

lasa_in01,59,90,5	script	Chief Peperoncino#lasai	4_DR_PEPE,{
	if (lasagna_quest[1] == 4) {
		mes "[Chief Peperoncino]";
		mes "I'm not sure if you know, but this is a Basilisk, a race that lives not very far from here.";
		next;
		mes "[Chief Peperoncino]";
		mes "we've gotten along pretty well, but recently, they've started causing trouble around Lasagna.";
		next;
		mes "[Chief Peperoncino]";
		mes "This one in particular even came into the town and wreaked havoc yesterday. We had to detain him, but he wouldn't talk why he did it.";
		next;
		mes "[Chief Peperoncino]";
		mes "Since it's come to this, We'll use what force necessary to loosen his tongue...";
		next;
		mes "[Chief Peperoncino]";
		mes "This is your first test.";
		next;
		mes "[Chief Peperoncino]";
		mes "Make him talk.";
		erasequest 11438;
		setquest 11439;// Vigilante Corp
		lasagna_quest[1] = 5;
		close;
	}
	if (lasagna_quest[1] == 5) {
		mes "[Chief Peperoncino]";
		mes "This is your first test.";
		next;
		mes "[Chief Peperoncino]";
		mes "Make him talk.";
		close;
	}
	if (lasagna_quest[1] == 6) {
		mes "[Chief Peperoncino]";
		mes "Oh dear...";
		mes "I guess there's no helping it.";
		next;
		mes "[Chief Peperoncino]";
		mes "Go have a talk with Jindou.";
		close;
	}
	if (lasagna_quest[1] == 7) {
		mes "[Chief Peperoncino]";
		mes "Try make him talk again.";
		close;
	}
}

lasa_fild02,340,251,3	script	Thorny Vine's Thorn#las	HIDDEN_NPC,4,4,{
	if (checkweight(1001,1) == 0) {
		mes "- Hold on a second here!! -";
		mes "- You have too many items. -";
		mes "- That means you can no longer receive any items. -";
		mes "- Free up some space -";
		mes "- and try again. -";
		close;
	}
	if (lasagna_quest[1] == 6) {
		if (countitem(25044) < 5) {
			mes "- You have obtained a Hard Thorny Vine. -";
			getitem 25044,1;// Hard Thorny Vine
			close;
		}
		specialeffect EF_LOCKON;
		mes "- You have obtained enough Hard Thorny Vines.";
		mes "Return to the town. -";
		close;
	}
	mes "- You might hurt yourself if you touch it.";
	mes "Be careful. -";
	close;
OnTouch:
	if (lasagna_quest[1] == 6)
		specialeffect EF_LOCKON;
	end;
}

// Tali's quest
lasagna,77,263,5	script	Tali#lasa	4_DR_F_02,{
	if (lasagna_quest[1] < 9 || lasagna_quest[1] > 11) {
		mes "[Tali]";
		mes "I've got to finish this quickly and go see him at the port!";
		mes "Wuaah!";
		close;
	}
	if (lasagna_quest[1] == 9) {
		mes "[Tali]";
		mes "What do you want?";
		next;
		mes "[Tali]";
		mes "Oh! Did the chief send you?";
		next;
		mes "[Tali]";
		mes "Come!";
		mes "Come over here.";
		next;
		mes "[Tali]";
		mes "Hmm... Hmm... Hmm! OK!";
		next;
		mes "[Tali]";
		mes "You've been to the Ravioli Forest, right?";
		mes "Yeah, that forest to the east of here.";
		next;
		mes "[Tali]";
		mes "Go and teach Sweet Roda Frogs over there a lesson, and bring 'Luxurious Cloth' to me.";
		next;
		mes "[Tali]";
		mes "Let me see... Hum hum... Hmm...";
		mes "Well... two should be enough.";
		erasequest 11443;
		setquest 11444;
		lasagna_quest[1] = 10;
		close;
	}
	if (lasagna_quest[1] == 10) {
		if (countitem(25045) < 2) {
			mes "[Tali]";
			mes "You've been to the Ravioli Forest, right?";
			mes "Yeah, that forest to the east of here.";
			next;
			mes "[Tali]";
			mes "Go and teach Sweet Roda Frogs over there a lesson, and bring 'Luxurious Cloth' to me.";
			next;
			mes "[Tali]";
			mes "Let me see... Hum hum... Hmm...";
			mes "Well... two should be enough.";
			close;
		}
		mes "[Tali]";
		mes "Hmm...";
		mes "You've brought pretty good ones.";
		delitem 25045,2;// Luxurious Cloth
		erasequest 11444;
		setquest 11445;
		lasagna_quest[1] = 11;
		next;
		mes "[Tali]";
		mes "......";
		next;
		mes "[Tali]";
		mes ".........";
		next;
		mes "[Tali]";
		mes "..................";
		next;
		mes "[Tali]";
		mes "Why do you keep looking at me?";
		next;
		mes "[Tali]";
		mes ".........";
		next;
		mes "[Tali]";
		mes "I'm going to make a bow tie with these.";
		mes "Well, it's not particularly important, but it's like the symbols of the Vigilante Corp...";
		next;
		mes "[Tali]";
		mes "When the bow tie is made, It'll be embroidered with your name and hung on the wall of the Vigilante office.";
		mes "it's like a register of Vigilante members.";
		next;
		mes "[Tali]";
		mes "What's your name?";
		next;
		mes "[Tali]";
		mes "" + strcharinfo(0) + "... That's a nice name.";
		mes "It takes a while to embroider the name.";
		mes "I'll take it to the chief when it's finished, so you can go first.";
		close;
	}
	if (lasagna_quest[1] == 11) {
		mes "[Tali]";
		mes "It takes a while to embroider the name.";
		mes "I'll take it to the chief when it's finished, so you can go first.";
		close;
	}
}

lasagna,205,325,5	script	Eggling#dorcon	4_M_MERCAT1,2,2,{
	if (checkweight(1001,1) == 0) {
		mes "[Eggling]";
		mes "It looks a lot and large. How about cutting down some?";
		close;
	}
	if (lasagna_quest[1] > 0 && lasagna_quest[1] < 12) {
		mes "[Eggling]";
		mes "Aren't you being trained in the vigilante corps? How can you get on the ship when you are not good enough to finish the training? Go back and finish your training!";
		close;
	}
	if (lasagna_quest[1] == 12) {
		if (countitem(25046) < 1) {// Boarding Pass
			mes "[Eggling]";
			mes "The ticket.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "The ticket?";
			next;
			mes "[Eggling]";
			mes "don't you have the ^0000cdBoarding Permission^000000? You need it to get on the ship! Hold yourself together! Go back and get one!";
			close;
		}
		if (Class != Job_Summoner) {
			mes "[Eggling]";
			mes "The ticket.";
			next;
			mes "[Eggling]";
			mes "Are you going to get on the ship?";
			next;
			if (select( "You have a business in the ship.", "Leave." ) == 2) {
				mes "[Eggling]";
				mes "Well then.";
				close;
			}
			mes "[Eggling]";
			mes "Get on now. If it is your first time, meet the purser and listen to the boarding instructions.";
			delitem 25046,1;// Boarding Pass
			setquest 14545;// To Purser
			completequest 14545;
			setquest 14531;// Everything about Con-Chliina
			lasagna_quest[1] = 13;
			close2;
			warp "conch_in",58,61;
			end;
		}
		mes "[Eggling]";
		mes "The ticket.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Here...";
		next;
		mes "[Eggling]";
		mes "Hey, adventurer! Is it your first voyage?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes.";
		next;
		mes "[Eggling]";
		mes "Well, don't bring dishonor to the name of Doram, OK? However, since you have been trained here, you will be able to play your part wherever you are. Good luck.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Thank you.";
		next;
		mes "[Eggling]";
		mes "Oh, I have a favor to ask you. Would you bring it to the ^0000cdSous Chef^000000. Can you do this for me? You will keep sailing on this ship from time to time, you know, right?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes.";
		next;
		mes "[Eggling]";
		mes "Well, well. You seem to know how things work around here. You can bring it to the Sous Chef. However, the Sous Chef is kind of eccentric. You have to say something when you hand over things to him.";
		next;
		mes "[Eggling]";
		mes "You should toss this to him, saying ¡°^0000cd[Here comes the newbie!]^000000 He believes that a Doram should say this on his or her first voyage for good luck. Anyways, he seems to think that it is the right way to do.";
		next;
		mes "[Eggling]";
		mes "You know what I mean, right?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes.";
		next;
		mes "[Eggling]";
		mes "You seem to understand it so well. I like it. What is your name, by the way? Haha...";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "My name is " + strcharinfo(0) + ".";
		next;
		mes "[Eggling]";
		mes "I see. Let's say hi when we run into each other. Well, make sure to follow my instructions when you hand it over to the Sous Chef, OK?";
		next;
		mes "[Eggling]";
		mes "If, there's anything you want to know, don't hesitate to come and see me. And when you get on, make sure to say hi to the ^0000cdpurser^000000.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes. Thank you.";
		next;
		mes "[Eggling]";
		mes "OK. Get on there now.";
		delitem 25046,1;// Boarding Pass
		setquest 14531;// Everything about Con-Chliina
		setquest 14545;// To Purser
		completequest 14545;
		getitem 25047,1;// Kahlunac
		lasagna_quest[1] = 13;
		close2;
		warp "conch_in",58,61;
		end;
	}
	callsub S_quest21;
	if (lasagna_quest[1] >= 22 && lasagna_quest[1] < 27) {
		if (Class == Job_Summoner) {
			mes "[Eggling]";
			mes "Are you back already? What about your mission?";
			next;
			mes "[Eggling]";
			mes "Come back after finishing the mission!";
			close;
		}
	}
	if (lasagna_quest[1] == 27) {
		if (Class != Job_Summoner) {
			mes "[Eggling]";
			mes "Just in time. Since the fog is gone, we can set off soon.";
			lasagna_quest[1] = 28;
			next;
			// warp in
		}
		else {
			mes "[Eggling]";
			mes "Whoa, the punk never dies and returns.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "You wanted me dead?";
			next;
			mes "[Eggling]";
			mes "No. don't you know? It is a lyric from this latest hit. Oh, please, don't act like you are from some rural town. What would they think of us all? Anyways, what about the thing you are supposed to bring? Do you have it?";
			next;
			if (countitem(25049) < 3) {
				mes "[" + strcharinfo(0) + "]";
				mes "Not yet. How many did you ask?";
				next;
				mes "[Eggling]";
				mes "How stupid... I told you to bring ^0000cd3^000000. I said 3! You can get them from the ^0000cdBasilisks^000000. How many times I have to tell you that? I think I said it about 100 times!";
				next;
				mes "[Eggling]";
				mes "You wouldn't get on the ship until you bring it to me!";
				close;
			}
			mes "[" + strcharinfo(0) + "]";
			mes "Here they are. The Basilrocks.";
			next;
			mes "[Eggling]";
			mes "Ha. You are pretty good. How about retiring from the adventures and becoming an apprentice of mine? I'll be nice.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I have to say no. I don't want to spend the eternity as a sailor boy.";
			next;
			mes "[Eggling]";
			mes "What? What did you say? A sailor boy? Hey! I am not just a sailor boy, but an invaluable asset who takes care of miscellaneous businesses of Con-Chliina! This ship cannot sail without me!";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Oh, I see. Please excuse me.";
			next;
			mes "[Eggling]";
			mes "You almost got me mad.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Oh, I see. I am sorry.";
			next;
			mes "[Eggling]";
			mes "Well, thanks anyway. I didn't really expect you to bring it for me. I have nothing else to offer you. Since there is a dangerous world out there, take this.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Anchovy?";
			next;
			mes "[Eggling]";
			mes "You know, the anchovy from Lasagna is the best. You cannot buy this with money out there. Take it when I offer it to you. And give me all the Basilrocks you have.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Oh, I see. Thank you.";
			next;
			mes "[Eggling]";
			mes "Get in there.";
			erasequest 14540;// An errand out of nowhere
			delitem 25049, countitem(25049);// Basilac Clam
			getitem 11601,10;// Delicious Anchovy
			getexp 300,300;
			lasagna_quest[1] = 28;
			close2;
			warp "conch_in",58,61;
			end;
		}
	}
	if (lasagna_quest[1] == 28) {
		mes "[Eggling]";
		mes "Whoa, the punk never dies and returns.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You wanted me dead?";
		next;
		mes "[Eggling]";
		mes "No. don't you know? It is a lyric from this latest hit. Oh, please, don't act like you are from some rural town. What would they think of us all?";
		next;
		mes "[Eggling]";
		mes "Get in there.";
		close2;
		warp "conch_in",58,61;
		end;
	}
	if (lasagna_quest[1] == 0) {
		mes "[Eggling]";
		mes "Are you going to get on the ^0000cdship^000000?";
		if (Class != Job_Summoner)
			.@cost = 2000;
		else
			.@cost = 200;
		.@menu$[0] = "Get on the Ship";
	}
	else {
		if (Class != Job_Summoner) {
			mes "[Eggling]";
			mes "Are you going to get on the ^0000cdship^000000?";
			.@cost = 2000;
			if (lasagna_quest[1] >= 21 && lasagna_quest[1] < 27)
				.@menu$[0] = "You have a business in the ship.";
			else
				.@menu$[0] = "Get on the Ship";
		}
		else {
			mes "[Eggling]";
			mes "You are the punk. Are you getting on the ship?";
			.@cost = 200;
			.@menu$[0] = "Get on the Ship";
		}
	}
	next;
	if (lasagna_quest[1] == 0 || lasagna_quest[1] >= 29) {
		.@menu$[1] = "To Izlude - " + .@cost + "z";
		.@menu$[2] = "To Malangdo - " + .@cost + "z";
		mes "[Eggling]";
		mes "Or are you heading to ^0000cdIzlude^000000 or ^0000cdMalangdo^000000 in the new continent?";
		mes "Wherever you go, it costs ^0000cd" + .@cost + " Zeny^000000.";
		next;
	}
	switch( select( .@menu$[0], .@menu$[1], .@menu$[2], "Cancel" ) ) {
	case 1:
		mes "[Eggling]";
		mes "Get in there.";
		close2;
		warp "conch_in",58,61;
		end;
	case 2:
		if (Zeny < .@cost) {
			mes "[Eggling]";
			mes "You don't have enough money. Check again.";
			close;
		}
		warp "izlude",193,209;
		end;
	case 3:
		if (Zeny < .@cost) {
			mes "[Eggling]";
			mes "You don't have enough money. Check again.";
			close;
		}
		warp "malangdo",213,110;
		end;
	case 4:
		mes "[Eggling]";
		mes "Well then.";
		close;
	}

S_quest21:
	if (lasagna_quest[1] == 21 && Class == Job_Summoner) {
		mes "[Eggling]";
		mes "Hey, you. Come this way. Have you really thrown it to the Sous Chef because I told you so?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I have only done what you told me to do.";
		next;
		mes "[Eggling]";
		mes "Ha! How could you? You do everything what I say, really? What a dimwit! Do you wear the beard for fashion, you moron? Do you know what kind of trouble I got into because of you? I was scolded because of you!";
		next;
		mes "[Eggling]";
		mes "Cut it out. Well, since you seem sorry, I'll forgive you if you bring a ^0000cdBasilrock^000000. I am quite a generous man.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Why should I...?";
		next;
		mes "[Eggling]";
		mes "Do you really want to sign yourself up for the worst voyage of your life?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What is a Basilrock?";
		npctalk "Now we are talking.", "", bc_self;
		next;
		mes "[Eggling]";
		mes "No one knows what it is. However, all sailors have it. You should really stop asking. Go get it now. I give 10 seconds.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Everyone should know where to get it in order to carry it. Where can I get it?";
		next;
		mes "[Eggling]";
		mes "When you get out of the village, there is a cave at the right end of the field in which unpleasant snakes called the ^0000cdBasilisks^000000 live. You can get it from them.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Since I am on my way there, I'll get some for you if I can. However, my mission comes first. You don't expect for me to process it before the mission the captain has given me, do you?";
		next;
		mes "[Eggling]";
		mes "Well... I don't mean... Hum... Well 10 seconds has passed. Bring me ^0000cd3 Basilrocks^000000, no less. Bring them without anyone knowing. I will make you regret if you tell anyone.";
		if (isbegin_quest(14540) == 0)
			setquest 14540;// An errand out of nowhere
		close;
	}
	return;

OnTouch:
	callsub S_quest21;
	end;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14545)" );
	end;
}

// hall
conch_in,65,58,3	script	Purser#dorcon	4_CAT_ADV1,{
	if (lasagna_quest[1] == 13) {
		if (Class != Job_Summoner) {
			mes "[Purser]";
			mes "Welcome on board. Welcome to ^0000cdCon-Chliina^000000. We will send you safely to your destination. However, we cannot sail off right at this moment.";
			npctalk "However, we cannot sail off right at this moment.", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "What is going on?";
			next;
			mes "[Purser]";
			mes "Look at Lasagna out there.";
			npctalk "There. Over there.", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I don't see anything.";
			next;
			mes "[Purser]";
			mes "Right. You cannot see anything. There is this ^0000cdthick fog^000000. I wonder if we would be able to set off now.";
			npctalk "There is this thick fog. I wonder if we would be able to set off no", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I am in a hurry.";
			next;
			mes "[Purser]";
			mes "If you are in a hurry, you should meet ^0000cdthe Captain and the Chief Officer^000000. They decide whether to sail off or not. They are in the Captain's Cabin up there/";
			npctalk "The Captain's Cabin is the chamber up there in front of us.", "", bc_self;
			erasequest 14531;// Everything about Con-Chliina
			setquest 14547;// Can we set out the sailing?
			lasagna_quest[1] = 14;
			close;
		}
		mes "[Purser]";
		mes "I smell something. The smell of a rookie...";
		mes "You are?";
		npctalk "Tell me your name.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Eh, my name is " + strcharinfo(0) + ".";
		next;
		mes "[Purser]";
		mes "Oh, yeah. I see your name on the list. " + strcharinfo(0) + ".";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes... Nice to meet you.";
		next;
		mes "[Purser]";
		mes "don't need to sweat. I believe you have got enough training out there so there is not much for you to do now. Why don't you go and familiarize yourself with the crews and their name?";
		npctalk "I have a feeling that I'll see you around often.", "", bc_self;
		next;
		mes "[Purser]";
		mes "When you go somewhere where you know nobody, a Doram from the same town can be your best friend. So I recommend you to meet as many of them as possible now.";
		npctalk "A Doram from the same town can be your best friend.", "", bc_self;
		next;
		mes "[Purser]";
		mes "There are 12 Part Leaders on this ship other than the Captain, and there are many other crews. You don't need to meet them all. You can meet the important ones.";
		next;
		mes "[Purser]";
		mes "There will be some guys who manage to show up right before the ship sails off so you should meet the ones you can meet for now. First of all, you should go meet the Captain.";
		next;
		mes "[Purser]";
		mes "The ^0000cdCaptain's Cabin^000000 is right over there. Since the Captain values courtesy and manners. make sure not to make any mistakes.";
		npctalk "The Captain's Cabin is right up the stairs.", "", bc_self;
		erasequest 14531;// Everything about Con-Chliina
		setquest 14532;// Greetings to Captain Gamberi
		getexp 200,300;
		lasagna_quest[1] = 14;
		close;
	}
	if (lasagna_quest[1] == 14) {
		mes "[Purser]";
		if (Class != Job_Summoner)
			mes "The Captain and the Chief Officer are in there. You may go meet them. You can also talk to them about the sailing schedule.";
		else
			mes "The Captain's Cabin is right over there. Since the Captain values courtesy and manners. make sure not to make any mistakes.";
		close;
	}
	if (lasagna_quest[1] == 15) {
		mes "[Purser]";
		mes "Go to meet the Recorder who is the closest to this place. He is such a funny guy. You would have fun talking to him.";
		close;
	}
	if (lasagna_quest[1] == 16) {
		mes "[Purser]";
		mes "Have you met the Recorder? How about meeting the Head Chef?";
		close;
	}
	if (lasagna_quest[1] == 17) {
		mes "[Purser]";
		mes "Well. Have you met all of them?";
		npctalk "They are all good people.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Not all of them. I couldn't find them all.";
		next;
		mes "[Purser]";
		mes "I suppose so. They must be drinking Kahlugna Milk and snoring somewhere. They will come back when it is the time to set off. You can meet them then...";
		npctalk "They will come back when it is the time to set off anyway.", "", bc_self;
		next;
		mes "[Purser]";
		mes "Isn't that ^0000cdKahlugnag^000000 you are holding in your hand? Not anyone can have it, you know.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "The one checking the ticket at the entrance asked me to deliver it to the Head Chef.";
		next;
		mes "[Purser]";
		mes "Why didn't you give it to the Head Chef then? Go ahead and deliver it to him!";
		npctalk "Go ahead and deliver it to the Head Chef!", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes, yes!";
		erasequest 14535;// To Purser
		setquest 14536;// Delivery to Chef
		lasagna_quest[1] = 18;
		close;
	}
	if (lasagna_quest[1] == 18) {
		mes "[Purser]";
		mes "Have you delivered the thing to the Head Chef? The ingredient should be delivered when it is still fresh! The kitchen is at the end of the hallway.";
		close;
	}
	if (lasagna_quest[1] == 19) {
		mes "[Purser]";
		mes "Hum, we have a problem.";
		npctalk "Nya nya nya... A problem.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I have handed it over. And the Boatswain wanted to know when the ^0000cdSailing Signal^000000 would be issued.";
		next;
		mes "[Purser]";
		mes "I was thinking about it just now. Well, have you been trained properly for the adventure? don't you want ^0000cdtest your strength^000000 before that?";
		npctalk "It is crucial to test your strength before setting off on an adventure.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "May I help you?";
		next;
		mes "[Purser]";
		mes "Look at Lasagna. What do you think?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I think it is one lively and happy village!";
		next;
		mes "[Purser]";
		mes "That's not what I want to hear. Take a look at the sea we are about to explore.";
		npctalk "You don't need to say the things you don't need to say.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "The fog...?";
		next;
		mes "[Purser]";
		mes "Yes. The ^0000cdfog^000000 over the sea. The sea fog.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I won't be surprised if a monster storms out of the fog. I smell something smoky too. Has a volcano erupted recently around here?";
		next;
		mes "[Purser]";
		mes "We are unable to issue the sailing signal because of the fog. Ask the ^0000cdChief Officer^000000 if there would be any change in the sailing schedule. If there is any, go fix it.";
		npctalk "Only the Chief Officer can tell whether we can go to the new continent or now.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What? I finished the training yesterday.";
		next;
		mes "[Purser]";
		mes "We are not doing a charity work here. We train promising Dorams and send them to the new continent to bring honor to the name of Doram. That's why train you guys.";
		next;
		mes "[Purser]";
		mes "Consider it as a warming up for all the difficulties you would encounter in the new continent.";
		npctalk "The Chief Officer is in the Captain's Cabin over there.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes!";
		erasequest 14537;// When do we take off?
		setquest 14538;// Can we take off?
		lasagna_quest[1] = 20;
		close;
	}
	if (lasagna_quest[1] == 20) {
		mes "[Purser]";
		mes "The Chief Officer is in the Captain's Cabin. Go ask him if there would be a change in the sailing schedule because of the fog!";
		close;
	}
	if (lasagna_quest[1] == 21) {
		mes "[Purser]";
		mes "I guess we wouldn't be able to set off because of the mist.";
		close;
	}
	if (lasagna_quest[1] == 28) {
		mes "[Purser]";
		if (Class != Job_Summoner)
			mes "How did it go? Please report to Chief Officer Stello.";
		else
			mes "Go ahead and report to the Chief Officer.";
		close;
	}
	if (lasagna_quest[1] == 29) {
		mes "[Purser]";
		if (Class != Job_Summoner)
			mes "Enjoy a smooth voyage.";
		else
			mes "I am glad that you are working like a full-fledged Doram.";
		close;
	}
	mes "[Purser]";
	mes "I should check the cargo before sailing off.";
	close;

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(14531) == 1" );
	end;
}

conch_in,52,60,0	script	#dorcon95	HIDDEN_WARP_NPC,1,1,{
	end;
OnTouch:
	if (lasagna_quest[1] != 14)
		npctalk "- Knock knock -", "", bc_self;
	end;
}

// in A_B
conch_in,24,62,5	script	Stello#dorcon	4_DR_STELO,{
	if (checkweight(1001,4) == 0) {
		mes "[Stello]";
		mes "It looks a lot and large. How about cutting down some?";
		close;
	}
	if (lasagna_quest[1] < 14) {
		mes "[Stello]";
		mes "Who are you? You are not allowed to enter hear with no permission. Please leave.";
		close;
	}
	if (lasagna_quest[1] == 14) {
		mes "[Stello]";
		mes "What brought you here? Are you hear to meet the captain? If not, please leave. You are not supposed to be here.";
		close;
	}
	if (lasagna_quest[1] < 20) {
		mes "[Stello]";
		mes "Keep that in mind. You need to watch your manners when you deal with the crews of this ship.";
		close;
	}
	if (lasagna_quest[1] == 20) {
		mes "[" + strcharinfo(0) + "]";
		mes "Dear Chief Officer!";
		next;
		mes "[Stello]";
		mes "What is going on?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "The Purser asked me to check if there wouldn't be any problem sailing off with the thick ^0000cdfog^000000.";
		npctalk "The fog!", "Captain Gamberi#dorcon0", bc_self;
		npctalk "Right.", "", bc_self;
		next;
		mes "[Stello]";
		mes "Hum... This fog must be...";
		next;
		mes "[Captain Gamberi]";
		mes "It is ^0000cdthat one^000000 again.";
		next;
		mes "[Stello]";
		mes "Yes. Again. Umm, what should we do? We have no one to send there. Everyone's so busy preparing for the sailing.";
		npctalk "This is annoying.", "", bc_self;
		next;
		mes "[Captain Gamberi]";
		mes "Stello, I guess you should go down there yourself.";
		npctalk "There is no other way.", "Captain Gamberi#dorcon0", bc_self;
		next;
		mes "[Stello]";
		mes "Let's send Eggling.";
		next;
		mes "[Captain Gamberi]";
		mes "Eggling is not ready to handle it yet. Think about why Eggling is still called Eggling.";
		next;
		mes "[Stello]";
		mes "... I guess I should go. Damn it.";
		npctalk "He will just make things worse.", "", bc_self;
		next;
		mes "[Captain Gamberi]";
		mes "Stello. a gentleman should use a good language at all time.";
		npctalk "I should get going. Oh, my dear.", "", bc_self;
		npctalk "Stello?", "Captain Gamberi#dorcon0", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well... The Purser has sent me to take care of the problem.";
		next;
		emotion ET_SURPRISE;
		emotion ET_SURPRISE, getnpcid(0, "Captain Gamberi#dorcon0");
		mes "[Stello]";
		mes "There is.";
		next;
		mes "[Captain Gamberi]";
		mes "A well-trained.";
		next;
		mes "[Stello]";
		mes "Doram.";
		next;
		mes "[Captain Gamberi]";
		mes "In front of us.";
		npctalk "Yes, there is.", "", bc_self;
		next;
		emotion ET_SWEAT, playerattached();
		mes "[Stello]";
		mes "Good. Consider it as the last training before sailing off.";
		next;
		mes "[Captain Gamberi]";
		mes "Stello. It doesn't make sense to call it as the last training when we are dealing with a Doram who has finished the training for the adventure. This should be called the first practice.";
		next;
		mes "[Stello]";
		mes "Whatever it is. Well, good. I'll assign your first mission as your first practice.";
		npctalk "Is an ass that different from a butt?", "", bc_self;
		next;
		mes "[Stello]";
		mes "The seaway we are about to take is ^0000cdno typical seaway^000000. You need to read the movements of the stars and wind. You need to take the way which is not marked on the map which makes you wonder if you will ever find the land.";
		next;
		mes "[Stello]";
		mes "That is why we need to get rid of all the fog which blocks us from reading the sun and wind.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Can we get rid of the fog?";
		next;
		mes "[Stello]";
		mes "If it is a normal fog. You need to wait until it is lifted. However, there is ^0000cdsomething causing this fog^000000. It can be removed.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "There is something causing the fog? A villain involved, maybe? This is exciting!";
		next;
		mes "[Stello]";
		mes "Not quite. There is a dragon living in a nearby cave. The dragon breathes fire which burns up everything around it. The fog is made of the smoke.";
		npctalk "I guess you have read quite a lot of adventure novels, dear adventurer.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "No wonder the fog smells like smoke.";
		next;
		mes "[Stello]";
		mes "The condition of the dragon is always monitored by the vigilante corps. Please go to see ^0000cdthe vigilante guarding the south bridge of the village^000000, and check the state of the dragon.";
		next;
		mes "[Stello]";
		mes "And if you need help, please help them stop the dragon from breathing fire.";
		next;
		mes "[Captain Gamberi]";
		mes "The sailing depends on your hand, dear adventurer. Well, go on and take care of your first mision!";
		next;
		mes "[Stello]";
		mes "Wait, take this with you. It will come in handy in case of an emergency. Please be careful!";
		erasequest 14538;// Can we take off?
		setquest 14539;// Crazy Dragon
		getitem 569,30;// Novice Potion
		getitem 12323,20;// Novice Fly Wing
		lasagna_quest[1] = 21;
		close;
	}
	if (lasagna_quest[1] < 28) {
		mes "[Stello]";
		mes "Ask the vigilante how the dragon is doing and resolve the situation with the vigilante corps if any problem has occurred.";
		close;
	}
	if (lasagna_quest[1] == 28) {
		mes "[" + strcharinfo(0) + "]";
		mes "Dear Chief Officer!";
		next;
		mes "[Stello]";
		mes "You are here. We were just talking about you.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What were you talking about?";
		next;
		mes "[Captain Gamberi]";
		mes "We were wondering if we had to go down there to recover your dead body...";
		emotion ET_HUK;
		emotion ET_HUK, playerattached();
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What? Was it such a dangerous mission?";
		next;
		mes "[Stello]";
		mes "No, not at all. Captain, what are you talking about?";
		npctalk "He sometimes says such sanguinary words with a straight face.", "", bc_self;
		next;
		mes "[Captain Gamberi]";
		mes "Stello, it is called a joke.";
		npctalk "A gentleman is supposed to have a sense of humor.", "Captain Gamberi#dorcon0", bc_self;
		next;
		mes "[Stello]";
		mes "A joke should be pleasant for the both parties. This is just a curse.";
		npctalk "You startled me at least.", "", bc_self;
		next;
		mes "[Captain Gamberi]";
		mes "Stello, you must learn about this thing called social codes.";
		next;
		mes "[Stello]";
		mes "Well, we can talk about that later. I was wondering when you would be back. When the fog was lifted, we figured out that you had succeeded, dear adventurer. Thank you for your effort.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "It was a great experience for me.";
		next;
		mes "[Captain Gamberi]";
		mes "Stello, you should be liberal with your praise. Just as I did it to you.";
		next;
		mes "[Stello]";
		mes "Oh, yes. Let's give a big hand to the adventurer who has returned from the mission!";
		npctalk "Whoa. Clap, clap, clap.", "", bc_self;
		npctalk "Stello? You need to really mean it.", "Captain Gamberi#dorcon0", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Oh, yes. Well, thanks.";
		next;
		if (Class != Job_Summoner) {
			mes "[Captain Gamberi]";
			mes "Well then. It is the time to issue the sailing signal.";
			next;
			mes "[Captain Gamberi]";
			mes "Everyone, in your position! We are sailing off now!";
			next;
			mes "[Boo-]";
			completequest 14554;// We can start sail now
		}
		else {
			mes "[Captain Gamberi]";
			mes "Stello. give ^0000cdthat^000000 to the adventurer.";
			next;
			mes "[Stello]";
			mes "That? What do you mean by that?";
			next;
			mes "[Captain Gamberi]";
			mes "The thing that you cannot buy with money when you leave Lasagna.";
			npctalk "Oh, that! I must have put it near here...", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Anchovy?";
			next;
			mes "[Stello]";
			mes "Oh! How did you know?";
			emotion ET_HUK;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I have received a handful. I don't need more.";
			next;
			mes "[Stello]";
			mes "Really? Then you may not need this either. Too bad. I have prepared it for you. I guess it belongs to someone else now.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "What... What is it?";
			next;
			mes "[Stello]";
			mes "It is the little present prepared for the novice adventurer by the leader of Farfalle vigilante corps and the captain of Con-Chliina in celebration of the first mission.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "A hat and a ring?";
			next;
			mes "[Stello]";
			mes "The hat is prepared by Pepperoncino after hearing your story. A Doram adventurer deserves to have a hat. The hat will bring you luck.";
			next;
			mes "[Stello]";
			mes "And the ring is prepared by the captain. Dear captain?";
			next;
			mes "[Captain Gamberi]";
			mes "That ring will help you gather special experiences as a novice adventurer.";
			next;
			mes "[Captain Gamberi]";
			mes "It will grow with you until you don't need its help anymore. When you become an experienced adventurer, it will lose all its power and become an ordinary ring made of grass.";
			next;
			mes "[Stello]";
			mes "Oh, I should get you a Magnifier. When you get an unidentified weapon or equipment, check with it.";
			next;
			mes "[Stello]";
			mes "I'll give you some ^0000cdKahlugna Milk^000000 which all Dorams who have ever visited Lasagna crave. Thank you so much for your effort.";
			emotion ET_DELIGHT;
			next;
			mes "[Captain Gamberi]";
			mes "Well then. It is the time to issue the sailing signal.";
			next;
			mes "[Captain Gamberi]";
			mes "Everyone, in your position! We are sailing off now!";
			next;
			mes "[Boo-]";
			completequest 14544;// Now I can leave
			getexp 500,500;
			getitem 19084,1;// Parfaille Vigilante Hat [1]
			getitem 28374,1;// Foxtail Ring
			getitem 11601,50;// Delicious Anchovy
			getitem 12325,20;// Novice Magnifier
		}
		getitem 22984,5;// Kahluna Milk
		lasagna_quest[1] = 29;
		close2;
		warp "izlude",193,209;
		end;
	}
	if (lasagna_quest[1] == 29) {
		mes "[Stello]";
		if (Class != Job_Summoner)
			mes "I'd like to explore the new continent when I get to leave the ship someday.";
		else {
			mes "How is the new continent? Should I ask for a leave and go on an adventure?";
			next;
			mes "[Captain Gamberi]";
			mes "Nonsense! Who else would take care of the seaway to the new continent?";
			next;
			mes "[Stello]";
			mes "Just saying... It doesn't hurt to say that.";
		}
		close;
	}
}

conch_in,26,64,5	script	Captain Gamberi#dorcon0	4_DR_GAMBERI,{
	if (lasagna_quest[1] < 14) {
		mes "[Captain Gamberi]";
		mes "Make sure to knock. Keep your manners.";
		close;
	}
	if (lasagna_quest[1] == 14) {
		if (Class != Job_Summoner) {
			mes "[Captain Gamberi]";
			mes "Stello, I have told you how the way you dress shows what kind of Doram you are. Ad just your attire, please.";
			next;
			mes "[Stello]";
			mes "This is too heavy, tight and annoying. This is just too uncomfortable.";
			next;
			mes "[Captain Gamberi]";
			mes "You need to overcome the inconvenience to have a correct posture. The correct posture is your first step to become a gentleman. Do you get it, Stello?";
			next;
			emotion ET_OK;
			mes "[Captain Gamberi]";
			mes "Stello, say it again.";
			npctalk "Stello?", "", bc_self;
			next;
			mes "[Stello]";
			mes "Yes, sir.";
			npctalk "Does he always have to hear the answer?", "Stello#dorcon", bc_self;
			npctalk "Stello?", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Excuse me.";
			next;
			mes "[Stello]";
			mes "Who are you? You are not allowed to enter hear with no permission. Please leave.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Hello. I am a passenger on this ship. I'd like to know when this ship sets off.";
			next;
			mes "[Stello]";
			mes "The ship will set off when the time comes.";
			next;
			mes "[Captain Gamberi]";
			mes "Stello, I don't think that is the matter of the question. Look outside.";
			npctalk "The fog...", "Stello#dorcon", bc_self;
			next;
			mes "[Stello]";
			mes "Oh, the red ^0000cdfog^000000! It seemed all right just a while ago!";
			next;
			mes "[Captain Gamberi]";
			mes "I guess something may have cause the disturbance.";
			next;
			mes "[Stello]";
			mes "We cannot sail off like this.";
			npctalk "Never.", "Stello#dorcon", bc_self;
			next;
			mes "[Captain Gamberi]";
			mes "I seems so.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "However, I really am in a hurry. Should I wait until the fog is lifted?";
			next;
			mes "[Stello]";
			mes "That fog will not be lifted if you just sit and wait.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Isn't it a natural fog?";
			next;
			mes "[Stello]";
			mes "It Isn't. This fog is made of the smoke which is fumed by ^0000cdthe dragon living in the cave^000000 when it is upset. Please wait until ^0000cdthe vigilantes^000000 take care of it.";
			npctalk "They are professionals. They will take care of it in no time!", "Stello#dorcon", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Then when would we be able to set off?";
			next;
			mes "[Stello]";
			mes "Maybe tommorrow.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Isn't the fog covering the area near the shore? wouldn't it be a problem to just sail off?";
			next;
			mes "[Stello]";
			mes "The seaway we are about to take is ^0000cdno typical seaway^000000. You need to read the movements of the stars and wind. You need to take the way which is not marked on the map which makes you wonder if you will ever find the land.";
			npctalk "It is such a trouble to find the way.", "Stello#dorcon", bc_self;
			next;
			mes "[Stello]";
			mes "That is why we need to get rid of all the ^0000cdfog^000000 which blocks us from reading the sun and wind.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I guess there is no choice left for me. I should go there.";
			next;
			mes "[Stello]";
			mes "You don't need to do this.";
			next;
			mes "[Captain Gamberi]";
			mes "Stello. This adventurer seems very experienced. This could be a new adventure as well. It could help us.";
			npctalk "I guess so. This adventurer sure seems quite tough.", "Stello#dorcon", bc_self;
			npctalk "How do you think, Stello?", "", bc_self;
			next;
			mes "[Stello]";
			mes "Hum... OK. Please go to see ^0000cdthe vigilante guarding the south bridge of the village^000000, and check the state of the dragon.";
			next;
			mes "[Stello]";
			mes "Since the condition of the dragon is very important in Lasagna, the vigilantes check it at all time.";
			next;
			mes "[Stello]";
			mes "Ask the vigilante how the dragon is doing and resolve the situation with the vigilante corps if any problem has occurred.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I see. Let me take a quick tour.";
			npctalk "Take care of yourself.", "", bc_self;
			erasequest 14547;// Can we set out the sailing?
			setquest 14548;// Crazy Dragon
			lasagna_quest[1] = 21;// jump to 21
			close;
		}
		mes "[Captain Gamberi]";
		mes "Stello, I have told you how the way you dress shows what kind of Doram you are. Ad just your attire, please.";
		next;
		mes "[Stello]";
		mes "This is too heavy, tight and annoying. This is just so uncomfortable.";
		next;
		mes "[Captain Gamberi]";
		mes "You need to overcome the inconvenience to have a correct posture. The correct posture is your first step to become a gentleman. Do you get it, Stello?";
		next;
		emotion ET_OK, getnpcid(0, "Stello#dorcon");
		mes "[Captain Gamberi]";
		mes "Stello, say it again.";
		npctalk "Stello?", "", bc_self;
		next;
		mes "[Stello]";
		mes "Yes, sir.";
		npctalk "Does he always have to hear the answer?", "Stello#dorcon", bc_self;
		npctalk "Stello?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well, is this...";
		next;
		mes "[Stello]";
		mes "Who are you? You are not allowed to enter hear with no permission. Please leave.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Hello, I am " + strcharinfo(0) + " who is on a new adventure.";
		next;
		mes "[Captain Gamberi]";
		mes "A new adventurer. A polite Doram always knocks before entering. Since you must be nervous before the adventure, I'll let it slide this time.";
		npctalk "Knock... Yes, it is very important to knock.", "Stello#dorcon", bc_self;
		next;
		mes "[Captain Gamberi]";
		mes "I am Captain ^0000cdGamberi^000000 in charge of this ship. Welcome aboard.";
		npctalk "I am Captain Gamberi in charge of this ship.", "Stello#dorcon", bc_self;
		npctalk "Stello?", "", bc_self;
		npctalk "Huh! I am sorry.", "Stello#dorcon", bc_self;
		next;
		mes "[Stello]";
		mes "The Purser must have sent up another irrelevant visitor. He must have told you how the people from the same home town should stick together and all.";
		next;
		mes "[Stello]";
		mes "Oh, I am not blaming you. I'll do my best to give you the best sailing adventure. I am ^0000cdStello^000000.";
		npctalk "The Chief Officer.", "Stello#dorcon", bc_self;
		next;
		mes "[Captain Gamberi]";
		mes "It may help you ease your nerve to walk around the ship. As long as you watch your manners, everyone will welcome you.";
		next;
		mes "[Stello]";
		mes "Especially, you need to adjust your attire. The right outfit leads to a correct posture, and the correct posture is the first step to become a gentleman.";
		npctalk "That's right.", "", bc_self;
		next;
		mes "[Stello]";
		mes "All the crews are such gentlemen, but they have no mercy for bad manners. You should be careful about this.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes, I will. Thank you.";
		erasequest 14532;// Greetings to Captain Gamberi
		setquest 14533;// Say hi to recorder
		getexp 200,300;
		lasagna_quest[1] = 15;
		close;
	}
	if (lasagna_quest[1] < 21) {
		if (Class != Job_Summoner) {
			mes "[Captain Gamberi]";
			mes "I am glad that an experienced adventurer like you is helping us. Ask the vigilante about the state of the dragon.";
			close;
		}
		mes "[Captain Gamberi]";
		mes "It would be a great idea to meet other members of the crew.";
		close;
	}
	if (lasagna_quest[1] < 29) {
		if (lasagna_quest[1] == 28 && Class != Job_Summoner) {
			mes "[Captain Gamberi]";
			mes "Please tell it to Stello.";
			close;
		}
		mes "[Captain Gamberi]";
		mes "You need to calm down the dragon to sail off. Please do your bedt.";
		close;
	}

	if (conch_in_recorder == 1) {
		mes "[" + strcharinfo(0) + "]";
		mes "Excuse me, captain.";
		next;
		mes "[Captain Gamberi]";
		mes "What brought you here?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I am here to fulfil ^0000cdmy duty as an adventurer^000000.";
		next;
		mes "[Captain Gamberi]";
		mes "The duty as an adventurer?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Other than setting off on an adventure, I collect adventure stories from other people. I have heard that Captain Gamberi, you have been in Lasagna for a long time.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Everyone says that I can hear the adventure stories regarding Lasagna and Con-Chliina from you.";
		next;
		mes "[Captain Gamberi]";
		mes "Hum! Then you have found the right man. It is another adventure for me to tell an adventure story to an adventurer. Which story do you want hear now?";
		npctalk "It's been a long time since I had a visitor like you.", "Stello#dorcon", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I am interested in the story about you the most.";
		next;
		mes "[Gamberi]";
		mes "I am from Lasagna. I was born to an honorable family and gentle parents. I grew up to become a curious and adventurous child.";
		npctalk "There was no one in the village who didn't know me.", "Stello#dorcon", bc_self;
		next;
		mes "[Gamberi]";
		mes "I wanted to break free from the name of the family. I ran off and wandered around Lasagna.";
		npctalk "My house was the invisible prison trapping me inside and I was a bird longing for freedom...", "Stello#dorcon", bc_self;
		next;
		mes "[Stello]";
		mes "Oh, strange. This is not the story I have heard from your mother, Captain. She said you didn't want to help the butcher's shop business, and you went out from the early morning.";
		npctalk "Who is lying?", "Stello#dorcon", bc_self;
		npctalk "Stello?", "", bc_self;
		next;
		mes "[Gamberi]";
		mes "Stello, it is not polite to interrupt. I had a strong sense of justice and couldn't just let those bad Dorams disturbing peace in Lasagna. I had to ^0000cdlead them into the right path^000000.";
		next;
		mes "[Gamberi]";
		mes "Then I met Pepperoncino.";
		next;
		mes "[Stello]";
		mes "I heard that story. That's why you were called the mad...";
		npctalk "Stello?", "", bc_self;
		npctalk "No, never mind.", "Stello#dorcon", bc_self;
		next;
		mes "[Gamberi]";
		mes "I was interested in the fishing industry, and I went into the ^0000cdanchovy processing^000000 business with Pepperoncino. We made a fortune. We wondered what to do with all the money we had...";
		next;
		mes "[Stello]";
		mes "It really was...";
		npctalk "Really was?", "", bc_self;
		npctalk "No, never mind me...", "Stello#dorcon", bc_self;
		next;
		mes "[Gamberi]";
		mes "You may not see it now, but Lasagna used to be a dark place. Bad Dorams everywhere on the street, and there were a lot of fights.";
		next;
		mes "[Gamberi]";
		mes "It was my duty to ^0000cdlead those bad Dorams into the right path^000000.";
		next;
		mes "[Gamberi]";
		mes "It was 10 years ago when peace was brought to this town as Pepperoncino and Thomas worked together in accord...";
		next;
		mes "[Stello]";
		mes "You needed some manpower...";
		npctalk "......", "", bc_self;
		npctalk "....... Huh...", "Stello#dorcon", bc_self;
		next;
		mes "[Gamberi]";
		mes "I met Stello then. I ^0000cdcorrected Stello who was a pickpocket^000000 back then. He has become the Chief Office.";
		next;
		mes "[Stello]";
		mes "Hum, Let's stop talking about it. It was ages ago.";
		npctalk "What are you talking about to the guest?", "", bc_self;
		next;
		mes "[Gamberi]";
		mes "I, Pepperoncino and Thomas wanted to pull off a major gig. A really big one. Nothing like what we had done by then. A business. I mean.";
		next;
		mes "[Gamberi]";
		mes "The business we started was to ^0000cdsell the specialty products of Lasagna in other cities^000000. It went well, and we hired more people to expand the size of the business.";
		next;
		mes "[Gamberi]";
		mes "At the same time, we ran a ^0000cdvigilante corps^000000 to clean up the streets of Lasagna. Many people joined us for our cause.";
		npctalk "When I formed the vigilante corps, many people were drawn to my personality and joined me.", "", bc_self;
		next;
		mes "[Stello]";
		mes "Are you going to join me or get punched in the face? Are you going to keep living in the gutter? Who wouldn't join the vigilante corps hearing those threats...";
		next;
		mes "[Gamberi]";
		mes "Stello?";
		npctalk "Really? Did you join by force?", "", bc_self;
		next;
		mes "[Stello]";
		mes "No! I really wanted to join!";
		npctalk "No! I really wanted to join!", "Stello#dorcon", bc_self;
		next;
		mes "[Gamberi]";
		mes "I corrected those bad Dorams and formed the merchant group and the vigilante corps to engage in^0000cd trades^000000. The business thrived, and all the cities nearby were filled with the goods from Lasagna.";
		next;
		mes "[Gamberi]";
		mes "Anyway, we decided to extend our stage to the ^0000cdsea^000000. Such decision was made out of the adventurous spirit of mine.";
		next;
		mes "[Stello]";
		mes "That was because Pepperoncino...";
		npctalk "It was because of Pepperoncino.", "", bc_self;
		npctalk "Well, he may have had some influence...", "Stello#dorcon", bc_self;
		next;
		mes "[Gamberi]";
		mes "And we were caught in a storm and parted with ^0000cdThomas' ship, Navi^000000. We kept on looking for Navi.";
		next;
		mes "[Gamberi]";
		mes "Then I pioneered the seaway to Malangdo with ^0000cdStello^000000 whom I had straightened, and reunited with Thomas. Eventually, we decided to advance into the new continent.";
		npctalk "Ahem, please tell that part in detail!", "", bc_self;
		next;
		mes "[Gamberi]";
		mes "Ever since, we have been not only leading the trade with the new continent but also connecting the continents. The adventurers from both continents use ^0000cdCon-Chliina^000000, and we are proud of it.";
		next;
		mes "[Gamberi]";
		mes "Is this enough?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Oh, it was quite a story. I really appreciate your story. I believe that al the numerous adventures have made you the man who you are now, dear captain.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well, I guess it is the time for me to go out looking for a new adventure, leaving this valuable experience behind.";
		next;
		mes "[Captain Gamberi]";
		mes "Please come back later and tell me your story.";
		npctalk "I'd like to hear it too.", "Stello#dorcon", bc_self;
		erasequest 14579;// Interview with Captain
		setquest 14580;// To Recorder
		conch_in_recorder = 2;
		close;
	}
	if (conch_in_recorder == 2) {
		mes "[Captain Gamberi]";
		mes "Come find me if you have any questions.";
		close;
	}
	mes "[Captain Gamberi]";
	if (Class != Job_Summoner)
		mes "I'd like to hear about the adventure story someday.";
	else
		mes "I'd like to hear your adventure stories from the new continent someday. Come visit me from time to time during the adventure.";
	close;
}

// in G_H
conch_in,96,29,5	script	Recorder#dorcon	4_CAT_MERMASTER,{
	if (checkweight(1001,1) == 0) {
		mes "[Recorder]";
		mes "It looks a lot and large. How about cutting down some?";
		close;
	}
	if (lasagna_quest[1] < 15) {
		mes "[Recorder]";
		mes "Since it takes concentration, please don't interrupt me.";
		close;
	}
	if (lasagna_quest[1] == 15) {
		mes "[" + strcharinfo(0) + "]";
		mes "Excuse me.";
		next;
		mes "[Recorder]";
		mes "I told not to disturb... Oh, who are you?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Hello, I am " + strcharinfo(0) + ", looking for adventure from the new continent. I am here to say hi as the Purser has advised.";
		npctalk "Oh, I see.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "Nice to meet you. I am the Recorder of this ship who is in charge of all records of this ship. You may come by whenever you have a question. You are free to access any records except the classified ones.";
		next;
		mes "[Recorder]";
		mes "Let me record your profile now. Oh, you don't need to do anything. You may just stand there.";
		next;
		mes "[Recorder]";
		mes "Your name is... " + strcharinfo(0) + "... The height must be... and the color is... like this... The accent of yours... You must have lived in Pane and moved to Bongola.";
		npctalk "And you are here in Lasagna...", "", bc_self;
		next;
		mes "[Recorder]";
		mes "The dirt and grass on your feet... You are not a neat person... Oh, never mind. I am not writing down your faults... This is enough.";
		next;
		emotion ET_HUK;
		mes "[" + strcharinfo(0) + "]";
		mes "How do you know such things in detail?";
		next;
		mes "[Recorder]";
		mes "You just need to pay a little attention. It is just a technique I have picked up from observing people for a long time.";
		next;
		mes "[Recorder]";
		mes "Let's see, you must have met the Captain and the Chief Officer. This place must be your second stop.";
		next;
		emotion ET_HUK;
		mes "[" + strcharinfo(0) + "]";
		mes "That's right!";
		next;
		mes "[Recorder]";
		mes "Now is the time to see the ^0000cdHead Chef, the Helmsman and the Boatswain^000000. They must be in the ^0000cddining room^000000 at the end of the hallway. Have a safe voyage.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Ha! Yes. Thank you.";
		erasequest 14533;// Say hi to recorder
		setquest 14534;// To the kitchen
		getexp 200,300;
		lasagna_quest[1] = 16;
		close;
	}
	if (lasagna_quest[1] == 16) {
		mes "[Recorder]";
		mes "You should go meet the Head Chef, the Helmsman and the Boatswain. They are in the dining room at the end of the hallway.";
		close;
	}
	if (lasagna_quest[1] == 17) {
		mes "[Recorder]";
		mes "Isn't it the time to meet the Purser?";
		close;
	}
	if (lasagna_quest[1] == 18) {
		mes "[Recorder]";
		mes "You are on your way to meet the Sous Chef. He is in the dining room at the end of the hallway.";
		close;
	}
	if (lasagna_quest[1] == 19) {
		mes "[Recorder]";
		mes "You must be on your way back to the Purser. I was wondering since there hadn't been a sailing signal even after the scheduled time.";
		close;
	}
	if (lasagna_quest[1] == 20) {
		mes "[Recorder]";
		mes "The Chief Officer and the Captain are the ones who issue the sailing signal. Asking them would be the fastest way to find out.";
		close;
	}
	if (lasagna_quest[1] == 21) {
		mes "[Recorder]";
		mes "Are you heading there to meet the vigilante? I was about to go there to check out new members. As soon as the business her is taken care of, I'll go down there. Of course. with a notebook.";
		close;
	}
	if (lasagna_quest[1] <= 28) {
		mes "[Recorder]";
		mes "You should go see the Captain and the Chief Officer. Everyone is waiting to set off.";
		close;
	}

	if (conch_in_recorder == 0) {
		mes "[" + strcharinfo(0) + "]";
		mes "Excuse me.";
		next;
		mes "[Recorder]";
		mes "I told not to disturb... Oh, who are you?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Hello, I am " + strcharinfo(0) + ", looking for adventure from the new continent. I am here to say hi as the Purser has advised.";
		next;
		mes "[Recorder]";
		mes "Oh, I see. Nice to meet you. I am the Recorder of this ship who is in charge of all records of this ship. You may come by whenever you have a question. You are free to access any records except the classified ones.";
		next;
		mes "[Recorder]";
		mes "Let me record your profile now. Oh, you don't need to do anything. You may just stand there. Your name is... " + strcharinfo(0) + "...The height must be... and the color is... like this...";
		npctalk "The people from the new continent are so tall.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "Oh, never mind. I am not writing down your faults... This is enough.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "How do you know such things in detail?";
		next;
		mes "[Recorder]";
		mes "You just need to pay a little attention. It is just a technique I have picked up from observing people for a long time.";
		npctalk "It is also an occupational sickness.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "Anyways, just in time. A mysterious thing has just happened, and I need ^0000cda fresh eye who is not involved in it^000000.";
		npctalk "I cannot trust anyone.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I have a hunch that I have to leave this place now.";
		next;
		mes "[Recorder]";
		mes "You may want to hear me out at least. As an adventurer, it helps to hear a lot of stories.";
		next;
		if (select( "I will hear the story.", "I won't hear the story." ) == 2) {
			mes "[" + strcharinfo(0) + "]";
			mes "I won't listen to it. I don't want to get involved in another annoying business.";
			next;
			mes "[Recorder]";
			mes "Is that so? Well, it is not polite to get hold of a busy person.";
			next;
			mes "[Recorder]";
			mes "However, if you change your mind, come back anytime. I'll be waiting for you.";
			close;
		}
		mes "[" + strcharinfo(0) + "]";
		mes "I will hear the story.";
		next;
		mes "[Recorder]";
		mes "Good. Please take a look at this shelf here.";
		npctalk "Aren't they just beautiful?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "There are a lot of books.";
		next;
		mes "[Recorder]";
		mes "They may look like books, but they are not. They are the records of all the things which have happened on the ship.";
		next;
		mes "[Recorder]";
		mes "It is consisted not only of the events which have happened on the ship but also of the history of almost every person who has anything to do with Con-Chliina.";
		emotion ET_SWEAT, playerattached();
		next;
		mes "[Recorder]";
		mes "The future can be seen through the past.";
		next;
		mes "[Recorder]";
		mes "I don't just make new records. I also do my best to store the records at their best condition.";
		next;
		mes "[Recorder]";
		mes "However, someone has ^0000cddamaged one of the records in this place^000000.";
		next;
		mes "[Recorder]";
		mes "Whoever did that did not even tried to hide the deed. This person has just torn the entire book mercilessly. It was ruined.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Huh! Is it a case in which I need to find the missing paged? The role of this fresh eye you are looking for is to provide a new insight to the investigation to solve the case?";
		next;
		mes "[Recorder]";
		mes "No. The missing pages have been found. In the oven of the kitchen.";
		npctalk "You must be a mystery fan, I guess.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "Unfortunately, most of the pages were gone in the fire. I could barely recognize the remaining of the document.";
		npctalk "It was a relief that not all of it had been gone...", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What were the missing pages about?";
		next;
		mes "[Recorder]";
		mes "Unfortunately, those pages contained ^0000cdthe record about Captain Gamberi^000000. Since Gamberi is our captain, I have done my best to make the record.";
		npctalk "It was the longest which had taken a long time and effort.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "The story about Captain Gamberi is included in all the books as well. And all of it was reduced to ashes.";
		next;
		mes "[Recorder]";
		mes "The lost record was about the story of Captain Gamberi before he became the captain of Con-Chliina, which was very rare.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Why?";
		next;
		mes "[Recorder]";
		mes "It is because of the characteristic of Lasagna population. It is mostly consisted of the people from other regions. Captain Gamberi and Captain Thomas of Navi are pretty much the only people from Lasagna.";
		next;
		mes "[Recorder]";
		mes "Most of the people who knew the past of Captain Gamberi have left Lasagna. There is almost no one who knows the past here now.";
		next;
		mes "[Recorder]";
		mes "That's why it has taken a long time to research and make the record.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Should I help you find the thief then?";
		next;
		mes "[Recorder]";
		mes "No. I have found the thief already. I plan to punish him in the most painful way possible. However, there are things I have to take care of before that. That's why I am keeping it quiet.";
		npctalk "There is a time for everything.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then what do you need a fresh eye for?";
		next;
		mes "[Recorder]";
		mes "If I cannot recover it, I should rebuild it. I tried to interview Captain Gamberi to fill in the missing pages, but Gaptain Gamberi didn't respond.";
		next;
		mes "[Recorder]";
		mes "I have sent many other people. It was no use. He wouldn't open up to anyone on Con-Chliina about his past. That is why I need a ^0000cdfresh eye^000000.";
		next;
		mes "[Recorder]";
		mes "He sometimes tells a stranger or a newbie ^0000cdhis story and how Lasagna has developed so far^000000 as he is telling some adventure stories. I'd like to send you to hear from him this time.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You mean that I should ask him about what happened in the past without giving him the impression that I have been asked by you.";
		next;
		mes "[Recorder]";
		mes "Yes, indeed. It should remain a secret. If Captain Gamberi finds out, you and I'd never get away.";
		npctalk "Everything depends on you.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I see.";
		next;
		mes "[Recorder]";
		mes "Well, then. Have a safe trip.";
		setquest 14579;// Interview with Captain
		conch_in_recorder = 1;
		close;
	}
	if (conch_in_recorder == 1) {
		mes "[Recorder]";
		mes "You can interview Captain Gamberi and tell me the story.";
		close;
	}
	if (conch_in_recorder == 2) {
		mes "[Recorder]";
		mes "You are here.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I have heard from the story from Captain Gamberi, but I am very confused.";
		npctalk "Please, tell me the story!", "", bc_self;
		next;
		mes "[When you told the story you heard from Captain Gamberi and about how Stello interrupted, the Recorder started writing it down.]";
		next;
		emotion ET_SCRATCH;
		mes "[Recorder]";
		mes "That is strange. I cannot remember all the records, but the story told by Captain Gamberi ^0000cdis different^000000 from the part of the record I do remember.";
		npctalk "It wasn't supposed to be lengthy like this.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Was the story of the Chief Officer true then?";
		next;
		mes "[Recorder]";
		mes "Well, I am not sure. We need to check out the story with other versions. Since there are discrepancies, I cannot make the record counting on the words of Captain Gamberi.";
		next;
		mes "[Recorder]";
		mes "It is a relief that we have more people to hear the story from, other than Captain Gamberi.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Who else?";
		next;
		mes "[Recorder]";
		mes "Although this person is not from Lasagna, he has spent meaningful amount of time with Captain Gamberi. You may go talk to him. We can compare the story from him with the interview with Captain Gamberi.";
		npctalk "I should have done this earlier.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "I am sorry to ask you again.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Who is that?";
		next;
		mes "[Recorder]";
		mes "I mean ^0000cdPepperoncino the leader of the vigilante corps^000000. He must be having an early meal at the new Adventurer Club now.";
		npctalk "He could be at table.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "You can enter the restaurant when you head to the south gate of the <NAVI>^4D4DFF[Adventurer Club]^000000<INFO>lasagna,56,186,000,1,</INFO></NAVI>.";
		npctalk "You can follow this Red Yarn. The Red Yarn always leads you to the right way.", "", bc_self;
		erasequest 14580;// To Recorder
		setquest 14581;// Interview with the Chief
		conch_in_recorder = 3;
		close;
	}
	if (conch_in_recorder == 3) {
		mes "[Recorder]";
		mes "You can interview Pepperoncino and tell me the story.";
		next;
		mes "[Recorder]";
		mes "He must be having an early meal at the newly built <NAVI>^4D4DFF[Adventurer Club]^000000<INFO>lasagna,56,186,000,1,</INFO></NAVI> now. You can enter the restaurant when you head to the south gate.";
		close;
	}
	if (conch_in_recorder == 4) {
		mes "[Recorder]";
		mes "I guess you must have heard the actual story this time.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "The story on Pepperoncino's side makes me more confused. Listen for yourself.";
		next;
		mes "[When you told the story you heard from Pepperoncino and about how Olio interrupted, the Recorder started writing it down.]";
		next;
		mes "[Recorder]";
		mes "The story from Pepperoncino doesn't quite make sense either. I can check out his story with the records.";
		next;
		mes "[Recorder]";
		mes "Let's see. Well, the story you heard is different from the record of Pepperoncino.";
		next;
		mes "[Recorder]";
		mes "Not we cannot quite trust the story told by Pepperoncino. I cannot record the story I cannot trust.";
		npctalk "I cannot believe how pretentious our captain and the leader really are!", "", bc_self;
		next;
		mes "[Recorder]";
		mes "However, I cannot let the records be lost like this. What should I do...";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "How about asking Captain Thomas of Navi?";
		npctalk "Captain Thomas?", "", bc_self;
		next;
		mes "[Recorder]";
		mes "As you can see, Captain Gamberi and Pepperoncino only tell the stories they like to tell. We cannot trust the story of Captain Thomas either.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "How about the story told by the oldest person in Lasagna?";
		next;
		mes "[Recorder]";
		mes "Lasagna is somewhere you just drop by to make some dough when you are young. Most of them just leave this place...";
		next;
		mes "[Recorder]";
		mes "Oh, you are right. There is ^0000cdthis one person^000000.";
		npctalk "The living history of Lasagna.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "Where the Adventurer Club is now, there used to be ^0000cdPub-Oven^000000. The place used to sell Kahlugna Milk. You can go to see ^0000cdthe first owner^000000 of the place. However...";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What's the problem?";
		next;
		mes "[Recorder]";
		mes "However, she doesn't think clearly now... I guess she may remember the past more vividly because of it. It is like she is living in the past.";
		next;
		mes "[Recorder]";
		mes "Go to meet ^0000cdthe old lady who used to be the owner of Pub-Oven^000000. She is living in a ^0000cd small house near the Adventurer Club^000000.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes. I'll come back soon.";
		erasequest 14582;// To Recorder
		setquest 14583;// To Granma
		conch_in_recorder = 5;
		close;
	}
	if (conch_in_recorder == 5) {
		mes "[Recorder]";
		mes "Go to see the old lady who used to be the first owner of Pub-Oven. She must be the house near it.";
		close;
	}
	if (conch_in_recorder == 6) {
		mes "[Recorder]";
		mes "Welcome. Thank you for your effort. Please report it now.";
		next;
		mes "[When you told the story about Captain Gamberi you heard from the old lady, the Recorder started writing it down.]";
		next;
		mes "[Recorder]";
		mes "Nice work. The story matches some of the details I remember. He sure is a living history. I guess I should fill in the records based on the story.";
		npctalk "The living history of Lasagna.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "It will be filled with more abundant detailed than the previous record.";
		next;
		classchange( 4_DR_GAMBERI, "Captain Gamberi#dorcon0_2", bc_self );
		mes "[Recorder]";
		mes "Dear captain, what are you doing here?";
		next;
		emotion ET_HUK, getnpcid(0, "Captain Gamberi#dorcon0");
		mes "[Captain Gamberi]";
		mes "You were in place. I am just checking if everyone is in the right place prior to the voyage.";
		npctalk "Hum! Hum! I thought there was no one around here.", "Captain Gamberi#dorcon0_2", bc_self;
		next;
		mes "[Recorder]";
		mes "Since when it has been your duty to check it? So quietly? Without a knock on the door?";
		next;
		mes "[Captain Gamberi]";
		mes "As an experienced crew of Con-Chliina, one must be able to cope with any situation whenever they need to.";
		next;
		emotion ET_HUK, playerattached();
		mes "[Recorder]";
		mes "I see. ^0000cdIt must be the duty of the captain to tear and burn the document as well^000000, I guess.";
		npctalk "Did you really think that I wouldn't find out? You have left a long trail od evidence after you.", "", bc_self;
		npctalk "I don't know what you are talking about.", "Captain Gamberi#dorcon0_2", bc_self;
		next;
		mes "[Captain Gamberi]";
		mes "Oh, hum. I should go check if the Boatswain in the right place.";
		npctalk "I should stop by so many places.", "Captain Gamberi#dorcon0_2", bc_self;
		next;
		classchange( HIDDEN_WARP_NPC, "Captain Gamberi#dorcon0_2", bc_self );
		mes "[Recorder]";
		mes "don't even think about it from now on!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then, the captain must have...?";
		next;
		mes "[Recorder]";
		mes "As more people started using the ship and accessing the record, he must have felt embarrassed by the record filled with his not so pretty past.";
		npctalk "It is not something to be embarrassed by in Lasagna.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "I knew he would come again. He must have heard that I am recollecting the record. I though he would come back to get rid of it again. I guess I should be more careful not to lose it.";
		npctalk "I'd better make multiple copies and hide them everywhere.", "", bc_self;
		next;
		mes "[Recorder]";
		mes "Dear adventurer. since you have completed your mission, here is the reward for you. You may access all documents in the recording room freely from now on. Well then.";
		completequest 14584;// Back to Recorder
		getexp 700,700;
		conch_in_recorder = 7;
		close;
	}
	if (conch_in_recorder == 7) {
		mes "[Recorder]";
		mes "You may access all documents in the recording room freely.";
		close;
	}
}

conch_in,101,31,3	script	Captain Gamberi#dorcon0_2	HIDDEN_WARP_NPC,{ end; }

conch_in,98,33,5	script	Con-Chliina Ship's Log#	HIDDEN_NPC,{
	if (conch_in_recorder < 7) {
		mes "[Recorder]";
		mes "Please do not touch the books.";
		close;
	}
	mes "[" + strcharinfo(0) + "]";
	mes "Which one should I read first?";
	next;
	switch( select( "Ship's Log", "Main Characters", "Glossary", "You close the book." ) ) {
	case 1:
		switch( select( "7 years ago", "6 years ago", "5 years ago", "4 years ago", "3 years ago", "You close the book." ) ) {
		case 1:
			mes "Month X Day X";
			mes "The long-awaited first voyage. After unloading everything, I hope we return as full ship again...";
			next;
			mes "Month X Day X";
			mes "Business is good everywhere we go. I'm amazed by the insight of Captain Peperoncino and his crewmen.";
			next;
			mes "Month X Day X";
			mes "Three days since we left Port Richoli. Met a storm. It's not the first time we experienced the fickleness of mother nature, but we can't help but feel dejected when counting the losses.";
			mes "Seriously wounded 1, mildly wounded 13, top quality anchovies 23 boxes, kaluna 7 jars, beard comb 1 box, fine fabric 200 rolls.";
			next;
			mes "Month X Day X";
			mes "A couple days ago we met a storm, but another one?! Who set the course this way at this time of the year? I guess I should let it go since It's the first time.";
			next;
			mes "Month X Day X";
			mes "Nothing is up. Quiet. A shoal of flying fish over the ocean cast with full moon is just spectacular to watch.";
			next;
			mes "Month X Day X";
			mes "It's great to empty out all the cargo and return with new items loaded. I feel proud, It's like the feeling you get from gleaning and dispersing the crops widely.";
			next;
			mes "Month X Day X";
			mes "A glass kaluna milk at a pub after receiving my paycheck is the sweetest thing in the world.";
			close;
		case 2:
			mes "Month X Day X";
			mes "Captain Gamberry and Captain Thomas are weird. They try to keep the lead in a straight line and sail on same speed. It's like having kids walk in steps.";
			next;
			mes "Month X Day X";
			mes "We run into storms so often that I'm wondering if we should change our course. Thank god we avoided the storm in Port Richoli.";
			next;
			mes "Month X Day X";
			mes "The sous chef we recruited from Port Richoli is just fantastic.";
			next;
			mes "Month X Day X";
			mes "We lost Butterfly to the storm we met on the second day we left Port Richoli. We were so devastated that no one was able to say anything when we returned to Lasagna.";
			next;
			mes "Month X Day X";
			mes "No sailing for a while.";
			next;
			mes "Month X Day X";
			mes "It feels like everyone will be back and smiling if I go to the port.";
			next;
			mes "Month X Day X";
			mes "No news still.";
			close;
		case 3:
			mes "Month X Day X";
			mes "A search for Butterfly, second time. Nothing. We couldn't find any remnants of Butterfly. So they must be safe.";
			next;
			mes "Month X Day X";
			mes "Still no news on Butterfly.";
			next;
			mes "Month X Day X";
			mes "Helmsman caught tuna by fishing. Chef tried to steam the whole fish but the sous chef barely stopped him and cut into pieces for everyone. I wish I can have some more.";
			next;
			mes "Month X Day X";
			mes "Tuna is served again. First day was tuna, second day was tuna pasta, third day was fried tuna, fourth day was braised tuna... I'm sick of it. Just had it. Did we do something to anger the sous chef?";
			next;
			mes "Month X Day X";
			mes "Boatswain tried to throw out the remaining tuna and got caught by the sous chef. We all learned how scary he can be.";
			next;
			mes "Month X Day X";
			mes "We met a storm. Everyone was well-prepared, so the damage was not huge. I guess this is what a know-how is.";
			next;
			mes "Month X Day X";
			mes "Boatswain is acting strangely. We barely stopped him from trying to jump into water in the middle of a night. He seems to have lost it when I see him shivering all over, but then he's fine the next morning. He's bewitched or something.";
			next;
			mes "Month X Day X";
			mes "Still searching. No news on Butterfly.";
			close;
		case 4:
			mes "Month X Day X";
			mes "We never had any rats but all of a sudden the ship is infested. Upon investigation, the boatswain... you're such a...";
			next;
			mes "Month X Day X";
			mes "A year may pass but we cannot give up the search. We're combing through the area where we lost them.";
			next;
			mes "Month X Day X";
			mes "I don't know why, but I don't like the feel of this.";
			next;
			mes "Month X Day X";
			mes "Storm. So sick of storms. We're so used to it that we can practically ride over it.";
			next;
			mes "Month X Day X";
			mes "You turned our ship because Stello claimed to have seen something strange last night. It's a route that we've never seen before. Everyone had different opinions, but since we had looked everywhere we can, we decided to give it a try.";
			next;
			mes "Month X Day X";
			mes "I had a strange dream.";
			next;
			mes "Month X Day X";
			mes "When we went through the dense fog that appeared suddenly, there was an island we had never seen before. There were the Butterfly crewmen, their presence natural like the natives.";
			next;
			mes "Month X Day X";
			mes "Where we had landed softly after being hit by huge waves is called the Soft Island. This is a mysterious place inhabited by people with different appearances. It's a discovery of a new world.";
			next;
			mes "Month X Day X";
			mes "Using Soft Island as the base, Butterfly already had a footing in the new world and was making profits. They are just born to be merchants.";
			next;
			mes "Month X Day X";
			mes "We are on our way to Lasagna. Captain Gamberry and Captain Thomas had a long conversation.";
			next;
			mes "Month X Day X";
			mes "Arrived in Lasagna. Drank five glasses of kaluna milk.";
			close;
		case 5:
			mes "3 years ago: decided to set sail";
			mes "Month X Day X";
			mes "We are heading to the new world loaded with supplies. I wanted to take a close look and this is a great opportunity.";
			next;
			mes "Month X Day X";
			mes "Storm again.";
			next;
			mes "Month X Day X";
			mes "Arrived in Soft Island. I don't know how we found the way in the vast open sea, but It's still amazing.";
			next;
			mes "Month X Day X";
			mes "Captain Gamberry and Captain Thomas officially announced their expansion plan to the new world. Con-Chliina will be in charge of recruiting and sending adventurers to the new world";
			mes "And Farfalle Vigilantes will be in charge of training them. With Soft Island as its base, Butterfly agreed to support adventurers. Preparation time is three years.";
			next;
			mes "Month X Day X";
			mes "I came up with items that can be sold between the new world and Far-Star. I'm surprised at how different their tastes are. Really surprised to hear the price of Igdrasil fruit.";
			next;
			mes "Month X Day X";
			mes "Sailed out from Soft Island. We'll probably come a few more times.";
			close;
		case 6:
			mes "[" + strcharinfo(0) + "]";
			mes "There's nothing to see.";
			close;
		}
	case 2:
		switch( select( "Gamberry", "Peperoncino", "Tomei Thomas", "You close the book." ) ) {
		case 1:
			mes "- Gamberry -";
			mes "Captain of Con-Chliina.";
			mes "Nickname is Berry.";
			mes "Kaluna milk should be stirred.";
			next;
			mes "- Gamberry -";
			mes "His parents ran a butcher's shop in Lasagna.";
			next;
			mes "- Gamberry -";
			mes "When he was young, he couldn't resist using violence to rehab hoodlum dorams. Thus, he is called the mad dog of Lasagna.";
			next;
			mes "- Gamberry -";
			mes "He met Peperoncino (current chief of Farfalle Vigilantes) at Pub-Oven by having disagreements over how to drink kaluna.";
			next;
			mes "- Gamberry -";
			mes "He ended up working at the anchovy workshop with Peperoncino due to the debt he incurred at this time. Gamberry was recognized for his skills and became the workshop manager.";
			next;
			mes "- Gamberry -";
			mes "They organized a merchant business with Thomas (current captain of Butterfly) who joined later.";
			next;
			mes "- Gamberry -";
			mes "Having decided to expand their domain to the sea, Gamberry and Thomas gathered a fleet and sailed out, but Captain Thomas went missing in a storm.";
			next;
			mes "- Gamberry -";
			mes "Stello, Con-Chliina's first officer, discovered the sea route and finally found Butterfly that had safely reached Soft Island in the new world.";
			next;
			mes "- Gamberry -";
			mes "Currently sails on the liner that connects Lasagna to the new world.";
			close;
		case 2:
			mes "- Peperoncino -";
			mes "Chief of Farfalle Vigilantes.";
			mes "Nickname is Pepe.";
			mes "Kaluna milk should be shaken.";
			next;
			mes "- Peperoncino -";
			mes "Besides the fact that he grew up poor in Fusilli, nothing else is known about his early days.";
			next;
			mes "- Peperoncino -";
			mes "He came to Lasagna with a grand plan to make a fortune by working on an anchovy fishing line, but gave up because of seasickness.";
			next;
			mes "- Peperoncino -";
			mes "Later, he began working at an anchovy workshop.";
			next;
			mes "- Peperoncino -";
			mes "He met Gamberry (current captain of Con-Chliina) at Pub-Oven by having disagreements over how to drink kaluna.";
			next;
			mes "- Peperoncino -";
			mes "He ended up working at the anchovy workshop with Gamberry due to the debt he incurred at this time.";
			next;
			mes "- Peperoncino -";
			mes "They organized a merchant business with Thomas (current captain of Butterfly) who joined later.";
			next;
			mes "- Peperoncino -";
			mes "When Gamberry and Thomas gathered a fleet and set out, Peperoncino organized and manages to this day Farfalle Vigilantes to maintain pubic order of Lasagna.";
			close;
		case 3:
			mes "- Tomei Thomas -";
			mes "Captain of Butterfly.";
			mes "Nickname is Toto.";
			mes "Kaluna milk should be shaken.";
			next;
			mes "- Tomei Thomas -";
			mes "Born as Tomei Thomas but shortened to Thomas.";
			next;
			mes "- Tomei Thomas -";
			mes "Native of Lasagna, brought up affluently thanks to his wealthy parents.";
			next;
			mes "- Tomei Thomas -";
			mes "Grew up with Gamberry (current captain of Con-Chliina) as childhood friends.";
			next;
			mes "- Tomei Thomas -";
			mes "Worked with Gamberry and Peperoncino (current chief of Farfalle Vigilantes) at the anchovy workshop as a hobby.";
			next;
			mes "- Tomei Thomas -";
			mes "While the two spent all the money to pay off their debts, Thomas was able to save his wages. This became the initial fund for the merchant business.";
			next;
			mes "- Tomei Thomas -";
			mes "Having decided to expand their domain to the sea, Gamberry and Thomas gathered a fleet and sailed out, but Captain Thomas went missing in a storm.";
			next;
			mes "- Tomei Thomas -";
			mes "Later, he safely arrived and settled in Soft Island of the new world. He's steadily expanding his domain.";
			close;
		case 4:
			mes "[" + strcharinfo(0) + "]";
			mes "There's nothing to see.";
			close;
		}
	case 3:
		mes "^0000cd[Pub-Oven]^000000";
		mes "The place where Thomas, Peperoncino, and Gamberry met up to make agreements.";
		next;
		mes "^0000cd[Pub-Oven]^000000";
		mes "Today, it is an adventurers' club and a memorial, a must-see place for dorams going on an adventure.";
		next;
		mes "^0000cd[Kaluna Milk]^000000";
		mes "A beverage made by mixing kaluna and milk that three dorams drank when they met up. In their memory, it is now a festival beverage.";
		next;
		mes "^0000cd[Kaluna Milk]^000000";
		mes "Mixing is usually done by stirring or shaking, but there is never-ending argument about these two methods.";
		next;
		mes "^0000cd[Kaluna Milk]^000000";
		mes "Depending on preference, one to three gooseberries can be added.";
		next;
		mes "^0000cd[Oven Resolution]^000000";
		mes "Refers to the brotherhood formed in agreement by Thomas, Peperoncino, and Gamberry.";
		next;
		mes "^0000cd[Butterfly]^000000";
		mes "Known to have gone missing in a storm but later found to have safely arrived and established in the new world. After the news spread, Butterfly became widely known as the icon of adventure and heroes.";
		next;
		mes "^0000cd[L-Day]^000000";
		mes "Abbreviation of Lasagna Day. It is the day when Butterfly, safely arrived in the new world, was found through the discovery of a new sea route after 32 search attempts.";
		next;
		mes "^0000cd[L-Day]^000000";
		mes "Lasagna celebrates this day annually with magnificent fireworks and festivals.";
		close;
	case 4:
		mes "[" + strcharinfo(0) + "]";
		mes "There's nothing to see.";
		close;
	}
}

conch_in,181,61,5	script	Boatswain#dorcon	4_M_BOSSCAT,{
	if (checkweight(1001,1) == 0) {
		mes "[Boatswain]";
		mes "It looks a lot and large. How about cutting down some?";
		close;
	}
	if (lasagna_quest[1] < 16) {
		mes "[Boatswain]";
		mes "Doll, check.";
		mes "Bell, check.";
		mes "Dried Star Lilly, check.";
		mes "Rope tied 33 times, check.";
		mes "5 creases on the sail, check. Good!";
		next;
		mes "[Boatswain]";
		mes "What! Who broke this Pussy Willow branch!";
		close;
	}
	if (lasagna_quest[1] == 16) {
		mes "[" + strcharinfo(0) + "]";
		mes "Hello, I am " + strcharinfo(0) + " who is on a new adventure this time. Nice to meet you.";
		next;
		mes "[Sous Chef]";
		mes "......";
		npctalk "You are cold.", "", bc_self;
		npctalk "He probably didn't hear it.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Boatswain]";
		mes "Oh, you are the newly trained adventurer setting off on an adventure to the new continent. I am fond of an adventurous spirit. I used to travel from a place to another when I was young.";
		next;
		mes "[Helmsman]";
		mes "Exactly when was it? How long ago?";
		next;
		mes "[Boatswain]";
		mes "Not long ago. It feels like it happened just yesterday.";
		next;
		mes "[Helmsman]";
		mes "Yesterday, you were running on the deck in the middle of the night.";
		next;
		mes "[Boatswain]";
		mes "Phew, such nonsense.";
		next;
		mes "[Sous Chef]";
		mes "Hey, I get it. It is too noisy there. You may go now.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes ".......";
		next;
		mes "[Boatswain]";
		mes "The Sous Chef is always on the edge before sailing off. don't take it personally.";
		npctalk "It doesn't mean that he doesn't like you.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Helmsman]";
		mes "A mature Doram doesn't hold on to such things. You may go. We are about to set off.";
		erasequest 14534;// To the kitchen
		setquest 14535;// To Purser
		getexp 200,300;
		lasagna_quest[1] = 17;
		close;
	}
	if (lasagna_quest[1] == 17) {
		mes "[Boatswain]";
		mes "It is almost the time for us to sail off. You should go back.";
		close;
	}
	if (lasagna_quest[1] < 29) {
		mes "[Boatswain]";
		mes "Doll, check.";
		mes "Bell, check.";
		mes "Dried Star Lilly, check.";
		mes "Rope tied 33 times, check.";
		mes "5 creases on the sail, check. Good!";
		close;
	}

	if (conch_in_boatswain == 0) {// start for daily quest
		mes "[Boatswain]";
		mes "Doll, check.";
		mes "Bell, check.";
		mes "Dried Star Lilly, check.";
		mes "Rope tied 33 times, check.";
		mes "5 creases on the sail, check.";
		next;
		mes "[Boatswain]";
		mes "What! Who broke this Pussy Willow branch!";
		npctalk "Oh, not again.", "Helmsman#dorcon", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You seem to be in trouble. What is the matter?";
		next;
		if (BaseLevel < 140) {
			mes "[Boatswain]";
			mes "You don't seem to be experienced enough to resolve my problem. Come back after gaining more experience.";
			close;
		}
		mes "[Boatswain]";
		mes "We need to take off anytime soon, and the preparation for sailing is not made properly.";
		npctalk "Oh! You adventurer! You don't want to deal with him so seriously...!", "Helmsman#dorcon", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I don't know much about sailing, but none of those sounds relevant to the ship.";
		next;
		mes "[Boatswain]";
		mes "It is not your business... Well, ^0000cda stranger from a new place is supposed to solve this problem^000000.";
		npctalk "And here is a stranger from a new place in front of me.", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "I am the sailor of sailors. The real seaman. I am the boatswain of this ship who is in charge of taking care of tough sailors and all the business on the deck. The story I am about to tell you... You shouldn't tell it to anyone else.";
		next;
		mes "[Boatswain]";
		mes "Then you would learn how fearful a sailor can be.";
		next;
		if (select( "What is it?", "I won't listen." ) == 2) {
			mes "[Boatswain]";
			mes "Then go back to your spot. You shouldn't expect any favors from me from now on.";
			close;
		}
		mes "[Boatswain]";
		mes "Good. I like the attitude that you don't give in for threats. So do I. Well, so did I.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Why do you use a past tense?";
		next;
		mes "[Boatswain]";
		mes "Do you believe in invisible things? Like those which don't really exist? Especially the special ones that appear in the night...";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Oh, the dead.";
		next;
		mes "[Boatswain]";
		mes "You are right. I had no fear. I enjoyed running into adventures and stuff. That's how I ended up in Lasagna and became the boatswain of Con-Chliina after meeting Captain Gamberi.";
		npctalk "It was the most cherished moment of my lift.", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "I have been to everywhere. And one day, I found it.";
		next;
		mes "[Boatswain]";
		mes "There are numerous islands on the sea where no one lives. Sometimes, you find a pot buried in the middle of an island.";
		next;
		mes "[Boatswain]";
		mes "When the ship was anchored in an unknown island to replenish water, I explored the island as I always did. And I found a ^0000cdsealed pot^000000 there.";
		npctalk "I should have left it there and walked away.", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "I shook it, but there was no sound. I was wondering what was in there making no sound when it had been sealed so carefully.";
		npctalk "Curiosity kills the Doram, they say...", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "Gamberi who came there tried to stop me, but I opened the seal. There was nothing in the ^0000cdpot^000000, and nothing happened.";
		next;
		mes "[Boatswain]";
		mes "I threw away the pot and got on Con-Chliina. And it happened that night.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Oh, I guess we are getting into the good part. I really like it.";
		next;
		mes "[Boatswain]";
		mes "Oh the night, I listened to this song. I could hear it anywhere. I could hear is from the creases in my palm, near my ear and the silver waves.";
		next;
		mes "[Boatswain]";
		mes "It felt like I could grab the tune with my hand. When I was walking, following the sound, someone shook me hard. The next thing I noticed was that I was being held by the crews just before jumping off the ship.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Enchanted by the song?";
		next;
		mes "[Boatswain]";
		mes "I thought so. I went to sleep with my ears closed. The strange thing is that it happened again the next day and the day after.";
		next;
		mes "[Boatswain]";
		mes "Every night, I saw a dim silhouette or couldn't fall asleep because of the chattering noise in my ear. When I did fall asleep, I felt this weight on my body and woke up, covered in cold sweats.";
		next;
		mes "[Boatswain]";
		mes "The pot turned out to be a pot in which an evil ghost has been sealed. Gamberi knew it and tried to stop me. However, it was too late. I had already broken the seal. I grew up in the land, and did not know about that at all.";
		npctalk "People can only see as much as they know.", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "I have been suffering from ^0000cdthe supernatural phenomenon^000000 ever since.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You mean whatever in there has cursed you, right?";
		next;
		mes "[Boatswain]";
		mes "Gamberi took me to the Shaman meow to get a counselling, but it didn't work. This evil ghost is too old, strong and possessive to be removed.";
		next;
		mes "[Boatswain]";
		mes "The only thing I could do was to weaken it as much as possible each day.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Is depending on all kinds of superstitions the way to weaken it?";
		npctalk "Superstitions? No, they are based on pure science.", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "No other crews of Con-Chliina, except Captain Gamberi and I, know about this.";
		next;
		mes "[Boatswain]";
		mes "The ^0000cdShaman meow^000000 has told me a riddle that a stranger from a new place will solve this problem. It is not a coincidence that we have met.";
		next;
		mes "[Boatswain]";
		mes "Please go and tell this story to the Shaman meow and bring me the remedy. I'll do anything for you if you get rid of it.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Anything? Is that a promise?";
		next;
		mes "[Boatswain]";
		mes "The Boatswain of Con-Chliina doesn't lie. If you don't trust me, you should trust Gamberi who has hired me as the Boatswain of Con-Chliina.";
		npctalk "I will never betray Gamberi.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'll be back soon.";
		next;
		mes "[Boatswain]";
		mes "The Shaman meow lives in a secluded place near the entrance of the village.";
		setquest 14556;// There also is a scary thing for me
		conch_in_boatswain = 1;
		close;
	}
	if (conch_in_boatswain == 1) {
		mes "[Boatswain]";
		mes "Shaman meow is living in a secluded place at the entrance of Lasagna. I hope that a stranger from a new place like you take care of my problem.";
		close;
	}
	if (conch_in_boatswain == 2) {
		mes "[Boatswain]";
		mes "Dear adventurer, did you meet Shaman meow?";
		next;
		mes "[You told the Boatswain the story you had heard from Shaman meow.]";
		next;
		mes "[Boatswain]";
		mes "What? I should become a Shaman meow? What a nonsense! I am a sailor! I shall die on the sea as a sailor!";
		npctalk "Hey, you! Keep quiet! don't laugh!", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "I'd rather spend the rest of life fighting than living with the ghosts!";
		npctalk "Yes! You are the ghosts!", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Shaman meow is not as bad as you think. Why don't you go get a counseling when you have time.";
		next;
		mes "[Boatswain]";
		mes "I'll just pretend you didn't say that! I don't give a damn about a Shaman meow saying those malicious things!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "The evil ghost will absorb the life out of you. You won't last many days like this, dear Boatswain.";
		next;
		mes "[Boatswain]";
		mes "What? Wait... That is...";
		npctalk "That is not good... I won't last?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You can survive through a day with a ^0000cddaily amulet^000000. I guess you should be closer to the Shaman meow now.";
		next;
		mes "[Boatswain]";
		mes "......";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "And today's amulet is ^0000cd20 Basils and 5 Basilrocks^000000. You can get them from the basilisks.";
		next;
		mes "[Boatswain]";
		mes "Ba... Basilisks... Out of the frying pan into the fire. I don't like to deal with those dirty things.";
		npctalk "Should I just jump off the deck...?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well, That's it from me. I should get going...";
		next;
		mes "[Boatswain]";
		mes "Yeah, the stranger taking care of this problem. It must have been our destiny.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Actually, it meant that you would die and the evil ghost would find a new host.";
		next;
		mes "[Boatswain]";
		mes "No, no, never. You cannot get out of this like that. ^0000cdIt must have been our destiny.^000000 It is a fate! You should help me.";
		npctalk "And you are going to help me.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "...Well, just as I heard from Shaman meow. I was told that the Boatswain would make me do it.";
		next;
		mes "[Boatswain]";
		mes "That Shaman meow sure seems to have the vision. I am a believer now. I believe the amulet is really effective. Please go get me one now. Please.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "OK, I can't help it. Just for today.";
		erasequest 14557;// Truth is alway harsh
		setquest 14558;// Dirty Creatures
		conch_in_boatswain = 3;
		close;
	}
	if (conch_in_boatswain == 3) {
		if (countitem(25049) < 5 || countitem(22985) < 20) {
			mes "[Boatswain]";
			mes "Today's amulet is 20 Basils and 5 Basilrocks! The sun will go down anytime soon!";
			close;
		}
		mes "[" + strcharinfo(0) + "]";
		mes "Here are the Basil and Basilrock.";
		next;
		mes "[Boatswain]";
		mes "Argh... Give it to me. No, no. Not like that. Just wrap it a little so that no one can see. Right. Like that. Give me all you have.";
		npctalk "I can't believe I should keep it with me all day...", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "This is difficult.";
		npctalk "Hey, you seem suspicious.", "Helmsman#dorcon", bc_self;
		npctalk "No, never mind!", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "This... This is...";
		specialeffect EF_CURE;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What do you think?";
		next;
		mes "[Boatswain]";
		mes "It feels like the black fog neat me is lifting! I don't hear the whispering sound anymore! My head feels so clear in a long time.";
		next;
		mes "[Boatswain]";
		mes "It is unfair that I haven't known about this method so far!";
		npctalk "What is unfair?", "Helmsman#dorcon", bc_self;
		npctalk "Nothing! don't you have other things to do?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "It only lasts a day. When it expires, it will be burnt up. I guess you should be close to Shaman meow from now on.";
		next;
		mes "[Boatswain]";
		mes "No, never. I don't intend to be friends with Shaman meow or hunt the basilisks myself.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What are you going to do then?";
		next;
		mes "[Boatswain]";
		mes "Well, don't I have the ^0000cdnew helper^000000 in front of me?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I knew it!";
		emotion ET_FRET, playerattached();
		next;
		mes "[Boatswain]";
		mes "I will reward you handsomely. However, you haven't been able to solve the problem permanently so I don't have to keep the promise I have made.";
		npctalk "You haven't really solved the problem for good.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "This is unfair.";
		npctalk "The Boatswain is kind of sleazy.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Boatswain]";
		mes "I will reward you handsomely. Please do me another favor tomorrow.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "We will see. I'll come back if I want to.";
		next;
		mes "[Boatswain]";
		mes "Oh, you would come. I have a hunch.";
		npctalk "My hunch is never wrong.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I am pretty sure that it is the evil ghost talking to you.";
		next;
		mes "[Boatswain]";
		mes "I'll let it slide since you have done me a favor. I'll see you again tomorrow.";
		erasequest 14558;// Dirty Creatures
		setquest 14559;// Charm Effect Duration
		delitem 22985,20;// Basil
		delitem 25049, countitem(25049);// Basilac Clam
		getexp 500000,0;// none jexp
		conch_in_boatswain = 4;
		close;
	}
	if (conch_in_boatswain == 4) {
		switch( checkquest(14559,PLAYTIME) ) {
		case -1:
			if (isbegin_quest(14560) == 1)
				.@count = ( countitem(25049) < 5 || countitem(523) < 1 );
			else if (isbegin_quest(14561) == 1)
				.@count = ( countitem(25049) < 20 );
			else
				.@count = ( countitem(25049) < 5 || countitem(22985) < 20 );
			if (.@count == 0) {
				mes "[Boatswain]";
				mes "Did you bring the amulet for today? You seem to be empty-handed. Is there anything wrong?";
				next;
				mes "[Boatswain]";
				mes "Please give it to me now. I feel the power of the amulet fading away now.";
				close;
			}
			mes "[Boatswain]";
			mes "This is the amulet for today! Give me all the Basilrocks you have.";
			next;
			mes "[Boatswain]";
			specialeffect EF_CURE;
			if (isbegin_quest(14560) == 1) {
				mes "It feels like watching the blue horizon on a clear and windless day. It is refreshing.";
				next;
				erasequest 14560;// New Ingredient
				delitem 25049,5;// Basilac Clam
				delitem 523,1;// Holy Water
			}
			else if (isbegin_quest(14561) == 1) {
				mes "It feels like watching the clouds go by lying on my back on a green hill.";
				next;
				delitem 25049,20;// Basilac Clam
				erasequest 14561;// Dirty and Filty
			}
			else {
				mes "It feels like seeing the sunshine through the black fog.";
				next;
				delitem 22985,20;// Basil
				delitem 25049,5;// Basilac Clam
				erasequest 14562;// The basic are the best
			}
			setquest 14559;// Charm Effect Duration
			mes "[Boatswain]";
			mes "Thank you for getting them for me. Please come back tomorrow.";
			getexp 500000,0;
			close;
		case 0:
		case 1:
			mes "[Boatswain]";
			mes "You said you would come if you wanted to.";
			next;
			mes "[Boatswain]";
			mes "The amulet is still effective. Go to see Shamanyang after ^0000cd4:00 am^000000 and bring me tomorrow's amulet.";
			close;
		case 2:
			mes "[Boatswain]";
			mes "You said you would come if you wanted to.";
			npctalk "You didn't feel comfortable not coming, right?", "", bc_self;
			next;
			mes "[Boatswain]";
			mes "However, you shouldn't have come to me. You should have gone to ^0000cdShamanyang^000000 and asked about today's amulet.";
			next;
			mes "[Boatswain]";
			mes "I am counting on you then.";
			close;
		}
	}
}

conch_in,181,58,3	script	Helmsman#dorcon	4_CAT_SAILOR5,{
	if (checkweight(1001,1) == 0) {
		mes "[Helmsman]";
		mes "It looks a lot and large. How about cutting down some?";
		close;
	}
	if (lasagna_quest[1] < 16) {
		mes "[Helmsman]";
		mes "We can go anywhere if we have the wind and the sail.";
		close;
	}
	if (lasagna_quest[1] == 16) {
		mes "[" + strcharinfo(0) + "]";
		mes "Hello, I am " + strcharinfo(0) + " who is on a new adventure this time. Nice to meet you.";
		next;
		mes "[Sous Chef]";
		mes "......";
		npctalk "You are cold.", "Boatswain#dorcon", bc_self;
		npctalk "He probably didn't hear it.", "", bc_self;
		next;
		mes "[Boatswain]";
		mes "Oh, you are the newly trained adventurer setting off on an adventure to the new continent. I am fond of an adventurous spirit. I used to travel from a place to another when I was young.";
		next;
		mes "[Helmsman]";
		mes "Exactly when was it? How long ago?";
		next;
		mes "[Boatswain]";
		mes "Not long ago. It feels like it happened just yesterday.";
		next;
		mes "[Helmsman]";
		mes "Yesterday, you were running on the deck in the middle of the night.";
		next;
		mes "[Boatswain]";
		mes "Phew, such nonsense.";
		next;
		mes "[Sous Chef]";
		mes "Hey, I get it. It is too noisy there. You may go now.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes ".......";
		next;
		mes "[Boatswain]";
		mes "The Sous Chef is always on the edge before sailing off. don't take it personally.";
		npctalk "It doesn't mean that he doesn't like you.", "", bc_self;
		next;
		mes "[Helmsman]";
		mes "A mature Doram doesn't hold on to such things. You may go. We are about to set off.";
		erasequest 14534;// To the kitchen
		setquest 14535;// To Purser
		getexp 200,300;
		lasagna_quest[1] = 17;
		close;
	}
	if (lasagna_quest[1] == 17) {
		mes "[Helmsman]";
		mes "The Sous Chef believes that it brings bad luck to have a stranger while cooking. You should go now.";
		close;
	}
	if (lasagna_quest[1] > 17) {
		mes "[Helmsman]";
		mes "We can go anywhere if we have the wind and the sail.";
		close;
	}
}

conch_in,179,64,5	script	Cow#dorcon01_bis	4_WHITE_COW,{
	mes "[Cow]";
	mes "Moo -";
	next;
	mes "[Boatswain]";
	mes "Take your filthy hand off from her! [Woncow] is sensitive, so no one besides me can touch her!";
	next;
	mes "[" + strcharinfo(0) + "]";
	mes "A cow's name is [Woncow]...";
	next;
	mes "[Boatswain]";
	mes "So? What! I won her on a bet. Every time I call her name, it reminds me of that moment of victory. It's beautiful.";
	npctalk "Moo -", "", bc_self;
	emotion ET_BIGTHROB;
	npctalk "Right?", "Boatswain#dorcon", bc_self;
	emotion ET_THROB;
	next;
	mes "[" + strcharinfo(0) + "]";
	mes "Anyway, why is there a cow on this ship?";
	next;
	mes "[Boatswain]";
	mes "Why? Because we want to drink fresh milk every day!";
	npctalk "Moo- Moo -", "", bc_self;
	next;
	mes "[" + strcharinfo(0) + "]";
	mes "You brought a cow on board for fresh milk?";
	next;
	mes "[Helmsman]";
	mes "The boatswain can't leave her side for a second because she's his goddess of fortune. Lucky for us, we can have kaluna milk every day.";
	npctalk "Who would've imagined that we can have kaluna milk on a ship every day?", "Helmsman#dorcon", bc_self;
	next;
	mes "[Boatswain]";
	mes "Hey! Keep talking and you'll jinx it!";
	npctalk "Moo --------", "", bc_self;
	npctalk "No, no - that person won't hurt you-", "Boatswain#dorcon", bc_self;
	close;
}

conch_in,189,63,3	script	Head Chef#dorcon	4_DR_TORTEL,{
	emotion ET_SLEEPY;
	mes "[Head Chef]";
	mes "*Snore*";
	npctalk "*Snore*", "", bc_self;
	close;
}

conch_in,186,57,3	script	Sous Chef#dorcon	4_CAT_CHEF,{
	if (checkweight(1001,1) == 0) {
		mes "[Sous Chef]";
		mes "It looks a lot and large. How about cutting down some?";
		close;
	}
	if (lasagna_quest[1] < 16) {
		mes "[Sous Chef]";
		mes "It is going to be the time to eat soon. I should hurry up.";
		close;
	}
	if (lasagna_quest[1] == 16) {
		mes "[" + strcharinfo(0) + "]";
		mes "Hello, I am " + strcharinfo(0) + " who is on a new adventure this time. Nice to meet you.";
		next;
		mes "[Sous Chef]";
		mes "......";
		npctalk "You are cold.", "Boatswain#dorcon", bc_self;
		npctalk "He probably didn't hear it.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Boatswain]";
		mes "Oh, you are the newly trained adventurer setting off on an adventure to the new continent. I am fond of an adventurous spirit. I used to travel from a place to another when I was young.";
		next;
		mes "[Helmsman]";
		mes "Exactly when was it? How long ago?";
		next;
		mes "[Boatswain]";
		mes "Not long ago. It feels like it happened just yesterday.";
		next;
		mes "[Helmsman]";
		mes "Yesterday, you were running on the deck in the middle of the night.";
		next;
		mes "[Boatswain]";
		mes "Phew, such nonsense.";
		next;
		mes "[Sous Chef]";
		mes "Hey, I get it. It is too noisy there. You may go now.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes ".......";
		next;
		mes "[Boatswain]";
		mes "The Sous Chef is always on the edge before sailing off. don't take it personally.";
		npctalk "It doesn't mean that he doesn't like you.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Helmsman]";
		mes "A mature Doram doesn't hold on to such things. You may go. We are about to set off.";
		erasequest 14534;// To the kitchen
		setquest 14535;// To Purser
		getexp 200,300;
		lasagna_quest[1] = 17;
		close;
	}
	if (lasagna_quest[1] == 17) {
		mes "[Sous Chef]";
		mes "Ask the Purser when the sailing sign will be issued. Depending on the time, we need to either change the ingredients or replenish them.";
		close;
	}
	if (lasagna_quest[1] == 18) {
		mes "[" + strcharinfo(0) + "]";
		mes "Dear Sous Chef.";
		next;
		mes "[Sous Chef]";
		mes "Keep it short. I am busy.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I mean, ^0000cdhere comes the newbie!^000000";
		emotion ET_HUK, getnpcid(0, "Boatswain#dorcon");
		emotion ET_HUK, getnpcid(0, "Helmsman#dorcon");
		next;
		mes "[Sous Chef]";
		mes "What are you doing? Is it a new way to get yourself killed? I am not afraid of challenges. Draw your weapon.";
		npctalk "Did you hear what I heard?", "Boatswain#dorcon", bc_self;
		npctalk "Yes, I did. The kids these days...They sure are reckless...", "Helmsman#dorcon", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I don't mean.... I don't mean... That...";
		next;
		mes "[Sous Chef]";
		mes "You tiny rat! Now tell me. I don't think a rookie like you would come up with this on your own. Who sent you here?";
		npctalk "There is a puppet master for this!", "Boatswain#dorcon", bc_self;
		npctalk "How did the Sous Chef figure it out?", "Helmsman#dorcon", bc_self;
		npctalk "Wait, that guy is holding...", "Boatswain#dorcon", bc_self;
		next;
		mes "[Helmsman]";
		mes "Sous Chef! I think this guy's telling the truth. It is ordered by you, right?";
		next;
		mes "[Sous Chef]";
		mes "^0000cdKahlugnag^000000? That Eggring! He made this newbie do this and pull off a prank! Hey, I am sorry. Please accept my apology.";
		npctalk "You need to apologize quickly and neatly.", "Boatswain#dorcon", bc_self;
		npctalk "That's what a gentleman does.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Sous Chef]";
		mes "I'll make sure to tell him to say sorry to you. He is such a trouble. He will always be nothing but a sailor boy.";
		npctalk "Eggling may rest in peace.", "Boatswain#dorcon", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "No, never mind.";
		next;
		mes "[Sous Chef]";
		mes "Do you like ^0000cdfood^000000 ?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes! I do!";
		next;
		mes "[Sous Chef]";
		mes "I mean making it, not eating it.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Eh, I have never tried it, but I believe I would like it.";
		next;
		mes "[Sous Chef]";
		mes "When you come back later, ^0000cdI'll teach you how to cook^000000. It is my way of saying sorry. Well, you may go now.";
		npctalk "Teaching how to cook? What on earth!", "Boatswain#dorcon", bc_self;
		next;
		mes "[Boatswain]";
		mes "Hey newbie! Ask the Purser when we will be sailing off on your way. I think something has gone wrong since there is no sign so far.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "OK, I will!";
		delitem 25047,1;// Kahlunac
		erasequest 14536;// Delivery to Chef
		setquest 14537;// When do we take off?
		getexp 200,300;
		lasagna_quest[1] = 19;
		close;
	}
	if (lasagna_quest[1] < 29) {
		mes "[Sous Chef]";
		mes "It is going to be the time to eat soon. I should hurry up.";
		close;
	}
	if (lasagna_quest[1] == 29 && isbegin_quest(14536) == 0) {// Delivery to Chef
		mes "[Sous Chef]";
		mes "Are you here to learn how to cook?";
		next;
		if (select( "Yes!", "No." ) == 2) {
			mes "[Sous Chef]";
			mes "If you want to learn how to cook, come to see me anytime.";
			close;
		}
		if (BaseLevel > 30) {
			mes "[Sous Chef]";
			mes "You don't seem to be a novice anymore. I cannot teach you any further since I am too busy. If you want to explore the world of cooking more, you should find someone else.";
			next;
			mes "[Sous Chef]";
			mes "I have heard that there is someone who teaches how to cook in the palace of the new continent. It would be a good idea to check out.";
			for ( .@quest_id = 14154; .@quest_id < 14157; .@quest_id++ ) {
				if (isbegin_quest(.@quest_id) > 0)
					erasequest .@quest_id;
			}
			setquest 14536;// Delivery to Chef
			completequest 14536;// Delivery to Chef
			close;
		}
		if (sous_chef_quest == 0) {
			mes "[Sous Chef]";
			mes "Good food can ^0000cdraise a certain status^000000 and ^0000cdrecover HP^000000. There is no reason not to cook and eat.";
			next;
			mes "[Sous Chef]";
			mes "There are two main functions of cooking.";
			next;
			emotion ET_SURPRISE;
			mes "[Sous Chef]";
			mes "Firstly, it ^0000cdenhances status^000000.";
			next;
			mes "[Sous Chef]";
			mes "There are six types of cooking. Each enhances ^0000cdStr, Agi, Vit, Int, Dex or Luk^000000. The amount of status enhancement depends on the level of cooking.";
			next;
			emotion ET_SURPRISE;
			mes "[Sous Chef]";
			mes "Secondly, it ^0000cdrecovers HP and SP^000000. The amount of recovery also depends on the level of cooking, and some food only recovers HP.";
			next;
			mes "[Sous Chef]";
			mes "In order to cook such dishes, you need to make some preparation.";
			next;
			mes "[Sous Chef]";
			mes "There are two steps for the preparation.";
			next;
			emotion ET_SURPRISE;
			mes "[Sous Chef]";
			mes "First! You need a ^0000cdCookbook^000000.";
			next;
			mes "[Sous Chef]";
			mes "You need a Cookbook to learn how to prepare the ingredients and cook. You can get this Cookbook from a ^0000cdquest^000000 or a ^0000cdmonster^000000.";
			next;
			emotion ET_SURPRISE;
			mes "[Sous Chef]";
			mes "Once you get a Cookbook, you need to collect the ^0000cdingredients^000000. It doesn't help to lick the pages if the Cookbook without preparing the ingredients. Even the eggrings know better than that.";
			next;
			mes "[Sous Chef]";
			mes "You can get the ingredients from the ^0000cdmonsters^000000 or the ^0000cdIngredient Merchants^000000. Although it takes quite a preparation to cook, the effectiveness is worth it.";
			next;
			mes "[Sous Chef]";
			mes "Oh, by the way, you need to know that ^0000cdcooking may fail^000000. The chance of failure depends on the cooking utensils you have and the level of your cooking.";
			next;
			mes "[Sous Chef]";
			mes "Well then, Let's start cooking. Talk to me again when you are ready!";
			sous_chef_quest = 1;
			close;
		}
		if (sous_chef_quest == 1) {
			for ( .@i = 14154; .@i < 14158; .@i++ ) {
				if (isbegin_quest(.@i) == 1) {
					.@quest_id = .@i;
					break;
				}
			}
			if (.@quest_id > 0) {
				mes "[Sous Chef]";
				mes "Let's see. Did you bring all the ingredients?";
				next;
				mes "[Sous Chef]";
				switch( .@quest_id ) {
				case 14154:
					callsub( S_Check, 705,1, 511,1, 507,1 );
					mes "Go hunting after eating this. You won't believe the newfound power in you.";
					next;
					delitem 705,1;// Clover
					delitem 511,1;// Green Herb
					delitem 507,1;// Red Herb
					getitem 11551,1;// Savory Herb Salad (Str+1)
					erasequest 14154;// Fragrant herb mix
					close;
				case 14155:
					callsub( S_Check, 512,1, 515,2 );
					mes "If you eat this, you can move much faster than others. Even faster than a hummingbird flapping its wings.";
					delitem 512,1;// Apple
					delitem 515,2;// Carrot
					getitem 11552,1;// Apple Carrot Salad (Agi+1)
					erasequest 14155;// Crunchy salad
					close;
				case 14156:
					callsub( S_Check, 949,1, 909,1, 914,1 );
					mes "don't you feel the mysterious power pumping through your vessels already? You cannot resist it!";
					delitem 949,1;// Feather
					delitem 909,1;// Jellopy
					delitem 914,1;// Fluff
					getitem 11553,1;// Casual Stew (Vit+1)
					erasequest 14156;// Anything shabushabu
					close;
				case 14157:
					callsub( S_Check, 705,1, 512,1 );
					mes "You will become more skillful when you have a bite of this.";
					next;
					delitem 705,1;// Clover
					delitem 512,1;// Apple
					getitem 11554,1;// Golden Roasted Apple (Dex+1)
					erasequest 14157;// Baked golden apple
					close;
				}
			}
			mes "[Sous Chef]";
			mes "Are you ready? Action speaks louder than words! Let's start cooking!";
			next;
			mes "[Sous Chef]";
			mes "Actually, you need the recipe and the cooking utensils, but it could be too complicated for a novice. I'll make one for you this time. We shouldn't waste the ingredients, you know.";
			next;
			mes "[Sous Chef]";
			mes "Since it is a trial version for novice, it has the same effect as level 1 food, but ^0000cdit doesn't last as long.^000000";
			next;
			mes "[Sous Chef]";
			mes "What kind of food do you like to eat? Since Int or Luk dishes won't do much good for you, you can make four kinds of dishes for now.";
			next;
			switch( select( "Fragrant Seasoned Herbs", "Crunchy Salad", "Mixed Stew", "Baked Gold Apple" ) ) {
			case 1:
				mes "[Sous Chef]";
				mes "^0000cdFragrant Seasoned Herbs^000000. It enhances ^0000cdStr^000000. The people who use a lot of physical strength eat this.";
				next;
				mes "[Sous Chef]";
				mes "The ingredients are ^0000cd1 Clover, 1 Green Herb and 1 Red Herb^000000.";
				next;
				cutin "·ç³ªÆ½Ä«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Clovers and Red Herbs from Leaf Lunatic or Grass Fabre in the field outside.";
				next;
				cutin "ÆÄºê¸£Ä«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Green Herbs from Grass Fabre.";
				next;
				cutin "",255;
				mes "[Sous Chef]";
				mes "If you bring all the ingredients, we can cook. Hurry up.";
				setquest 14154;// Fragrant herb mix
				close;
			case 2:
				mes "[Sous Chef]";
				mes "The^0000cd Crunchy Salad^000000! I really like this dish. You have a good taste.";
				next;
				mes "[Sous Chef]";
				mes "The Crunchy Salad enhances ^0000cdAgi^000000. The people who wants to attack faster or who doesn't want to get hit tend to eat it.";
				next;
				mes "[Sous Chef]";
				mes "The ingredients are ^0000cd1 Apple and 2 Carrots^000000.";
				next;
				cutin "¿¡±×¸µÄ«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Apples from the Eggring jumping in the outer field of Izlude.";
				next;
				cutin "¸®ÇÁ·ç³ªÆ½Ä«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get the Carrots from Leaf Lunatic.";
				next;
				cutin "",255;
				mes "[Sous Chef]";
				mes "If you bring all the ingredients, we can cook!";
				setquest 14155;// Crunchy salad
				close;
			case 3:
				mes "[Sous Chef]";
				mes "The ^0000cd Mixed Stew.^000000 It enhances ^0000cdVit^000000. It really fills you up so you don't feel mush pain even when you are hit by the monster.";
				next;
				mes "[Sous Chef]";
				mes "The ingredients are ^0000cd1 Jellopy , 1 Fluff, and 1 Feather^000000.";
				next;
				cutin "¿¡±×¸µÄ«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Jellopies from the Eggring jumping in the outer field.";
				next;
				cutin "±×·¡½ºÆÄºê¸£Ä«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Fluffs from Grass Fabre or Leaf Lunatic.";
				next;
				cutin "¸®ÇÁ·ç³ªÆ½Ä«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Feathers from Grass Fabre or Leaf Lunatic.";
				next;
				cutin "",255;
				mes "[Sous Chef]";
				mes "If you bring all the ingredients, we can cook. Hurry up.";
				setquest 14156;// Anything shabushabu
				close;
			case 4:
				mes "[Sous Chef]";
				mes "The ^0000cdBaked Gold Apple^000000. It is hard to resist the golden hue on its surface.";
				next;
				mes "[Sous Chef]";
				mes "It enhances ^0000cdDex^000000. The ones who'd like to raise the Hit tend to eat this.";
				next;
				mes "[Sous Chef]";
				mes "The ingredients are ^0000cd1 Apple and 1 Clover^000000.";
				next;
				cutin "¿¡±×¸µÄ«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Apples from the Eggring in the outer field.";
				next;
				cutin "±×·¡½ºÆÄºê¸£Ä«µå.bmp",3;
				mes "[Sous Chef]";
				mes "You can get Clovers from Grass Fabre or Leaf Lunatic.";
				next;
				cutin "",255;
				mes "[Sous Chef]";
				mes "If you bring all the ingredients, we can cook. Hurry up.";
				setquest 14157;// Baked golden apple
				close;
			}
		}
	}

	// daily quest
	if (BaseLevel < 140) {
		mes "[Sous Chef]";
		mes "I need someone to ask a favor. You don't seem experienced enough.";
		close;
	}
	switch( isbegin_quest(14555) ) {
	case 0:
		if (Class != Job_Summoner) {
			mes "[Sous Chef]";
			mes "I told you not to enter the kitchen like that... Oh... Are you from the new continent?";
			npctalk "The new continent! The new continent!", "Head Chef#dorcon", bc_self;
			next;
			mes "[Sous Chef]";
			mes "I see you around often these days. You look so strange. The face without any whiskers and the butt with no tail.";
			npctalk "It is not polite to discuss the looks in front of the person!", "Boatswain#dorcon", bc_self;
			npctalk "Bad manners!", "Helmsman#dorcon", bc_self;
			next;
			mes "[Sous Chef]";
			mes "Please excuse me. I am the Sous Chef in charge of this kitchen.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Hello. I am " + strcharinfo(0) + ".";
			next;
			mes "[Sous Chef]";
			mes "Your name is strange too.";
		}
		else {
			mes "[Sous Chef]";
			mes "I told you not to enter the kitchen like that... Oh... You seem familiar...";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Hello. I am an adventurer " + strcharinfo(0) + " who has set off on an adventure on Con-Killina.";
			next;
			mes "[Sous Chef]";
			mes "Is that so? Let me introduce myself. I am the Sous Chef in charge of this kitchen.";
		}
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "How about the Head Chef? Why is the Sous Chef in charge of the kitchen?";
		npctalk "Oh, you shouldn't have said that!", "Boatswain#dorcon", bc_self;
		npctalk "It starts again. The long story.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Sous Chef]";
		mes "Look over there. The man sleeping on the floor who seems so far from being a gentleman. ^0000cdHe is our Head Chef^000000. The captain has always said how we have to do our best at what we do. But no use.";
		emotion ET_SLEEPY, getnpcid(0, "Head Chef#dorcon");
		npctalk "*Snore*","Head Chef#dorcon", bc_self;
		next;
		mes "[Sous Chef]";
		mes "Do you know what is the most important thing in cooking? It is the endless passion and pursuit of the best taste. Nevertheless, our Head Chef has no interest in such things.";
		npctalk "Taste, it is very important.", "Head Chef#dorcon", bc_self;
		next;
		mes "[Sous Chef]";
		mes "However, he is very good at making enough servings to feed a number of people in a short time. That is why he has become the Head Chef. But when people started complaining about the taste, I was called in.";
		npctalk "I didn't mind the stuff cooked by the Head Chef.", "Boatswain#dorcon", bc_self;
		npctalk "There is something wrong with your tongue.", "Helmsman#dorcon", bc_self;
		next;
		mes "[Sous Chef]";
		mes "Ever since, the Head Chef entrusted me with everything.";
		next;
		mes "[Sous Chef]";
		mes "I believe the people of the new continent eat different food from us. What do the people find delicious in the new continent?";
		next;
		mes "[Sous Chef]";
		mes "I'd like to go out there and taste each dish. However, if I do, the crews of this ship will starve to death.";
		npctalk "If you want to go, you should take me with you.", "Head Chef#dorcon", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Hum, there are many kinds of food. We also hunt the ingredients and cook. There are many things for sure...";
		next;
		mes "[Sous Chef]";
		mes "I happen to have a ^0000cdCookbook of the new continent^000000. Do you have any of the ingredients for the food now?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Not really...";
		next;
		mes "[Sous Chef]";
		mes "Well, then let me ask you a favor. Please bring me some of the ingredients in this ^0000cdCookbook^000000. This thing called ^0000cdMastela Fruit Wine^000000... I am curious about this, but it requires some ingredients which are not found here.";
		next;
		mes "[Sous Chef]";
		mes "And please get me some ^0000cdCat Hardtacks made by the Head Chef of Navi^000000 as well. I have heard that it doesn't taste good, but it is nutritious and easy to store.";
		next;
		mes "[Sous Chef]";
		mes "Please bring me ^0000cd4 Mastela Fruit and 1 Cat Hardtack^000000.";
		next;
		mes "[Sous Chef]";
		mes "If you bring them to me, I'll reward you handsomely.";
		npctalk "I am excited too. New food.", "Boatswain#dorcon", bc_self;
		npctalk "don't you just need food to fill your stomach?", "Helmsman#dorcon", bc_self;
		next;
		mes "[Sous Chef]";
		mes "Well then. I am counting on you.";
		setquest 14555;// Whole new world of taste
		close;
	case 1:
		if (countitem(522) < 4 || countitem(11536) < 1) {
			mes "[Sous Chef]";
			mes "What happened to the favor I asked you. 4 Mastela Fruit and 1 Cat Hardtacks.";
			close;
		}
		mes "[Sous Chef]";
		mes "You have brought them so fast. I can challenge making new cuisines with these. My heart is pounding so hard.";
		next;
		mes "[Sous Chef]";
		mes "May I ask more favors next time? You know, the ingredients.";
		npctalk "Exploitation alert!", "Boatswain#dorcon", bc_self;
		npctalk "He is so smooth at asking for more favors!", "Helmsman#dorcon", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Let me drop by when I get time.";
		next;
		mes "[Sous Chef]";
		mes "Thank you.";
		completequest 14555;// Whole new world of taste
		setquest 14563;// Free time
		delitem 522,4;// Mastela Fruit
		delitem 11536,1;// Cat's Ship Biscuit
		close;
	case 2:
		switch( checkquest(14563,PLAYTIME) ) {
		case -1:
			for ( .@quest_id = 14565; .@quest_id < 14567 && isbegin_quest(.@quest_id) == 0; .@quest_id++ )
				continue;
			switch( .@quest_id ) {
			case 14564:
				if (countitem(553) < 20) {
					mes "[Sous Chef]";
					mes "It hasn't been long since you left. Have you got them already? Or have you forgotten what I have asked you for?";
					next;
					mes "[Sous Chef]";
					mes "^0000cd20 Buns^000000. In order to keep them fresh, you should hurry up.";
					close;
				}
				mes "[Sous Chef]";
				mes "Oh, this is the Bun... It sure is hot and huge. This is totally different from that of our side.";
				npctalk "Give me one. Even one of them would be enough to keep me full all day.", "Boatswain#dorcon", bc_self;
				npctalk "Yeah, right.", "Boatswain#dorcon", bc_self;
				next;
				mes "[Sous Chef]";
				mes "Thank you for bringing them to me. Thanks to you, the food of Lasagna can take another step forward.";
				delitem 553,20;// Bao
				erasequest 14564;// I love buns, too
				setquest 14563;// Free time
				close;
			case 14565:
				if (countitem(11536) < 5 || countitem(12636) < 5) {
					mes "[Sous Chef]";
					mes "It hasn't been long since you left. Have you got them already? Or have you forgotten what I have asked you for?";
					next;
					mes "[Sous Chef]";
					mes "Bring ^0000cd5 Cat Hardtacks and 5 Malangdo Canned Food^000000. Please hurry up.";
					close;
				}
				mes "[Sous Chef]";
				mes "Cat Hardtack and Malangdo Canned Food... Well, they will last long enough.";
				npctalk "I can feed them to my grandchildren.", "Boatswain#dorcon", bc_self;
				npctalk "If you get to have any.", "Helmsman#dorcon", bc_self;
				next;
				mes "[Sous Chef]";
				mes "Thank you form getting them for me. Now Con-Chliina can come up with our own ways to store food for a long time.";
				delitem 11536,5;// Cat's Ship Biscuit
				delitem 12636,5;// Malang Sp Can
				erasequest 14565;// Emergency food supplies
				setquest 14563;// Free time
				close;
			case 14566:
				if (countitem(7066) < 20) {
					mes "[Sous Chef]";
					mes "It hasn't been long since you left. Have you got them already? Or have you forgotten what I have asked you for?";
					next;
					mes "[Sous Chef]";
					mes "You should bring ^0000cd20 ice cubes^000000. It is to keep the stored food fresh. Please hurry up.";
					close;
				}
				mes "[Sous Chef]";
				mes "The ice cubes. I am just so excited to see them. The ice cubes that don't melt! It sure is the new continent.";
				npctalk "Cold Kahlugna Milk is the best.", "Boatswain#dorcon", bc_self;
				npctalk "Fresh milk anytime!", "Helmsman#dorcon", bc_self;
				next;
				mes "[Sous Chef]";
				mes "Thank you for bringing them to me. Thanks to you, the crews of Con-Chliina can have some fresh food.";
				delitem 7066,20;// Ice Cubic
				erasequest 14566;// Brilliant idea
				setquest 14563;// Free time
				close;
			}
			end;
		case 0:
		case 1:
			mes "[Sous Chef]";
			mes "What brought you here? Is it about the favor yesterday?";
			next;
			mes "[Sous Chef]";
			mes "Since I am on duty, I cannot proceed with any personal study of cooking. Come back after the break of day.";
			npctalk "What is the reason to be so impetuous when you are so young.", "Boatswain#dorcon", bc_self;
			npctalk "Impetuous because of youth.", "Helmsman#dorcon", bc_self;
			npctalk "All the rush doesn't help when it comes to cooking.", "", bc_self;
			close;
		case 2:
			mes "[Sous Chef]";
			mes "Just in time. I just have a moment to spare and I'd like to keep working on my study of the cuisine in the new continent. Would you get some ingredients for me?";
			next;
			mes "[Sous Chef]";
			switch( rand(3) ) {
			case 0:
				mes "What I need to day is the ^0000cdBun^000000. We have something similar in Lasagna, but the recipe is totally different.";
				npctalk "The Bun sounds super delicious.", "Helmsman#dorcon", bc_self;
				npctalk "Is there anything that doesn't sound delicious to you?", "Boatswain#dorcon", bc_self;
				next;
				mes "[Sous Chef]";
				mes "I'd like to know how it is made. Please bring me some. ^0000cd20 Buns^000000 would do.";
				erasequest 14563;// Free time
				setquest 14564;// I love buns, too
				close;
			case 1:
				mes "What I need to day are the ^0000cdCat Hardtack and Malangdo Canned Food^000000. I am curious how the crews of Navi survived through such a long voyage.";
				npctalk "It sounds cute, but it doesn't sound quite delicious.", "Boatswain#dorcon", bc_self;
				npctalk "But you'll still eat them, right?", "Helmsman#dorcon", bc_self;
				npctalk "Yes.", "Boatswain#dorcon", bc_self;
				next;
				mes "[Sous Chef]";
				mes "I'd like to know how they are made. Please bring me some. ^0000cd5 Cat Hardtacks and 5 Malangdo Canned Food^000000 would do.";
				erasequest 14563;// Free time
				setquest 14565;// Emergency food supplies
				close;
			case 2:
				mes "I need ^0000cdIce Cubes^000000 today. I have heard that the Ice Cubes from this one cave doesn't melt even in the middle of summer.";
				npctalk "What on earth! Why doesn't it melt?", "Helmsman#dorcon", bc_self;
				npctalk "Beats me. The world is full of mysteries.", "Boatswain#dorcon", bc_self;
				next;
				mes "[Sous Chef]";
				mes "If we had those, we could keep food fresh and drink cold Kahlugna Milk anytime. ^0000cd20 Ice Cubes^000000 would do, Thank you.";
				erasequest 14563;// Free time
				setquest 14566;// Brilliant idea
				close;
			}
		}
	}
	end;

S_Check:
	.@arg_count = getargcount();
	for ( .@i = 0; .@i < .@arg_count; .@i += 2 ) {
		if ((.@i+2) >= .@arg_count)
			.@tmp$ = "";
		else if ((.@i+4) >= .@arg_count)
			.@tmp$ = " and ";
		else
			.@tmp$ = ", ";
		.@string$ = .@string$ + getarg(.@i+1) + " " + getitemname( getarg(.@i) ) + .@tmp$;
		.@countitem = .@countitem || ( countitem(getarg(.@i)) < getarg(.@i+1) );
	}
	if (.@countitem == 1) {
		mes "What do you expect me to do without the ingredients?";
		next;
		mes "[Sous Chef]";
		mes "Bring me " + .@string$ + " now!";
		close;
	}
	emotion ET_SPARK;
	mes "Oh, you have brought them all! Let me cook them for you right away.";
	next;
	mes "[Sous Chef]";
	return;
}

lasagna,298,84,5	script	Vigilante#dorcon01	4_DR_SOLDIER,{
	if (lasagna_quest[1] == 21) {
		if (Class != Job_Summoner) {
			mes "[" + strcharinfo(0) + "]";
			mes "Hello. I am";
			next;
			mes "[Vigilante]";
			mes "The adventurer from the new continent. What brought you here? Do you need help?";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I heard that we couldn't set off because of the fog. I am here to check the condition of the dragon inside the cave.";
			next;
			mes "[Vigilante]";
			mes "Are you going to do that yourself?";
			npctalk "It just has never happened before.", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I am in a hurry.";
			next;
			mes "[Vigilante]";
			mes "The fog is covering the sky. The ^0000cdpatrol^000000 hasn't returned yet, so it may take some time.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Please let me know where the dragon lives.";
			npctalk "Are you going to go there yourself? What if anything happens? wouldn't it cause any diplomatic problem...? Oh... The end of Lasagna... No way!", "", bc_self;
			next;
			mes "[Vigilante]";
			mes "Come with me then. The <NAVI>^4D4DFF[Dragon's Nest]^000000<INFO>lasa_fild02,340,244,000,1,</INFO></NAVI> is in the cave at the right end of the field outside the village.";
			erasequest 14548;// Crazy Dragon
			setquest 14549;// No news is not a good news
			lasagna_quest[1] = 22;
			close;
		}
		mes "[" + strcharinfo(0) + "]";
		mes "Hello. I am";
		next;
		mes "[Vigilante]";
		mes "What are you doing here? Did you miss the ship?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I heard that we couldn't set off because of the fog. I am here to check the condition of the dragon inside the cave.";
		next;
		mes "[Vigilante]";
		mes "The fog? Huh! The fog! When did this happen? And the patrol hasn't returned yet.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then the Dragon is...";
		next;
		mes "[Vigilante]";
		mes "The patrol who went to check it ^0000cdhasn't returned yet^000000. Something must have happened. You said you would go there to check the condition of the dragon, right? Come with me.Stone";
		npctalk "If anything has happened, he would need help.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Where?";
		next;
		mes "[Vigilante]";
		mes "You know, the <NAVI>^4D4DFF[Dragon's Nest]^000000<INFO>lasa_fild02,340,244,000,1,</INFO></NAVI>. It is in the cave at the right end of the field outside the village. You should go first. I'll follow you after making some preparations.";
		erasequest 14539;// Crazy Dragon
		setquest 14541;// No news is not a good news
		lasagna_quest[1] = 22;
		close;
	}
	if (lasagna_quest[1] == 22) {
		mes "[Vigilante]";
		if (Class != Job_Summoner)
			mes "The <NAVI>^4D4DFF[Dragon's Nest]^000000<INFO>lasa_fild02,340,244,000,1,</INFO></NAVI> is in the cave on the right side. Come with me then.";
		else
			mes "I'll follow you. <NAVI>^4D4DFF[Dragon's Nest]^000000<INFO>lasa_fild02,340,244,000,1,</INFO></NAVI> is in the cave at the right end of the field outside the village.";
		close;
	}
	mes "[Vigilante]";
	mes "The wind is very uneasy today.";
	close;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(14548) == 1 || isbegin_quest(14539) == 1" );
	end;
}

lasa_dun01,29,146,5	script	Vigilante#dorcon03	HIDDEN_WARP_NPC,5,5,{
	end;
OnTouch:
	if (lasagna_quest[1] == 22) {// summoner
		classchange( 4_DR_SOLDIER, "", bc_self );
		mes "[Vigilante]";
		mes "I don't see it near here. We should go deeper!";
		npctalk "I don't see it near here. We should go deeper!", "", bc_self;
		close2;
		classchange( HIDDEN_WARP_NPC, "", bc_self );
		end;
	}
	end;
}

lasa_dun01,151,102,5	script	Machie#dorcon01	4_CAT_SAILOR4,{
	if (lasagna_quest[1] == 22) {
		mes "[Machie]";
		mes "......";
		close;
	}
	if (lasagna_quest[1] >= 23 || lasagna_quest[1] < 27) {
		mes "[Machie]";
		mes "I may have feigned death, but I am not a coward. It really was huge and frightening. Well, this is not important now. Just go to Tartufi. Tell him that I am sorry that I cannot make it today.";
		close;
	}
	if (lasagna_quest[1] == 27) {
		mes "[Machie]";
		mes "Have you taken care of it already? You are fast. I am going to take a rest now. You may go now!";
		close;
	}
	mes "[Machie]";
	mes "The Basilisks are acting strange today.";
	close;
}

lasa_dun01,153,103,3	script	Vigilante#dorcon02	4_DR_SOLDIER,{
	if (lasagna_quest[1] == 22) {
		mes "[Machie]";
		mes "Argh...";
		next;
		mes "[Vigilante]";
		if (Class == Job_Summoner) {
			mes "Hey! Machie! Wake up! What's going on? Oh, my...";
			next;
			mes "[Vigilante]";
			mes "Didn't you say that you would like to bring your mother from your hometown? You cannot die like this! Hey, buddy! Machie! don't die on me!";
		}
		else {
			mes "Hey! Machie! Wake up! What's going on? didn't you say that you would like to bring your mother from your hometown? You cannot die like this!";
			next;
			mes "[Vigilante]";
			mes "Hey, buddy! Machie! don't die on me!";
		}
		next;
		mes "[Machie]";
		mes "don't kill a person with your words.";
		next;
		mes "[Vigilante]";
		mes "Machie?";
		next;
		mes "[Machie]";
		mes "Phew... I tried so hard to fake death. Is it gone now?";
		npctalk "It's gone. What a relief!", "Machie#dorcon01", bc_self;
		next;
		mes "[Vigilante]";
		mes "What?";
		next;
		mes "[Machie]";
		mes "The most ferocious, heinous and brutal basilisk. This thing was dangerous. It was the scariest basilisk that I had ever seen. I had sprained my ankle out of fear.";
		npctalk "I could have been dead if it wasn't for my acting skill.", "Machie#dorcon01", bc_self;
		next;
		mes "[Vigilante]";
		mes "So you played dead? Good job. A vigilante should know how to save one's life. Good for you.";
		npctalk "You are the best when it comes to petty tricks.", "Machie#dorcon01", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Is the situation that bad?";
		next;
		mes "[Machie]";
		if (Class == Job_Summoner)
			mes "Who is this? A newbie?";
		else {
			mes "Who is it? Someone from the new continent? A newbie to the Vigilante Corps?";
			npctalk "Do we accept the people from the new continent now?", "", bc_self;
		}
		next;
		mes "[Vigilante]";
		mes "No, the adventurer waiting for the sailing. I guess the ship is not setting off because of the fog. This guy came here to check things out.";
		next;
		mes "[Machie]";
		mes "I see. Tartufi is causing the trouble again. The basilisks are running wild today.";
		next;
		if (Class == Job_Summoner) {
			mes "[Vigilante]";
			mes "The good weather may have bothered them. Or they could have heard a tune of a flute or something.";
			next;
			mes "[Machie]";
			mes "Argh... Please hold me a little. I cannot walk properly.";
			next;
			mes "[Vigilante]";
			mes "Dear adventurer, I should take him to the base. Would you be able to go there alone?";
			next;
			mes "[Vigilante]";
			mes "^0000cdTartufi^000000 is right upstairs. Go and ask him what the problem is. He doesn't bite. You don't need to be scared.";
			npctalk "He is just a baby.", "Machie#dorcon01", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Yes, I'll go there.";
			next;
			mes "[Vigilante]";
			mes "You don't need to rush since the ship won't sail until Tartufi is at peace. Take your time. The ship cannot leave without you.";
			next;
			mes "[Machie]";
			mes "It sounds very pressuring.";
			npctalk "You are mean.", "Machie#dorcon01", bc_self;
			next;
			mes "[Vigilante]";
			mes "Is that so? I just wanted you to take your time. Well, get in there. Remember, the peace of Tartufi is the peace of the ocean. It means hope.";
			next;
			mes "[Machie]";
			mes "I am sorry to send you alone!";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Well, how can I find the dragon's nest?";
			next;
			mes "[Machie]";
			mes "It is hard to miss. You can tell that it is the dragon's nest when you see it. It is located in a high place and very flashy... Well, you can just tell.";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Well, I'll be back.";
			next;
			mes "[Vigilante]";
			mes "Yes! don't be scared!";
			erasequest 14541;// No news is not a good news
			setquest 14542;// How is the Dragon
			lasagna_quest[1] = 23;
			close2;
			warp "lasa_dun_q",190,20;
			end;
		}
		else {
			mes "[Machie]";
			mes "I heard that ^0000cdan outsider had been messing with the basilisks^000000.";
			npctalk "Was it that guy over there?", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "I guess I may have caused it.";
			next;
			mes "[Vigilante]";
			mes "What?";
			next;
			mes "[Machie]";
			mes "Really?";
			npctalk "Yeah, right! I told you!", "", bc_self;
			next;
			mes "[Vigilante]";
			mes "What for? You don't get anything good from hunting down the basilisks.";
			next;
			mes "[Machie]";
			mes "Out of curiosity perhaps. I would poke at everything if I go to the new continent too. Argh... Please hold me a little. I cannot walk properly.";
			next;
			mes "[Vigilante]";
			mes "Dear adventurer, I should take him to the base. Would you be able to go there alone? ^0000cdTartufi^000000 is upstairs. Go and ask him what the problem is.";
			next;
			mes "[Vigilante]";
			mes "I think the adventurer knows what the problem is already.";
			emotion ET_SWEAT;
			next;
			mes "[Machie]";
			mes "You don't have to say it like that.";
			npctalk "What ! It is true!", "", bc_self;
			next;
			mes "[Vigilante]";
			mes "Nothing like this would have happened if that guy just left the basilisks alone. Well, go ahead.";
			next;
			mes "[Vigilante]";
			mes "Remember, the peace of Tartufi is the peace of the ocean. It means hope. Please ingratiate yourself with Tartufi.";
			npctalk "Please.", "", bc_self;
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Yes. I'll make sure to resolve the problem.";
			close2;
			erasequest 14549;// No news is not a good news
			setquest 14550;// How is the Dragon
			lasagna_quest[1] = 23;
			end;
		}
	}
	if (lasagna_quest[1] >= 23 && lasagna_quest[1] < 27) {
		mes "[Vigilante]";
		mes "You go ahead and see Tartufi. I'll take Machie with me after taking a rest. Remember, the peace of Tartufi is the peace of the ocean. It means hope.";
		close2;
		if (Class == Job_Summoner)
			warp "lasa_dun_q",190,20;
		end;
	}
	if (lasagna_quest[1] == 27) {
		mes "[Vigilante]";
		mes "Tartufi must have calmed down. Please go first. I'll go with Machie when he can walk a little. It is too heavy to carry him on my back.";
		close;
	}
	mes "[Vigilante]";
	mes "Can you stand up?";
	next;
	mes "[Machie]";
	mes "No. I hope someone carries me on his back...";
	next;
	mes "[Vigilante]";
	mes "You are saying that for me to hear. don't you even dream of it. I am tired tool.";
	next;
	mes "[Machie]";
	mes "Tut.";
	close;
OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "isbegin_quest(14541) == 1 || isbegin_quest(14549) == 1" );
	end;
}

lasa_dun_q,162,158,3	script	Tartufi#dorcon01	4_TARUTUPI,{
	if (lasagna_quest[1] == 23) {
		mes "[Tartufi]";
		mes "Annoying flies. Annoying mosquitoes. Just annoying. For what fame and riches am I doing here all alone...";
		npctalk "Mom, dad... I miss you.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Tartufi?";
		next;
		mes "[Tartufi]";
		mes "You've been troublesome enough. What's up with you all today? You all tiger moths or something?";
		npctalk "Want some tiger strike or something?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Look, I'm not a basilisk.";
		next;
		mes "[Tartufi]";
		mes "Who are you? Then again, I've never seen you before... Where's Magchi?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Magchi was injured during a patrol and went back.";
		next;
		mes "[Tartufi]";
		mes "Oh no. What happened?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "A huge basilisk appeared and he was so startled that he injured his leg. Another vigilante took him, so I'm sure he returned safely.";
		next;
		mes "[Tartufi]";
		mes "Yeah? Then I guess he's not dead. I was always curious about the rest of the story that Magchi used to tell me every day. Oh, do you that story too?";
		next;
		mes "[Tartufi]";
		mes "It's [I Witnessed a Murder on the Evening of Full Moon]. Tell me, if you know the story.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "No clue. I've never heard of it.";
		next;
		mes "[Tartufi]";
		mes "Really? Then did Magchi make up that story? And are you going to take care of them?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Excuse me?";
		next;
		mes "[Tartufi]";
		mes "Magchi used to fight off the basilisks that came this way every day. Without Magchi, they're being troublesome today. So annoying.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "So That's why you're breathing out fire.";
		next;
		mes "[Tartufi]";
		mes "Because it keeps them away for now.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "The port is smothered in fog because of that smoke. So I came to investigate since the boats can't set sail.";
		next;
		mes "[Tartufi]";
		mes "Set sail? Then are you an adventurer? I heard from Magchi that a new world has been discovered. An unknown land where no one has gone before. I wish I can go, too.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You can go right now.";
		next;
		mes "[Tartufi]";
		mes "No. My mom and dad left just recently. I must stay here and grow up a bit more. Sleep a lot and eat a lot. Once I become strong and tough, I'll go for a sightseeing.";
		npctalk "My mom and dad told me over and over again.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You're this big and still call yourself a child?";
		next;
		mes "[Tartufi]";
		mes "don't call me a little child though. I'm only 457 years old. But then again, I'm a child compared to grandpa hiding somewhere over there.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Grandpa? Who?";
		next;
		mes "[Tartufi]";
		mes "He's ^0000cdImoogi^000000, somewhat of a basilisk chief. But I don't know. He's complaining about how if it weren't for ^0000cdmy mom and dad, he would've ascended to heaven already^000000. So he always has basilisks on loose to harass me.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Oh my.";
		next;
		mes "[Tartufi]";
		mes "Oh! There are basilisks coming this way again. Please, take care of them.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What do I do?";
		next;
		mes "[Tartufi]";
		mes "Well, Magchi used to wield some type of long pole. Maybe that would do. ^0000cdAt least 20^000000 must be taken care of before they run away.";
		npctalk "They seem to have no learning skills since they do that every single day.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I picked up a few things so let me give them a try. Wait.";
		erasequest 14542;// How is the Dragon
		setquest 14543;// Basilisk Hunt
		lasagna_quest[1] = 24;
		close;
	}
	if (lasagna_quest[1] == 24) {
		if (checkquest(14543,HUNTING) != 2) {// Basilisk Hunt
			mes "[Tartufi]";
			mes "They just never give up, do they? But you must try a little harder. They're nowhere near done because they know that you're weak. So you must show your strong side!";
			next;
			mes "[Tartufi]";
			mes "They'll be quiet for a while if you show them that you're strong. So try a little harder. I'll help you.";
			specialeffect2 EF_HEAL2;
			percentheal 100,100;
			close;
		}
		mes "[Tartufi]";
		mes "Is he gone? I guess he is. That ought to keep them quiet for a while. Got me all worried at first because he said he was a rookie adventurer, but he should be able to pull off one doram's bit.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Everyone treats me like a new eggring, but I've also completed a formal training course!";
		next;
		mes "[Tartufi]";
		mes "Magchi tells me that It's a short, intensive program. But would that be enough? You went through a hell of a training while taking down those basilisks, so you're no longer a rookie.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Oh, yeah. Thanks.";
		next;
		mes "[Tartufi]";
		mes "By the time he's ready to run around again, Magchi will come. Thanks a lot. You said you're heading for an adventure in the new world? Tell me about the new world when you're in Lasagna time to time.";
		npctalk "I'm really curious.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I will. Farewell, then.";
		next;
		mes "[Tartufi]";
		mes "It was short, but I really enjoyed your being here. Goodbye.";
		erasequest 14543;// Basilisk Hunt
		setquest 14544;// Now I can leave
		getexp 500,500;
		lasagna_quest[1] = 27;// jump to 27
		close;
	}
	if (lasagna_quest[1] == 27) {
		mes "[Tartufi]";
		mes "Zzz... zzz...";
		close;
	}
}

lasa_dun03,161,292,5	script	Lord Imuk#dorcon	4_NFWISP,{
	if (Class == Job_Summoner)
		end;
	if (lasagna_quest[1] == 24) {
		mes "[" + strcharinfo(0) + "]";
		mes "It must be somewhere near here that can communicate with Imoogi.";
		next;
		mes "[???]";
		mes "Who are you?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "A g-ghost?";
		next;
		mes "[???]";
		mes "How dare you treat me like a ghost! I have lived for ^0000cd2,500 years^000000!";
		specialeffect2 EF_LIGHTBOLT;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Oww...that hurts. I'm sorry if I've offended you, but are you Imoogi, the chief of the Basilisk?";
		next;
		mes "[Lord Imuk]";
		mes "Your language is as vulgar as your appearance.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "That's what Tartufi said.";
		next;
		mes "[Lord Imuk]";
		mes "He's young and foolish from lack of learning. I am Imook. I am called ^0000cdLord Imuk^000000.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Lord Imuk... Did you say you lived for 2,500 years?";
		next;
		mes "[Lord Imuk]";
		mes "Yes. And I was supposed to ^0000cdbecome a dragon and ascend to heaven^000000.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Ascend? You mean going up to the heaven?";
		next;
		mes "[Lord Imuk]";
		mes "I can ^0000cdascend to heaven by training for 1,000 years and becoming a dragon^000000. But the ^0000cdmother and father of that young one^000000 snatched ^0000cdYeouiju^000000 twice in the past and ascended instead.";
		next;
		mes "[Lord Imuk]";
		mes "And now, that young one is hiding Yeouiju somewhere and seeking for a chance to ascend after 500 years. I will regain what's mine. My rights are justified.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Seems like Yeouiju is a must-have in order to become a dragon. Is that why the basilisks are bothering Tartufi?";
		next;
		mes "[Lord Imuk]";
		mes "The ^0000cdbasilisks are charged with the task of recovering Yeouiju^000000.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You see, Tartufi breathes fire when he's attacked, and the smoke smothers the town. This keeps people from traveling freely.";
		next;
		mes "[Lord Imuk]";
		mes "I'm sorry to hear that. But that young one is at fault. Basilisks will continue with their task until the Yeouiju is recovered.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Mm... I understand. So you have no intention of giving up until you get that Yeouiju. I'll ask Tartufi about Yeouiju.";
		next;
		mes "[Lord Imuk]";
		mes "Thanks. Now I must continue with my training so do not disturb me and go away.";
		erasequest 14551;// Chief Basilisk
		setquest 14552;// Lord Imuk's message
		lasagna_quest[1] = 25;
		close;
	}
	if (lasagna_quest[1] == 25) {// humain
		mes "[Lord Imuk]";
		mes "Tell the young one about Yeouiju. I must continue with my training so do not disturb me and go away.";
		close;
	}
}

lasa_dun03,162,158,3	script	Tartufi#dorcon02	4_TARUTUPI,{
	if (Class == Job_Summoner)
		end;
	if (lasagna_quest[1] == 23) {
		mes "[Tartufi]";
		mes "Annoying flies. Annoying mosquitoes. Just annoying. I miss mom and dad.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Tartufi?";
		next;
		mes "[Tartufi]";
		mes "You've been troublesome enough. What's up with you all today? Tiger strike wasn't enough? You all tiger moths or something?";
		npctalk "No snake roast!", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Look, I'm not a basilisk.";
		next;
		mes "[Tartufi]";
		mes "Who are you? Your clothes are weird and you look weird. Where did Magchi go?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Magchi was injured during a patrol and went back. And I'm from the new world.";
		next;
		mes "[Tartufi]";
		mes "I see. You're from the new world. But what about Magchi?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Basilisks went on a rampage and he injured his leg. Another vigilante took him, so I'm sure he returned safely.";
		next;
		mes "[Tartufi]";
		mes "Yeah? Then That's a relief. But I don't know what's gotten into these creatures. They were quiet just until now.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well, I was after the basilisks just before.";
		next;
		mes "[Tartufi]";
		mes "What? You went after the basilisks? You?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Uh... yes. I'm sorry. I didn't mean to.";
		next;
		mes "[Tartufi]";
		mes "No, no. I'm not saying what you did was wrong. But can you tell me more about that?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I was asked to find some basils. I heard that I can find them from the basilisks, so I came all the way here to catch them. I guess that must've excited them.";
		next;
		mes "[Tartufi]";
		mes "I see. Then are you strong? You said you caught some basilisks.";
		npctalk "You must be strong if you caught them.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Well, I guess you can say that...";
		next;
		mes "[Tartufi]";
		mes "Magchi just drove off the basilisks that came this way every day. That was enough, but without Magchi, they are bothering me again. So annoying.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "So That's why you're breathing out fire.";
		next;
		mes "[Tartufi]";
		mes "Because it keeps them away for now.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "The port is smothered in fog because of that smoke. So I came to investigate since the boats can't set sail.";
		next;
		mes "[Tartufi]";
		mes "Set sail? Ah, right. You said you were from the new world. Then can I ask for a favor? Please tell their ^0000cdchief^000000 to keep them quiet.";
		npctalk "I want no more.", "", bc_self;
		next;
		mes "[Tartufi]";
		mes "His name is Imoogi. I don't know where he lives, but there's something ^0000cdup there that can communicate with Imoogi^000000. Basilisks go there every morning and hear something...";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I see. Sorry about the basilisks. I'll take care of it.";
		next;
		mes "[Tartufi]";
		mes "Okay. See you later.";
		erasequest 14550;// How is the Dragon
		setquest 14551;// Chief Basilisk
		lasagna_quest[1] = 24;
		close;
	}
	if (lasagna_quest[1] == 24) {
		mes "[Tartufi]";
		mes "Did you get to talk with Imoogi? What did he say? Not yet? Hurry up. The basilisks are so annoying.";
		close;
	}
	if (lasagna_quest[1] == 25) {
		mes "[Tartufi]";
		mes "You here. So how did it go?";
		next;
		mes "[You tell Tartufi about the story of Lord Imuk and Yeouiju.]";
		next;
		mes "[Tartufi]";
		mes "Yeouiju? What's that?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'm not exactly sure, but It's a must-have to become a dragon and ascend to the heaven.";
		next;
		mes "[Tartufi]";
		mes "Whatever it is, I'll look for it. It should take some time to look for it here somewhere. But in the meanwhile, can you take care of them?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I will. How long would it take?";
		next;
		mes "[Tartufi]";
		mes "I don't know. Perhaps 200 years or so?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "200 years?";
		next;
		mes "[Tartufi]";
		mes "Think about it. It takes about that much time to search through everything here. On top of that, I don't even know what Yeouiju is.";
		next;
		mes "[Tartufi]";
		mes "Anyway, I'll look for it, so you take care of them. Just today. Tomorrow, perhaps Magchi will come and get rid of them. But today, you do it. I heard It's because of you.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Fine. If you by any chance find that Yeouiju, please tell Lord Imuk.";
		next;
		mes "[Tartufi]";
		mes "I'll think about it. I don't even know what that is. I can't promise you without knowing what it is.";
		npctalk "If It's something important, I can't give it to you.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I guess you're right. I can't wait forever so I should get rid of those basilisks. How many should I take care of?";
		next;
		mes "[Tartufi]";
		mes "Get rid of ^0000cd20 or so^000000 and they won't come near from fear.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Fine. If you by any chance find that Yeouiju, please tell Lord Imuk.";
		erasequest 14552;// Lord Imuk's message
		setquest 14553;// Basilisk Hunt
		lasagna_quest[1] = 26;
		close;
	}
	if (lasagna_quest[1] == 26) {
		if (checkquest(14553,HUNTING) != 2) {
			mes "[Tartufi]";
			mes "No, not yet. They keep coming. I said not yet.";
			next;
			mes "[Tartufi]";
			mes "Did you forget? You must get rid of at least 20 basilisks before they get quiet.";
			close;
		}
		mes "[" + strcharinfo(0) + "]";
		mes "Whew. All taken care of.";
		next;
		mes "[Tartufi]";
		mes "Good job. That should keep them quiet now. I'm going to look through my treasure but I need to sleep first. I'm sleepy cuz I've been up for so long today.";
		npctalk "I heard I have to sleep a lot to grow a lot.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes. I'm sure Lord Imuk will wait as well.";
		next;
		mes "[Tartufi]";
		mes "Fine. You're boarding on a ship, right? I hope you get to your destination safely.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Thanks. I think I can sail off in a nice weather.";
		next;
		mes "[Tartufi]";
		mes "No prob. Farewell, then.";
		erasequest 14553;// Basilisk Hunt
		setquest 14554;// We can start sail now
		lasagna_quest[1] = 27;
		close;
	}
	if (lasagna_quest[1] == 27) {
		mes "[Tartufi]";
		mes "I heard you're boarding on a ship. Shouldn't you hurry?";
		close;
	}
	mes "[Tartufi]";
	mes "Zzz... zzz...";
	close;
}

// recorder quest
lasa_in01,186,57,3	script	Vigilante Chef#dorcon99	4_CAT_CHEF,{
	mes "Vigilante Chef";
	mes "Only the vigilantes can eat here.";
	close;
}

lasagna,56,186,0	script	#dorcon96	HIDDEN_WARP_NPC,5,5,{
	end;
OnTouch:
	if (conch_in_recorder == 3)
		warp "lasa_in01",162,61;
	end;
}

lasa_in01,179,60,5	script	Chief Peperoncino#dorco	4_DR_PEPE,{
	if (conch_in_recorder == 3) {
		mes "[" + strcharinfo(0) + "]";
		mes "Hello.";
		next;
		mes "[Chief Peperoncino]";
		if (Class != Job_Summoner)
			mes "You're from the new world? What does a person from the new world want with me?";
		else {
			mes "You're from our adventurers' club " + strcharinfo(0) + " Aren't you?";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "You remember me.";
			next;
			mes "[Chief Peperoncino]";
			mes "I remember everyone that I've crossed paths with.";
		}
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Besides seeking for new adventures, listening to other people's stories is an adventurer's duty. From what I gather, you've been in Lasagna longer than most people.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Everyone recommended that I should ask you for stories on Lasagna and Farfalle Vigilantes.";
		next;
		mes "[Chief Peperoncino]";
		mes "Listening to other people's adventure stories is one of the virtues of an adventurer. If you can listen carefully and learn something from other people, they'll be valuable lessons on life.";
		npctalk "Young person like you are rare these days.", "", bc_self;
		next;
		mes "[Chief Peperoncino]";
		mes "So what are you curious about?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'm curious about your story.";
		next;
		mes "[Peperoncino]";
		mes "My story... Why are you curious? But since you asked, I'll tell you. I was born outside of Lasagna called ^0000cdFusilli^000000. Back then, you mention the name Peperoncino and everyone in Fusilli knew.";
		npctalk "The day I left, the entire Fusilli was in tears.", "", bc_self;
		next;
		mes "[Vigilante]";
		mes "Sir, That's not what you said the last time we talked over a drink. You said you left because you hated being looked down upon due to poverty.";
		npctalk "You said you'll slap their faces with a wad of bills one day.", "Vigilante Chef#dorcon99", bc_self;
		next;
		mes "[Peperoncino]";
		mes "What are you talking about? You must've been very drunk that day. What more can an adventurer ask for when you get to experience so many things in a vast ocean?";
		next;
		mes "[Peperoncino]";
		mes "But unfortunately, ^0000cdI became unable to be on a ship^000000. I can't tell you why. It's classified information.";
		next;
		mes "Vigilante Chef";
		mes "Seasickness.";
		npctalk "Are you not busy?", "", bc_self;
		next;
		mes "[Peperoncino]";
		mes "Then I saw the unlimited potential of fishing industry, or anchovy manufacturing to be more exact. So I jumped into the ^0000cdanchovy manufacturing business^000000. And I met Gamberry around that time.";
		npctalk "That's right, Gamberry...", "", bc_self;
		next;
		mes "[Peperoncino]";
		mes "^0000cdGamberry was a hoodlum who reminded me of a ruffian^000000. He soon was moved by my words and joined me in the business.";
		next;
		mes "Vigilante Chef";
		mes "I heard you guys fought.";
		npctalk "Almost to the point of totally destroying a store.", "Vigilante Chef#dorcon99", bc_self;
		npctalk "Do you cook with your mouth?", "", bc_self;
		next;
		mes "[Peperoncino]";
		mes "Of course there were small disputes, but Gamberry was moved by my leadership and became influenced. After we gained enough experience and know-hows from anchovy manufacturing, we decided to draw a bigger picture.";
		next;
		mes "[Peperoncino]";
		mes "It was ^0000cdselling specialty products^000000. Gamberry's friend ^0000cdThomas^000000 joined the venture and we decided to start the business in Lasagna. But the problem was ^0000cdlousy dorams^000000.";
		next;
		mes "[Peperoncino]";
		mes "They would pick on every single thing so I decided to catch them and make them work.";
		next;
		mes "Vigilante Chef";
		mes "That story doesn't add up.";
		npctalk "It's different from the version I heard.", "Vigilante Chef#dorcon99", bc_self;
		next;
		mes "[Peperoncino]";
		mes "At any rate, Captain Gamberry is a good man. He was influenced by me since his ragtag days and now he's become a doram.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "How was Lasagna in the past?";
		next;
		mes "[Peperoncino]";
		mes "Lasagna was just awful when I first came here. You breathe and someone picks a fight. You walk and fights break out. Captain Gamberry went around putting the brakes on those crowds, but my first impression of him was no different from them.";
		next;
		mes "[Peperoncino]";
		mes "If violence subdues violence, then what will subdue that violence? Anyway, Lasagna was like a rotten trash can. In comparison, Fusilli is a town with totally innocent people!";
		npctalk "I'll never hear the end of that darn Fusilli.", "Vigilante Chef#dorcon99", bc_self;
		next;
		mes "Vigilante Chef";
		mes "I ask the newcomers about Fusilli and none of them knows. It must be in the backwoods or something.";
		npctalk "Don't insult Fusilli!", "", bc_self;
		next;
		mes "[Peperoncino]";
		mes "Anyhow, the biggest obstacle when we started the business was Lasagna's lousy dorams. They pounced on me for a fight. Is everyone who live by sea so belligerent like that?";
		next;
		mes "Vigilante Chef";
		mes "No, don't insult them. It's this place That's unusual.";
		npctalk "My hometown wasn't like that.", "Vigilante Chef#dorcon99", bc_self;
		next;
		mes "[Peperoncino]";
		mes "At first, I tried to persuade those lousy dorams through conversation. I tried to be a gentleman but they wouldn't listen. That's when Gamberry took the matters into his own hands.";
		next;
		mes "[Peperoncino]";
		mes "didn't I tell you just before? He took care of it completely. I gathered those lousy dorams and spoke to them. They were so touched by my speech that they volunteered to join the vigilance corps.";
		npctalk "You threatened them to join or leave.", "Vigilante Chef#dorcon99", bc_self;
		next;
		mes "[Peperoncino]";
		mes "Hmph! Anyway, with the efforts of vigilance corps and merchants, Lasagna was reborn to its current state.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "How are the vigilance corps and merchants?";
		next;
		mes "[Peperoncino]";
		mes "The ^0000cdvigilance corps and merchants^000000 are... um... Among several organizations that run Lasagna, you can say that the two created today's Lasagna. And Gamberry, Thomas, and I were at the heart of it.";
		next;
		mes "[Peperoncino]";
		mes "When we jumped into the specialty product business, many dorams who were moved by us wanted to help.";
		next;
		mes "Vigilante Chef";
		mes "See what I mean? Different version from the last.";
		npctalk "I'm thinking about inviting all the crewmen of Con-Chliina tomorrow and throwing a banquet.", "", bc_self;
		npctalk "No, It's okay. I'll keep my mouth shut now.", "Vigilante Chef#dorcon99", bc_self;
		next;
		mes "[Peperoncino]";
		mes "We gathered those lousy dorams and sent them to the vigilance corps and merchants. Lasagna's ^0000cdmaintenance of order was handled by the vigilantes^000000, and ^0000cdeverything related to the products was handled by the merchants^000000.";
		next;
		mes "[Peperoncino]";
		mes "To expand our flourishing business, we ^0000cdbegan sea trade^000000. But during this time, ^0000cdThomas's ship Butterfly went missing in a typhoon^000000.";
		next;
		mes "[Peperoncino]";
		mes "I ^0000cdpersistently persuaded the captain and crewmen of Con-Chliina to find Butterfly^000000. My efforts finally paid off and we found them on a ^0000cdremote island in the new world^000000.";
		next;
		mes "Vigilante Chef";
		mes "Well, that was Stello of Con-Chliina...";
		npctalk "Banquet?", "", bc_self;
		npctalk "Nope.", "Vigilante Chef#dorcon99", bc_self;
		next;
		mes "[Peperoncino]";
		mes "Anything else you're curious about?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "That was... what an amazing adventure. Thank you for sharing your story. I can clearly see where your dignified manner comes from.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Thank you for your time.";
		next;
		mes "[Chief Peperoncino]";
		mes "I hope I can listen to your story one day.";
		erasequest 14581;// Interview with the Chief
		setquest 14582;// To Recorder
		conch_in_recorder = 4;
		close;
	}
	if (conch_in_recorder == 4) {
		mes "[Chief Peperoncino]";
		mes "I hope I can listen to your story one day.";
		close;
	}
}

lasagna,263,156,5	script	Grandma#dorcon01	4_CAT_REST,{
	if (conch_in_recorder == 5) {
		mes "[Grandma]";
		mes "Who's is it? Who's there?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Wow, you have an amazing sensing ability.";
		next;
		mes "[Grandma]";
		mes "When you live alone for a long time, you get sensitive to the slightest noise. So what brings you here? I'm out of kaluna milk right now. Do you want to order something else?";
		npctalk "But I broke all the dishes so I have none.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "there's something I wanted to ask you. Do you remember anything about Captain Gamberry and Chief Peperoncino?";
		next;
		mes "[Grandma]";
		mes "Oh, those eggring boys. Speaking of which, I haven't seen them much lately. Did they give up and leave Lasagna?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "No, they're both well and still in Lasagna. I'm here because there is something I wanted to know about Captain Gamberry.";
		next;
		mes "[Grandma]";
		mes "Captain? Captain who? Gamberry? That eggring boy? Oh, you're right. He did become a captain. I remember when he showed up in my pub with Pepe.";
		npctalk "That was long ago, when there was a shell on an eggring.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Pepe?";
		next;
		mes "[Grandma]";
		mes "^0000cdPepe. Peperoncino. Gamberry is Berry, and Tomei Thomas is Toto^000000. I guess young people don't know. Anyway, they were like wild basilisks.";
		next;
		mes "[Grandma]";
		mes "Are the basilisks still in the cave? When we were young, we didn't even go near the cave.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "So what happened then? They showed up at the pub and what did they do?";
		next;
		mes "[Grandma]";
		mes "Oh, right. Pepe looked like a homeless and ordered kaluna milk. That's when Berry picked a fight, saying that only the kids have it shaken.";
		next;
		mes "[Grandma]";
		mes "So they ^0000cdfought^000000. My ^0000cdstore was destroyed^000000. So I made a ^0000cdclaim for damages^000000 for broken furniture and profit loss until the pub was back in business.";
		next;
		mes "[Grandma]";
		mes "You mentioned Pepe. Seemed like he was poor there as well. He came to Lasagna after hearing from somewhere that he can make a lot of money on anchovy fishing boat, but quit because of seasickness.";
		next;
		mes "[Grandma]";
		mes "After that, he couldn't get on a boat ever again. Haha. He became indebted because of the ^0000cdpenalty for breach of contract^000000 and couldn't leave. So he ended up in the anchovy workshop where he removes anchovy head and guts...";
		npctalk "I think they are used to make fertilizers.", "", bc_self;
		next;
		mes "[Grandma]";
		mes "Anyway, he had a huge debt from the boat and pub. The two mulled over what to do and ended up at the ^0000cdanchovy workshop^000000. Few years later, ^0000cdGamberry became the workshop manager^000000. The job was perfect for him.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "How was Lasagna in the old days?";
		next;
		mes "[Grandma]";
		mes "don't even mention it. It was a mess. The roads were awful. People were awful. there's a reason why the past is called the dark ages.";
		next;
		mes "[Grandma]";
		mes "Have you ever stepped on fish guts on a road? That's how Lasagna was back then.";
		next;
		mes "[Grandma]";
		mes "Then one day, two roughnecks came up with the merchants and vigilance corps and started beating up Lasagna kids.";
		npctalk "Funny how the two hoodlums were straightening out other hoodlums.", "", bc_self;
		next;
		mes "[Grandma]";
		mes "I guess sticks do make dorams. The two sent those hoodlums to the merchants and vigilance corps. Mm... I remember those boys. Their beards were cut and tails were tattered.";
		next;
		mes "[Grandma]";
		mes "Those doram mouse-looking ones all left Lasagna and only the ones who wanted to live a decent life stayed. They're the ones who made current Lasagna.";
		next;
		mes "[Grandma]";
		mes "But who are you? Did you come to order kaluna milk? Stirred or shaken? Where did all my workers go?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'll get going now...";
		next;
		mes "[Grandma]";
		mes "With no customers, my pub will soon be out of business.";
		erasequest 14583;// To Granma
		setquest 14584;// Back to Recorder
		conch_in_recorder = 6;
		close;
	}
	if (conch_in_recorder == 6) {
		mes "[Grandma]";
		mes "If you're not going to order anything, get the heck out!";
		close;
	}
	mes "[Grandma]";
	mes "Zzz...zzzz...";
	close;
}

lasagna,226,181,3	script	Kalu#dorcon	4_CAT_CHEF,{
	if (checkweight(1001,1) == 0) {
		mes "[Kalu]";
		mes "It looks huge and heavy. Go and get rid of some.";
		close;
	}
	if (BaseLevel < 140) {
		mes "[Kalu]";
		mes "If you wish to speak to me, then you'd better go and get some more experience.";
		close;
	}
	if (lasagna_quest[2] == 0) {
		mes "[" + strcharinfo(0) + "]";
		mes "A glass of kaluna milk please.";
		next;
		select("Stirred.","Shaken.");
		mes "[Kalu]";
		mes "If you want to drink kaluna milk, then go see the guy next door. But you'd better hurry. Stirred or shaken, that won't matter pretty soon.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What is going on?";
		next;
		mes "[Kalu]";
		mes "You know what the main ingredients of kaluna milk are? They're ^0000cdkaluna^000000, the essence made from fermenting a special shellfish called ^0000cdkalunyak^000000, and fresh milk.";
		npctalk "Kaluna milk! Shaken!", "Boozer#dorcon02", bc_self;
		npctalk "Kaluna milk, shaken! One glass!", "", bc_self;
		next;
		mes "[Kalu]";
		mes "Mix that in moderate temperate and garnish with a gooseberry. And then you get the kaluna milk that everyone loves.";
		npctalk "If you have freshly squeezed milk, then you can taste the supreme version of kaluna milk.", "", bc_self;
		next;
		mes "[Kalu]";
		mes "But we're almost finished with the kaluna in store and the person who supplies us hasn't been here for days. Even the ones we had in stockpile are nearly gone.";
		next;
		mes "[Kalu]";
		mes "Without kaluna, there's no kaluna milk. You get what that means?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "What does it mean?";
		npctalk "What do you mean you don't know?!", "", bc_self;
		next;
		mes "[Kalu]";
		mes "It means customers who came for kaluna milk would have made their trip in vain.";
		npctalk "Kaluna milk! A glass for the gentleman over there!", "Boozer#dorcon01", bc_self;
		npctalk "Kaluna milk, stirred! A glass for the gentleman over there!", "", bc_self;
		npctalk "Ohh!", "Goon meow#dorcon01", bc_self;
		next;
		mes "[Kalu]";
		mes "Angry people who didn't get to drink kaluna milk will soon cause a ^0000cdriot^000000, and soon it will spread over the entire Lasagna.";
		next;
		mes "[Kalu]";
		mes "Then Lasagna will return to its former state of filth and danger. I can't let that happen. We're finally living like decent human beings but to go back to that dark age...";
		npctalk "Then I'll just leave Lasagna without hesitation.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'm sure that won't happen just over a glass of kaluna milk.";
		next;
		mes "[Kalu]";
		mes "You don't understand what kaluna milk means for people of Lasagna. It's not merely a drink that relaxes the body for these people.";
		npctalk "Kaluna milk!", "Goon meow#dorcon01", bc_self;
		npctalk "Kaluna milk, stirred! One glass!", "", bc_self;
		npctalk "You've had enough!", "Meow goon#dorcon01", bc_self;
		next;
		mes "[Kalu]";
		mes "Kaluna milk also symbolizes ^0000cdfaith and friendship, as well as festival^000000. I can't discuss the details here, but if you're curious, go see the bookkeeper of Con-Chliina.";
		next;
		mes "[Kalu]";
		mes "He's a recording maniac who loves to record everything.";
		npctalk "Just flip through any articles about me.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'm not exactly sure, but I can tell It's really important for people here.";
		next;
		mes "[Kalu]";
		mes "Right. That's what I'm talking about. You always start or finish the day with kaluna milk. But that kaluna is nearly all gone!";
		npctalk "Kaluna milk!", "Meow goon#dorcon01", bc_self;
		npctalk "Kaluna milk, stirred! One glass!", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Why don't you send someone over and find out what happened?";
		next;
		mes "[Kalu]";
		mes "I'm not dumb you know. But there's no one to send! Look, everyone is busy.";
		npctalk "Kaluna milk!", "Boozer#dorcon01", bc_self;
		npctalk "Kaluna milk, stirred!", "", bc_self;
		next;
		if (select( "I'll help you.", "Oh no. I'm sorry." ) == 2) {
			mes "[Kalu]";
			mes "Yeah, I'm busy so you should get going. If you wish to drink kaluna milk, try the next door.";
			close;
		}
		mes "[Kalu]";
		mes "What? What did you just say? If I heard you correctly, you said you'd help me.";
		npctalk "Why, this is practically a golden bell!", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You heard me right.";
		next;
		mes "[Kalu]";
		mes "Dear lord, thank you. So this is how you repay me for all the nice deeds I've done.";
		npctalk "Kaluna milk!", "Meow goon#dorcon01", bc_self;
		npctalk "Kaluna milk, stirred! One glass! Oh, what the heck! Two glasses!", "", bc_self;
		npctalk "Yeah!!!", "Meow goon#dorcon01", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'm the one who said I'll help you, but how come the lord gets the appreciation?";
		npctalk "How come we don't get any service?!", "Boozer#dorcon01", bc_self;
		npctalk "Are you discriminating us?!", "Boozer#dorcon02", bc_self;
		next;
		mes "[Kalu]";
		mes "Oh, not at all. I'm grateful to you, too. Anyways, if you go to the ^0000cdfishing hole near the south bridge^000000, you'll meet ^0000cdLegalas^000000 who is standing on crutches. He's the one who supplies us with kaluna.";
		npctalk "We can drink together!", "Meow goon#dorcon01", bc_self;
		next;
		mes "[Kalu]";
		mes "Most people in Lasagna work for the vigilante corps or merchants, so the town is always short on hands.";
		npctalk "I'm getting into the mood, so just wait a bit! If everything goes well, not just one, but two glasses on me!", "", bc_self;
		npctalk "Awesome!", "Boozer#dorcon01", bc_self;
		npctalk "Oh yeah!", "Boozer#dorcon02", bc_self;
		npctalk "I'll wait! I'll wait!", "Meow goon#dorcon01", bc_self;
		next;
		mes "[Kalu]";
		mes "So we hire outsiders who want a job as a special treatment policy, and Legalas is in charge of fermenting kaluna.";
		next;
		mes "[Kalu]";
		mes "He's quite skilled at catching, cleaning, and fermenting kalunyak that Lasagna's kaluna milk is regarded as the best around here. Ah, this is not the important part.";
		next;
		mes "[Kalu]";
		mes "Go find Legalas and find out what's going on. And tell him to make delivery as soon as possible. At the rate we're going, we'll be out of stock after today.";
		npctalk "Kaluna milk!", "Boozer#dorcon01", bc_self;
		npctalk "Kaluna milk, stirred!", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Okay, I'll go and find out.";
		next;
		mes "[Kalu]";
		mes "Thank you so much!";
		setquest 14567;// Kaluna milk is in Danger!
		lasagna_quest[2] = 1;
		close;
	}
	if (lasagna_quest[2] < 7) {
		mes "[Kalu]";
		mes "Didn't you say you were going to find out why Legalas was not able to make the delivery?";
		next;
		mes "[Kalu]";
		mes "I beg you. I'm really worried. Can't even sleep these days.";
		npctalk "Even my mustache is thinning... Help me...", "", bc_self;
		close;
	}
	if (lasagna_quest[2] == 7) {
		mes "[Kalu]";
		mes "Adventurer, what did Legalas say? Did he say he can deliver kaluna?";
		npctalk "I seriously hope he did. Otherwise, I'm dead!", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yes. Fortunately, he said he's close to meeting the delivery quota.";
		next;
		mes "[Kalu]";
		mes "What a relief! But did tell you about what caused him the delay?";
		next;
		mes "[You tell Kalu about the story of Daldal and Gopara.]";
		next;
		mes "[Kalu]";
		mes "So what you're telling is that I should keep the two far away from the workshop while Legalas is working.";
		next;
		mes "[Kalu]";
		mes "I think That's something I can take care of. As a matter of fact, I have a ^0000cdlunchbox delivery to make inside the cave^000000. Every day, that is.";
		npctalk "Well, It's really not because we're shorthanded...", "", bc_self;
		next;
		mes "[Kalu]";
		mes "Looks like the two can be sent to the delivery team while Legalas is working. For wage, a meal per day would do.";
		npctalk "Fair is fair, right?", "", bc_self;
		next;
		mes "[Gopara]";
		mes "Cave? That's nice. I've always wanted to go there myself.";
		next;
		mes "[Daldal]";
		mes "Whatever it is, I'm happy that I get to eat yummy food.";
		next;
		mes "[Kalu]";
		mes "Okay, then Let's get started right away! Take this lunchbox to the ^0000cdvigilante inside the cave. His name is Panna.^000000";
		next;
		mes "[Gopara]";
		mes "Let's go.";
		npctalk "Let's go.", "", bc_self;
		next;
		mes "[Daldal]";
		mes "Get up.";
		npctalk "A team must move as one.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "M-me, too?";
		next;
		mes "[Gopara]";
		mes "We're a team.";
		npctalk "We're a team.", "", bc_self;
		next;
		mes "[Daldal]";
		mes "A team must move as one.";
		npctalk "A team must move as one.", "", bc_self;
		classchange( HIDDEN_WARP_NPC, "Daldal#dorcon05", bc_self );
		classchange( HIDDEN_WARP_NPC, "Gopara#dorcon05", bc_self );
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Since when was I part of the team? All right, fine... Let's go.";
		getitem 25048,1;// Hearty Lunchbox
		erasequest 14573;// I need the time on my own
		setquest 14574;// Meal Box Delivery
		lasagna_quest[2] = 8;
		close;
	}
	if (lasagna_quest[2] == 8) {
		mes "[Kalu]";
		mes "Just deliver this big lunchbox to Panna who's out on a cave patrol.";
		if (countitem(25048) < 1)
			getitem 25048,1;// Hearty Lunchbox
		close;
	}
	if (lasagna_quest[2] == 9) {
		mes "[" + strcharinfo(0) + "]";
		mes "I'm back.";
		next;
		mes "[Gopara]";
		mes "I said I'm back.";
		npctalk "I'm exhausted.", "Gopara#dorcon05", bc_self;
		next;
		mes "[Daldal]";
		mes "I'm back.";
		npctalk "I'm beat.", "Daldal#dorcon05", bc_self;
		next;
		mes "[Kalu]";
		mes "Good job. While the three of you went to the cave, Legalas visited with kaluna. If we can keep this up every day, delivery will be no problem at all.";
		next;
		mes "[Gopara]";
		mes "Adventurer, I'm counting on you tomorrow as well.";
		next;
		mes "[Daldal]";
		mes "If time permits, I'll be out early and waiting.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "M-me, too?";
		next;
		mes "[Gopara]";
		mes "What were we called before?";
		next;
		mes "[Daldal]";
		mes "One!";
		next;
		mes "[Gopara]";
		mes "Team!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "One team. If I don't show up, they'll probably harass Legalas again. Fine.";
		next;
		mes "[Daldal]";
		mes "Okay, give me food now.";
		npctalk "I'm hungry.", "Daldal#dorcon05", bc_self;
		next;
		mes "[Gopara]";
		mes "I'm fine. Had too much kalunyak that I'm still digesting.";
		npctalk "I don't want even a piece of it now.", "Gopara#dorcon05", bc_self;
		classchange( HIDDEN_WARP_NPC, "Daldal#dorcon05", bc_self );
		classchange( HIDDEN_WARP_NPC, "Gopara#dorcon05", bc_self );
		next;
		mes "[Kalu]";
		mes "You should take this. Nice work.";
		erasequest 14575;// Delivery Complete Report
		setquest 14576;// Meal Box Delivery Time
		lasagna_quest[2] = 10;
		close;
	}
	if (lasagna_quest[2] == 10) {
		switch( checkquest(14576,PLAYTIME) ) {
		case -1:
			if (isbegin_quest(14578) == 1) {
				mes "[Kalu]";
				mes "Good job today as well. Two of you, get some food. Adventurer, that this. I'm counting on you tomorrow as well!";
				erasequest 14578;// Delivery Complete Report
				setquest 14576;// Meal Box Delivery Time
				close;
			}
			mes "[Kalu]";
			mes "Just deliver this big lunchbox to Panna who's out on a cave patrol.";
			if (countitem(25048) < 1)
				getitem 25048,1;// Hearty Lunchbox
			close;
		case 0:
		case 1:
			classchange( 4_SEA_OTTER, "Daldal#dorcon05", bc_self );
			classchange( 4_GALAPAGO, "Gopara#dorcon05", bc_self );
			mes "[Kalu]";
			mes "Adventurer, you're here already? It's not the time for lunchbox delivery yet.";
			next;
			mes "[Gopara]";
			mes "Right. Timing is off.";
			npctalk "Right. Timing is off.", "Gopara#dorcon05", bc_self;
			next;
			mes "[Daldal]";
			mes "Timing is off!";
			npctalk "Timing is off!", "Daldal#dorcon05", bc_self;
			next;
			mes "[Kalu]";
			mes "Come back after the daybreak.";
			next;
			mes "[Gopara]";
			mes "See you later.";
			next;
			mes "[Daldal]";
			mes "See you again.";
			close;
		case 2:
			mes "[Kalu]";
			mes "Right on time. Two people are here already and waiting.";
			next;
			mes "[Gopara]";
			mes "Yes, we've been waiting.";
			npctalk "Yes, we've been waiting.", "Daldal#dorcon06", bc_self;
			next;
			mes "[Daldal]";
			mes "Waited for a long time. Almost died waiting.";
			npctalk "Waited for a long time. Almost died waiting.", "Gopara#dorcon06", bc_self;
			next;
			mes "[Kalu]";
			mes "Then I ask that you ^0000cddeliver the lunchbox to Panna in the cave^000000 for today as well. Hurry up on your way there, but take your time on your way back.";
			next;
			mes "[Gopara]";
			mes "Let's go.";
			next;
			mes "[Daldal]";
			mes "Let's get going!";
			classchange( HIDDEN_WARP_NPC, "Daldal#dorcon05", bc_self );
			classchange( HIDDEN_WARP_NPC, "Gopara#dorcon05", bc_self );
			erasequest 14576;// Meal Box Delivery Time
			setquest 14577;// Meal Box Delivery
			getitem 25048,1;// Hearty Lunchbox
			close;
		}
	}
	end;

OnInit:
	questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14567) && BaseLevel >= 140" );
	end;
}

lasagna,248,105,5	script	Legalas#dorcon	4_RAGGLER,{
	if (lasagna_quest[2] == 0) {
		mes "[Legalas]";
		mes "Stop eating! Stop! Shame on you!";
		close;
	}
	if (lasagna_quest[2] == 1) {
		mes "[Legalas]";
		mes "Enough already! You guys are getting worse and worse every day! don't you guys think this is too much? Have you no conscience?!";
		next;
		mes "[Daldal]";
		mes "Conscience? Mm... Sorry, but I don't know because I have no clue where my conscience is.";
		npctalk "I don't know where my conscience is.", "Daldal#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "Probably in the chest, right? But what am I supposed to do with it?";
		npctalk "What do I do with it?", "Gopara#dorcon01", bc_self;
		next;
		mes "[Legalas]";
		mes "The minute I catch kalunyak, you two devour it! You even ate the ones I had cleaned!";
		next;
		mes "[Legalas]";
		mes "didn't I tell you several times that those must be fermented and delivered? And the deadline has already passed!";
		next;
		mes "[Daldal]";
		mes "Really? I didn't know.";
		npctalk "Did you know?", "Daldal#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "I did. But I couldn't help it.";
		npctalk "I'm bored.", "Gopara#dorcon01", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Uh, are you Legalas who supplies kaluna?";
		next;
		mes "[Legalas]";
		mes "Now look! Someone is here because I couldn't make the delivery! I'm ruined now! I'll starve to death!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Calm down. The situation is bad but no need to be so pessimistic. Why is everyone here so extreme?";
		next;
		mes "[Legalas]";
		mes "I don't know what you mean. Please explain.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Kalu from the adventurers' club wants to know why the delivery is being late. He has enough to sell for today, so everything will be fine as long as you can deliver by today.";
		next;
		mes "[Legalas]";
		mes "Ha! Huh! Ha! I wish I can do that. But those two pigs are devouring the kalunyaks! At first, they ate one or two, but now they're at it the minute I catch one. I don't have the opportunity to clean and ferment it!";
		next;
		mes "[Legalas]";
		mes "If you want kaluna, then do something about ^0000cdthose two over there^000000! I'm about to go crazy because not only do they leech onto me, now they're ruining my work. Perhaps It's better that I go back to the battlefield!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Please calm down. I'll talk to them.";
		completequest 14567;// Kaluna milk is in Danger!
		setquest 14568;// Time to persuade
		lasagna_quest[2] = 2;
		close;
	}
	if (lasagna_quest[2] == 2) {
		mes "[Legalas]";
		mes "They won't listen no matter what. Look at those bellies. They're from eating so much kalunyak and kaluna.";
		close;
	}
	if (lasagna_quest[2] >= 3 && lasagna_quest[2] < 6) {
		mes "[Legalas]";
		mes "Who knows where the pigs suddenly disappeared to, but I hope they're not back anytime soon. I'm on a roll here! A little more, just a little more...!";
		close;
	}
	if (lasagna_quest[2] == 6) {
		mes "[" + strcharinfo(0) + "]";
		mes "Legalas, I tried everything to make them work, but they have neither the skills nor will.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "But they promised that they won't eat kalunyak, so you won't have any problem with the delivery anymore.";
		npctalk "What is he saying?", "Daldal#dorcon01", bc_self;
		npctalk "What's gotten into you?", "Gopara#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "You seem to have some grudge against us. I'm going to tell Legalas everything as soon as he gets here.";
		npctalk "That you rat on us.", "Gopara#dorcon01", bc_self;
		next;
		mes "[Daldal]";
		mes "What did we do wrong anyway?";
		next;
		mes "[Legalas]";
		mes "I was wondering why you suddenly took these two out. So That's what happened. It must've been difficult, taking them around with you.";
		next;
		mes "[Legalas]";
		mes "Thanks to your sacrifice, I was able to make most of the ^0000cdkaluna^000000 I needed to deliver. Thank you so much.";
		next;
		mes "[Gopara]";
		mes "You guys are openly being mean to us.";
		next;
		mes "[Daldal]";
		mes "Kalunyak is definitely the best.";
		npctalk "Eating again?", "Gopara#dorcon01", bc_self;
		next;
		mes "[Legalas]";
		mes "Doh! That pig is eating kalunyak again!";
		next;
		mes "[Daldal]";
		mes "I was hungry. I can't eat anchovies anymore. I can only eat kalunyak now.";
		npctalk "Me, too.", "Gopara#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "I have no work so I'll eat again.";
		npctalk "I'm going finish this myself.", "Daldal#dorcon01", bc_self;
		next;
		mes "[Legalas]";
		mes "Adventurer, I have a favor to ask. I haven't met my delivery quota yet, but those two are eating all my kalunyaks! What you see is all I got for today and at this rate, I won't be able to fulfill the order.";
		next;
		mes "[Legalas]";
		mes "Please take them with you again, even for a short while!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I need to deliver some message to Kalu anyway, so I'll take the two with me.";
		npctalk "Go where?", "Gopara#dorcon01", bc_self;
		npctalk "I won't go until I finish eating these.", "Daldal#dorcon01", bc_self;
		next;
		mes "[Legalas]";
		mes "Please, I beg you!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Guys, how about we go to the ^0000cdPub-Oven^000000?";
		next;
		mes "[Gopara]";
		mes "Fine. Anywhere as long as It's not boring.";
		next;
		mes "[Daldal]";
		mes "Does it have plenty of yummy food? If yes, I'll go.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Let's go then.";
		erasequest 14572;// Helpless...
		setquest 14573;// I need the time on my own
		lasagna_quest[2] = 7;
		close;
	}
	if (lasagna_quest[2] >= 7) {
		mes "[Legalas]";
		mes "Thanks for keeping these pigs. Thanks to you, my job got easier!";
		close;
	}
}

lasagna,246,103,5	script	Gopara#dorcon01	4_GALAPAGO,3,3,{
	if (lasagna_quest[2] == 2) {
		mes "[" + strcharinfo(0) + "]";
		mes "Guys, there's something I wish to share with you.";
		next;
		mes "[Daldal]";
		mes "I'm getting tired of this now. But there's nothing else to eat.";
		next;
		mes "[Gopara]";
		mes "When did we eat because we wanted to? It was more like eating because it was there.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Guys?";
		next;
		mes "[Daldal]";
		mes "What is it? Did you bring something to eat?";
		npctalk "What is it? Did you bring something to eat?", "Daldal#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "Are you going to play with us?";
		npctalk "Are you going to play with us?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "From what I hear, you eat all the kalunyaks that Legalas cleans. Right now, we're almost out of kaluna made from those kalunyaks. Can you please control yourselves a bit?";
		next;
		mes "[Daldal]";
		mes "Why should we?";
		npctalk "Yeah.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Because you can't make kaluna milk without kaluna. Someone who was supposed to receive kaluna from Legalas is in a tight spot right now.";
		next;
		mes "[Gopara]";
		mes "What does that have to do with us?";
		npctalk "Right.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You see, Kalu really needs kaluna. Without kaluna, he can't continue his business.";
		next;
		mes "[Daldal]";
		mes "That has nothing to do with me.";
		npctalk "I don't know who he is.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "It has a lot to do with Legalas. You are aware that Legalas supplies Kalu with kaluna fermented from kalunyak, right?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "If he can't meet the deadline or delivery quota, he'll lose his job to someone else.";
		next;
		mes "[Gopara]";
		mes "So what does that have to do with us?";
		npctalk "I just need my belly to be full.", "Daldal#dorcon01", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "If Legalas loses his job, then he won't be able to earn money. And if he can't earn money, then wouldn't that put you guys in a tight spot?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "From what I gather, Legalas feeds you, clothes you, and puts a roof over your heads.";
		next;
		mes "[Daldal]";
		mes "We don't wear clothes.";
		next;
		mes "[Gopara]";
		mes "Then Legalas can find some other job.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "If you're ruining his work right now, what makes you think that Legalas won't do anything later? He'll probably get rid of you two and go find some other opportunities.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then you two who can't support yourselves will wander around and starve to death in some filthy backstreet alley.";
		next;
		mes "[Daldal]";
		mes "N-no way!";
		next;
		mes "[Gopara]";
		mes "T-That's too extreme!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then you guys shouldn't get in the way now, should you? Are you going to eat more kalunyaks?";
		next;
		mes "[Daldal]";
		mes "No! No more!";
		npctalk "No! No more!", "Daldal#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "Not eating kalunyaks is not enough. I've never thought about the possibility that Legalas can leave us. We must do something.";
		npctalk "We need to do something as well.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Great attitude! Now Legalas will...";
		next;
		mes "[Gopara]";
		mes "Now, teach us.";
		next;
		mes "[Daldal]";
		mes "Yeah! ^0000cdTeach us work^000000 or whatever.";
		next;
		mes "[Gopara]";
		mes "You brought up the subject so you should be responsible for us. That's how Legalas has been taking care of us.";
		next;
		mes "[Daldal]";
		mes "Wherever Legalas goes, I go.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "there's something called doram trash among the dorams. Too bad that you can't use it since you're not dorams and That's about it. Fine.";
		npctalk "Doram trash? What the? How can you say such a thing?!", "", bc_self;
		npctalk "What does that mean?", "Daldal#dorcon01", bc_self;
		npctalk "It's better that you don't know.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'm the one responsible for bringing up the subject and for poor Legalas's sake, I'll help you guys find a job.";
		next;
		mes "[Gopara]";
		mes "You should teach us.";
		next;
		mes "[Daldal]";
		mes "You should hire us.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "there's nothing I can teach you. But as I said, I'll look for a place where you can learn.";
		next;
		mes "[Gopara]";
		mes "Then find something easy. I think something like ^0000cdbabysitting^000000 would be nice.";
		npctalk "Easy.", "", bc_self;
		next;
		mes "[Daldal]";
		mes "Yeah, I like babies. Small and cute.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Fine. I'll see if there are any babies around here. There is some type of ^0000cdplayground^000000 above the pub. I'll take a look there.";
		erasequest 14568;// Time to persuade
		setquest 14569;// Babysitter
		lasagna_quest[2] = 3;
		close;
	}
	if (lasagna_quest[2] == 6) {
		mes "[Gopara]";
		mes "Yeah, this place is the best. It doesn't taste good, but drinking kaluna seems to be my destiny.";
		close;
	}
	if (lasagna_quest[2] == 7) {
		mes "[Gopara]";
		mes "I said I'll go see Kalu. I was bored anyway, so It's all good. Go, you lead the way.";
		close;
	}
	mes "[Gopara]";
	mes "I'm drinking kaluna right now, but It's not because It's tasty. It's because It's there.";
	close;
OnTouch:
	if (lasagna_quest[2] == 3) {
		classchange( HIDDEN_WARP_NPC, "Daldal#dorcon01", bc_self );
		classchange( HIDDEN_WARP_NPC, "Gopara#dorcon01", bc_self );
	}
	end;
}

lasagna,247,101,7	script	Daldal#dorcon01	4_SEA_OTTER,{
	if (lasagna_quest[2] == 2) {
		mes "[" + strcharinfo(0) + "]";
		mes "Guys, there's something I wish to share with you.";
		next;
		mes "[Daldal]";
		mes "I'm getting tired of this now. But there's nothing else to eat.";
		next;
		mes "[Gopara]";
		mes "When did we eat because we wanted to? It was more like eating because it was there.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Guys?";
		next;
		mes "[Daldal]";
		mes "What is it? Did you bring something to eat?";
		npctalk "What is it? Did you bring something to eat?", "Daldal#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "Are you going to play with us?";
		npctalk "Are you going to play with us?", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "From what I hear, you eat all the kalunyaks that Legalas cleans. Right now, we're almost out of kaluna made from those kalunyaks. Can you please control yourselves a bit?";
		next;
		mes "[Daldal]";
		mes "Why should we?";
		npctalk "Yeah.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Because you can't make kaluna milk without kaluna. Someone who was supposed to receive kaluna from Legalas is in a tight spot right now.";
		next;
		mes "[Gopara]";
		mes "What does that have to do with us?";
		npctalk "Right.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "You see, Kalu really needs kaluna. Without kaluna, he can't continue his business.";
		next;
		mes "[Daldal]";
		mes "That has nothing to do with me.";
		npctalk "I don't know who he is.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "It has a lot to do with Legalas. You are aware that Legalas supplies Kalu with kaluna fermented from kalunyak, right?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "If he can't meet the deadline or delivery quota, he'll lose his job to someone else.";
		next;
		mes "[Gopara]";
		mes "So what does that have to do with us?";
		npctalk "I just need my belly to be full.", "Daldal#dorcon01", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "If Legalas loses his job, then he won't be able to earn money. And if he can't earn money, then wouldn't that put you guys in a tight spot?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "From what I gather, Legalas feeds you, clothes you, and puts a roof over your heads.";
		next;
		mes "[Daldal]";
		mes "We don't wear clothes.";
		next;
		mes "[Gopara]";
		mes "Then Legalas can find some other job.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "If you're ruining his work right now, what makes you think that Legalas won't do anything later? He'll probably get rid of you two and go find some other opportunities.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then you two who can't support yourselves will wander around and starve to death in some filthy backstreet alley.";
		next;
		mes "[Daldal]";
		mes "N-no way!";
		next;
		mes "[Gopara]";
		mes "T-That's too extreme!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then you guys shouldn't get in the way now, should you? Are you going to eat more kalunyaks?";
		next;
		mes "[Daldal]";
		mes "No! No more!";
		npctalk "No! No more!", "Daldal#dorcon01", bc_self;
		next;
		mes "[Gopara]";
		mes "Not eating kalunyaks is not enough. I've never thought about the possibility that Legalas can leave us. We must do something.";
		npctalk "We need to do something as well.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Great attitude! Now Legalas will...";
		next;
		mes "[Gopara]";
		mes "Now, teach us.";
		next;
		mes "[Daldal]";
		mes "Yeah! ^0000cdTeach us work^000000 or whatever.";
		next;
		mes "[Gopara]";
		mes "You brought up the subject so you should be responsible for us. That's how Legalas has been taking care of us.";
		next;
		mes "[Daldal]";
		mes "Wherever Legalas goes, I go.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "there's something called doram trash among the dorams. Too bad that you can't use it since you're not dorams and That's about it. Fine.";
		npctalk "Doram trash? What the? How can you say such a thing?!", "", bc_self;
		npctalk "What does that mean?", "Daldal#dorcon01", bc_self;
		npctalk "It's better that you don't know.", "", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'm the one responsible for bringing up the subject and for poor Legalas's sake, I'll help you guys find a job.";
		next;
		mes "[Gopara]";
		mes "You should teach us.";
		next;
		mes "[Daldal]";
		mes "You should hire us.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "there's nothing I can teach you. But as I said, I'll look for a place where you can learn.";
		next;
		mes "[Gopara]";
		mes "Then find something easy. I think something like ^0000cdbabysitting^000000 would be nice.";
		npctalk "Easy.", "", bc_self;
		next;
		mes "[Daldal]";
		mes "Yeah, I like babies. Small and cute.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Fine. I'll see if there are any babies around here. There is some type of ^0000cdplayground^000000 above the pub. I'll take a look there.";
		erasequest 14568;// Time to persuade
		setquest 14569;// Babysitter
		lasagna_quest[2] = 3;
		close;
	}
	if (lasagna_quest[2] == 6) {
		mes "[Daldal]";
		mes "I can't believe I was going to leave this comfy place. I forgot for a second that eating kalunyak is the biggest joy in my life.";
		close;
	}
	if (lasagna_quest[2] == 7) {
		mes "[Daldal]";
		mes "Let's go see Kalu. I want to go and eat something yummy.";
		close;
	}
	mes "[Daldal]";
	mes "Eating kalunyak is simple. Grab kalunyak with hard shell. Then hand it over to Legalas.";
	next;
	mes "[Daldal]";
	mes "Legalas gets rid of kalunyak's shell and puts it in a container. Then you eat from that container. Simple, right?";
	close;
}

// baby
lasagna,193,234,5	script	Daldal#dorcon02	HIDDEN_WARP_NPC,{
	if (lasagna_quest[2] == 3) {
		mes "[Daldal]";
		mes "I like baby! Cute!";
		close;
	}
	end;
}

lasagna,192,236,5	script	Gopara#dorcon02	HIDDEN_WARP_NPC,5,5,{
	if (lasagna_quest[2] == 3) {
		mes "[Gopara]";
		mes "Wouldn't Babysitting be easy? What can a little kid do?";
		close;
	}
	end;
OnTouch:
	if (lasagna_quest[2] == 3) {
		classchange( 4_SEA_OTTER, "Daldal#dorcon02", bc_self );
		classchange( 4_GALAPAGO, "Gopara#dorcon02", bc_self );
	}
	end;
}

lasagna,195,235,3	script	Cute Baby#dorcon	4_F_KR_TIGER,{
	if (lasagna_quest[2] == 3) {
		mes "[Baby]";
		mes "Waa.";
		npctalk "Arrived.", "Daldal#dorcon02", bc_self;
		npctalk "Tired.", "Gopara#dorcon02", bc_self;
		next;
		mes "[Gopara]";
		mes "there's a baby here.";
		next;
		mes "[Daldal]";
		mes "Baby...right?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Big but definitely... a baby.";
		npctalk "Waa - aah - meow", "Cute Baby#dorcon", bc_self;
		next;
		mes "[Gopara]";
		mes "Okay, I'm sitting now.";
		npctalk "Sitting now.", "Daldal#dorcon02", bc_self;
		next;
		emotion ET_QUESTION;
		mes "[Daldal]";
		mes "Sitting.";
		npctalk "Sitting.", "Gopara#dorcon02", bc_self;
		next;
		emotion ET_QUESTION;
		mes "[Gopara]";
		mes "Patiently sitting.";
		npctalk "Patiently -", "Daldal#dorcon02", bc_self;
		next;
		emotion ET_QUESTION;
		mes "[Daldal]";
		mes "Sitting.";
		npctalk "Sitting.", "Daldal#dorcon02", bc_self;
		next;
		emotion ET_CRY;
		mes "[Baby]";
		mes "Waa. Waa!";
		next;
		emotion ET_SWEAT, playerattached();
		mes "[" + strcharinfo(0) + "]";
		mes "G-guys? didn't you want me to find you a babysitting job?";
		next;
		mes "[Gopara]";
		mes "So That's what we're doing right now. We're sitting as hard as we can.";
		npctalk "I'm doing my best.", "Daldal#dorcon02", bc_self;
		next;
		mes "[Daldal]";
		mes "Me too.";
		npctalk "We're communing.", "Gopara#dorcon02", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Babysitting is not sitting around quietly. It's looking after a baby!";
		next;
		mes "[Gopara]";
		mes "Is that so? But That's so bothersome! I can't even look after my own body.";
		next;
		mes "[Daldal]";
		mes "That was what babysitting was about? I didn't know. If I did, I wouldn't have done it.";
		next;
		emotion ET_CRY;
		mes "[Baby]";
		mes "Waa. Waa.";
		next;
		mes "[Gopara]";
		mes "Be quiet. Just speak up.";
		npctalk "I don't want to do this anymore.", "Daldal#dorcon02", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "This is not going to work. Let's forget about babysitting. Was there anything you've always wanted to do?";
		next;
		mes "[Daldal]";
		mes "No such thing. I'm hungry.";
		npctalk "I want to go back.", "Daldal#dorcon02", bc_self;
		next;
		mes "[Gopara]";
		mes "Now that I think about it, I've always wanted to do something ^0000cdrelated to anchovies^000000. Anchovies are yummy.";
		npctalk "Anchovy sounds great!", "Gopara#dorcon02", bc_self;
		classchange( HIDDEN_WARP_NPC, "Daldal#dorcon02", bc_self );
		classchange( HIDDEN_WARP_NPC, "Gopara#dorcon02", bc_self );
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Okay, fine. Let's go to the anchovy workshop ^0000cdnear the dock^000000.";
		erasequest 14569;// Babysitter
		setquest 14570;// Processing Anchovy
		lasagna_quest[2] = 4;
		close;
	}
	if (lasagna_quest[2] == 4) {
		mes "[" + strcharinfo(0) + "]";
		mes "Baby, cute...";
		next;
		mes "[Baby]";
		mes "Waa waa!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Opps! I was supposed to go to the anchovy workshop. Gotta hurry.";
		close;
	}
	mes "[Baby]";
	mes "Twinkle twinkle little star - how I wonder what you are -";
	mes "Up above the world so high - like a diamond in the sky -";
	next;
	mes "[Baby]";
	mes "Twinkle twinkle little star - how I wonder what you are -";
	close;
}

// workshop Manager
lasagna,223,288,5	script	Daldal#dorcon03	HIDDEN_WARP_NPC,5,5,{
	if (lasagna_quest[2] == 4) {
		mes "[Daldal]";
		mes "To be honest, before I came here, I thought the anchovies were dug from the ground. But I'm not embarrassed though.";
		close;
	}
	end;
OnTouch:
	if (lasagna_quest[2] == 4) {
		classchange( 4_SEA_OTTER, "Daldal#dorcon03", bc_self );
		classchange( 4_GALAPAGO, "Gopara#dorcon03", bc_self );
	}
	end;
}

lasagna,222,290,5	script	Gopara#dorcon03	HIDDEN_WARP_NPC,{
	if (lasagna_quest[2] == 4) {
		mes "[Gopara]";
		mes "I've had anchovies before because Legalas bought some time to time.";
		close;
	}
	end;
}

lasagna,225,290,5	script	Workshop Manager#dorcon	4_M_BOSSCAT,{
	if (lasagna_quest[2] == 4) {
		mes "[Workshop Manager]";
		mes "Rookie? Have experience working in this field? Well, it doesn't matter even if you don't. You can learn it easily.";
		next;
		mes "[Workshop Manager]";
		mes "Now, follow after me. Grab an anchovy. Remove its head. Pull out the guts. Put it inside the container.";
		npctalk "Piece of cake, right?", "", bc_self;
		next;
		mes "[Workshop Manager]";
		mes "Rookies go through these four steps, but skilled workers pick up and simultaneously remove head and guts and throw it inside the container. They are capable of one-step method.";
		next;
		mes "[Workshop Manager]";
		mes "The captain of Con-Chliina was especially skilled at it. Now, you guys give it a try.";
		next;
		mes "[Gopara]";
		mes "What... is this.";
		next;
		mes "[Daldal]";
		mes "What is this gross looking thing?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Anchovy. You said you wanted to do something that has to do with anchovies, so I brought you here.";
		next;
		mes "[Gopara]";
		mes "Anchovy is a long and thin snack That's a bit salty, Isn't it? But this thing has a head... and eyes too!";
		npctalk "Are you snubbing us?", "Gopara#dorcon03", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Of course it has eyes and head since It's a fish.";
		next;
		mes "[Daldal]";
		mes "Anchovy is a fish?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then what did you think it was?";
		next;
		mes "[Gopara]";
		mes "I thought it was a tasty food made from some mysterious ingredients in the store.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Guys... how can you not know that an anchovy is a fish? What kind of lives did you guys live?";
		next;
		mes "[Workshop Manager]";
		mes "Where in the world did you find these idiots? Do you think they can handle this job?";
		next;
		mes "[Gopara]";
		mes "I can't do this.";
		npctalk "I was grew up sheltered.", "Gopara#dorcon03", bc_self;
		next;
		mes "[Daldal]";
		mes "I don't think I can eat another anchovy ever again. Our eyes met just before. They're going to follow me every time I see an anchovy.";
		npctalk "I can't believe I've been eating them all along.", "Daldal#dorcon03", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Ha... Is that so? Seems like this job is not for you either. Then Let's go find something else. Was there any other job you wanted to try?";
		next;
		mes "[Daldal]";
		mes "Ship. I want to be on a ^0000cdship^000000!";
		next;
		mes "[Gopara]";
		mes "Right. I've been living in Lasagna all this time and never been on a ship. This is a good chance to board on one.";
		npctalk "I think that'll suit my personality.", "Gopara#dorcon03", bc_self;
		classchange( HIDDEN_WARP_NPC, "Daldal#dorcon03", bc_self );
		classchange( HIDDEN_WARP_NPC, "Gopara#dorcon03", bc_self );
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Yeah? Then Let's go to that ^0000cdanchovy fishing boat up there^000000.";
		erasequest 14570;// Processing Anchovy
		setquest 14571;// Anchovy fishing ship
		lasagna_quest[2] = 5;
		close;
	}
	if (lasagna_quest[2] == 5) {
		mes "[Workshop Manager]";
		mes "Didn't you say you were going to the anchovy shipping boat? Beats me what you can do there even if you go there.";
		close;
	}
	mes "[Workshop Manager]";
	mes "Lasagna's anchovies are special. Top quality anchovies are steamed and dried nine times, followed by removal of head and guts. This is an art work that requires delicate processes.";
	next;
	mes "[Workshop Manager]";
	mes "They're perfect to be served with alcohol and make great snacks for students studying for an exam. Try one.";
	close;
}

// anchovy shipping boat
lasagna,136,299,5	script	Gopara#dorcon04	HIDDEN_WARP_NPC,5,5,{
	if (lasagna_quest[2] == 5) {
		mes "[Gopara]";
		mes "I've always wanted to be on a boat... hah... nostalgia...";
		close;
	}
	end;
OnTouch:
	if (lasagna_quest[2] == 5) {
		classchange( 4_SEA_OTTER, "Daldal#dorcon04", bc_self );
		classchange( 4_GALAPAGO, "Gopara#dorcon04", bc_self );
	}
	end;
}

lasagna,134,300,7	script	Daldal#dorcon04	HIDDEN_WARP_NPC,{
	if (lasagna_quest[2] == 5) {
		mes "[Daldal]";
		mes "Every time I see a boat, it reminds me of a shell. You know, the one that is empty inside and hard outside.";
		close;
	}
	end;
}

lasagna,139,299,3	script	Captain of Anchovy Fish	4_CAT_SAILOR5,{
	if (lasagna_quest[2] == 5) {
		mes "Captain of Anchovy Fishing Boat";
		mes "What is it?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I was wondering if you need any help on the ship.";
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "Anchovy business has definitely seen better days, but I'm always short on hands.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Then how about you give these two a try? They want to work on a ship, so even an apprenticeship would be nice.";
		next;
		mes "[Gopara]";
		mes "Feels like we're being sold.";
		npctalk "Feels like we're being sold.", "Gopara#dorcon04", bc_self;
		next;
		mes "[Daldal]";
		mes "Probably just an imagination. He wouldn't sell us.";
		npctalk "Probably just an imagination.", "Daldal#dorcon04", bc_self;
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "Hey, you two over there. Have you ever been on a ship?";
		next;
		mes "[Gopara]";
		mes "Nope.";
		next;
		mes "[Daldal]";
		mes "Nah. My mom held my hand and came here just by riding on the tides. She was swept away and I landed here alone. Legalas found me and since then, we've been living together like a family.";
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "No need to know about your past. I just need you to do a good job on the ship. Since this is the first time on a boat for both of you, looks like there's a long bumpy road ahead.";
		next;
		emotion ET_CRY, getnpcid(0, "Daldal#dorcon04");
		mes "[Daldal]";
		mes "So mean. I shared my painful past and you couldn't care any less.";
		next;
		emotion ET_OK, getnpcid(0, "Gopara#dorcon04");
		mes "[Gopara]";
		mes "It's okay. I care.";
		next;
		mes "[Daldal]";
		mes "Thanks.";
		next;
		mes "[Gopara]";
		mes "I want to share mine. Can I tell you?";
		npctalk "So many heartbreaking stories.", "Gopara#dorcon04", bc_self;
		next;
		mes "[Daldal]";
		mes "Not really interested.";
		next;
		emotion ET_ANGER, getnpcid(0, "Gopara#dorcon04");
		mes "[Gopara]";
		mes "Let's fight!";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "Now now, calm down. How does it feel to be on a ship? It carries anchovies from the anchovy fishing boat to Lasagna, but you won't get to see them since the cargo is stored in the storage area.";
		next;
		mes "[Daldal]";
		mes "That's not the problem I'm upset.";
		next;
		mes "[Gopara]";
		mes "Why does the floor look so nauseous?";
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "Looks like you got a seasickness. It'll get better after a while. By then, you'll feel strange when you walk on land.";
		next;
		mes "[Gopara]";
		mes "Weird. The ship is firm, but why is it so nauseous?";
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "That's because the boat moves along with the waves.";
		next;
		mes "[Gopara]";
		mes "What? Isn't the boat stuck firmly on the water?!";
		npctalk "Stop lying!", "Gopara#dorcon04", bc_self;
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "It's floating on water, not stuck on water. How can a boat move if It's stuck on water?!";
		next;
		mes "[Daldal]";
		mes "I can't believe it! How can you say that such heavy boat is floating on water?!";
		npctalk "Even I have the common sense to know that heavy things sink in water!", "Daldal#dorcon04", bc_self;
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "Hey you, adventurer!";
		next;
		mes "Captain of Anchovy Fishing Boat";
		mes "Take them back with you. Working on a ship doesn't require high intelligence, but these idiots probably can't even pull off a cleaning job. No, forget cleaning. I'll be lucky if they don't drive me crazy first.";
		npctalk "What do you mean by that?", "Daldal#dorcon04", bc_self;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I understand.";
		next;
		mes "[Gopara]";
		mes "What do you mean you understand? You don't say such a thing like that.";
		next;
		mes "[Daldal]";
		mes "What are you talking about?";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "This won't do. I don't think I can help you. We should go back to ^0000cdLegalas^000000 discuss the matter with him. Let's go now.";
		next;
		mes "[Daldal]";
		mes "I don't know what just happened, but I'm happy to go back.";
		next;
		mes "[Gopara]";
		mes "Yeah, Let's go back for now. This is not fun anymore.";
		classchange( HIDDEN_WARP_NPC, "Daldal#dorcon04", bc_self );
		classchange( HIDDEN_WARP_NPC, "Gopara#dorcon04", bc_self );
		erasequest 14571;// Anchovy fishing ship
		setquest 14572;// Helpless...
		lasagna_quest[2] = 6;
		close;
	}
	if (lasagna_quest[2] == 6) {
		mes "Captain of Anchovy Fishing Boat";
		mes "Didn't you say that you're going back to Legalas? And next time you bring some helpers, make sure they're decent.";
		close;
	}
	mes "Captain of Anchovy Fishing Boat";
	mes "If you have anybody decent, bring him. I'm so short on hands that I do all of that work by myself.";
	close;
}

// Kalu
lasagna,222,180,7	script	Daldal#dorcon05	HIDDEN_WARP_NPC,5,5,{
	if (lasagna_quest[2] == 7) {
		mes "[Daldal]";
		mes "What is it? didn't you say that you had some business with not me, but Kalu?";
		close;
	}
	if (lasagna_quest[2] == 9) {
		mes "[Daldal]";
		mes "Kalu! Tell Kalu that you delivered the lunchbox so we can eat!";
		close;
	}
	if (lasagna_quest[2] == 10) {
		mes "[Daldal]";
		mes "I like relaxing here as well. No craving for kalunyak either.";
		close;
	}
	end;
OnTouch:
	if (lasagna_quest[2] == 7 || lasagna_quest[2] > 8) {
		classchange( 4_SEA_OTTER, "Daldal#dorcon05", bc_self );
		classchange( 4_GALAPAGO, "Gopara#dorcon05", bc_self );
	}
	end;
}

lasagna,224,178,7	script	Gopara#dorcon05	HIDDEN_WARP_NPC,{
	if (lasagna_quest[2] == 7) {
		mes "[Gopara]";
		mes "Didn't you say you had something to say to Kalu? Go ahead.";
		close;
	}
	if (lasagna_quest[2] == 9) {
		mes "[Gopara]";
		mes "Too late. Go and report to Kalu.";
		close;
	}
	if (lasagna_quest[2] == 10) {
		mes "[Gopara]";
		mes "You're here already. We hate waiting, so we're thinking about just settling here.";
		close;
	}
	end;
}

lasa_dun02,52,153,5	script	Gopara#dorcon06	HIDDEN_WARP_NPC,5,5,{
	if (lasagna_quest[2] == 8 || lasagna_quest[2] == 10) {
		mes "[Gopara]";
		mes "Hurry, go and deliver his lunchbox. He looks like he's about to starve to death.";
		close;
	}
	end;
OnTouch:
	if (lasagna_quest[2] == 8 || lasagna_quest[2] == 10) {
		classchange( 4_SEA_OTTER, "Daldal#dorcon06", bc_self );
		classchange( 4_GALAPAGO, "Gopara#dorcon06", bc_self );
	}
	end;
}

lasa_dun02,53,150,7	script	Daldal#dorcon06	HIDDEN_WARP_NPC,{
	if (lasagna_quest[2] == 8 || lasagna_quest[2] == 10) {
		mes "[Daldal]";
		mes "Give that vigilante a lunchbox. I'm curious as to what's inside.";
		close;
	}
	end;
}

lasa_dun02,55,153,3	script	Panna#dorcon	4_DR_SOLDIER,{
	if (isbegin_quest(14574) > 0 || isbegin_quest(14577) > 0) {
		mes "[Panna]";
		mes "Oh, I'm so hungry. When is the food coming? Food.";
		next;
		mes "[" + strcharinfo(0) + "]";
		if (countitem(25048) < 1) {
			mes "Panna?";
			next;
			mes "[Panna]";
			mes "Where's the lunchbox? Where's mine? there's none for me! Where did you drop it? My food! My food!!!";
			next;
			mes "[" + strcharinfo(0) + "]";
			mes "Calm down. I'll go find it right now.";
			next;
			mes "[Gopara]";
			mes "He lost his mind.";
			next;
			mes "[Daldal]";
			mes "I can understand, though. Let's go find the lunchbox.";
			close2;
			classchange( HIDDEN_WARP_NPC, "Daldal#dorcon06", bc_self );
			classchange( HIDDEN_WARP_NPC, "Gopara#dorcon06", bc_self );
			end;
		}
		mes "Panna? Here's your lunchbox...";
		next;
		mes "[Panna]";
		mes "Food!!!";
		next;
		mes "[Gopara]";
		mes "What a rude, ungrateful doram.";
		next;
		mes "[Daldal]";
		mes "How am I supposed to talk when I'm eating?";
		next;
		mes "[Panna]";
		mes "Chomp chomp chomp.";
		next;
		mes "[Daldal]";
		mes "That looks delicious...";
		npctalk "Give me a bite...", "Daldal#dorcon06", bc_self;
		npctalk "How can you even think about taking his food? Hang on just a bit longer.", "Gopara#dorcon06", bc_self;
		next;
		mes "[Panna]";
		mes "Hah, I feel much better now. I was so hungry that I was about to eat a basilisk, and you couldn't come at a better time. I almost became a doram who failed to remain as one and turn into an animal.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I'll take the empty dishes.";
		next;
		mes "[Panna]";
		mes "It's okay, just leave them. I'll take them with me when I go back to town later.";
		next;
		mes "[Gopara]";
		mes "I'm going.";
		classchange( HIDDEN_WARP_NPC, "Gopara#dorcon06", bc_self );
		next;
		mes "[Daldal]";
		mes "I'm leaving.";
		classchange( HIDDEN_WARP_NPC, "Daldal#dorcon06", bc_self );
		delitem 25048,1;// Hearty Lunchbox
		if (lasagna_quest[2] == 8) {
			erasequest 14574;// Meal Box Delivery
			setquest 14575;// Delivery Complete Report
			lasagna_quest[2] = 9;
		}
		else {
			erasequest 14577;// Meal Box Delivery
			setquest 14578;// Delivery Complete Report
		}
		close;
	}
	if (isbegin_quest(14575) == 1 || isbegin_quest(14578) == 1) {
		mes "[Panna]";
		mes "Thanks to you, I was able to eat a hearty meal. Please tell Kalu that I'm grateful for the delicious lunch. Hopefully, today will be another safe...";
		close;
	}
	mes "[Panna]";
	mes "Oh, I'm so hungry. When is the food coming? Food.";
	close;
}

conch_in,122,61,5	script	Crewman#dorcon01	4_CAT_ADV1,{
	npctalk "Thank you for boarding on Con-Chliina. Please enjoy a safe and comfortable trip to your destination!", "", bc_self;
	end;
}

// in C_D
conch_in,59,29,5	script	Engineer#dorcon01	4_CAT_SAILOR5,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Are you an adventurer heading to the new world? Welcome. Have you heard about how our ship moves?", "", bc_self;
	sleep2 2000;
	unittalk getcharid(3), "" + strcharinfo(0) + " : No, I have not.", bc_self;
	sleep2 2000;
	npctalk "Our ship has a different power system compared to other ships. And only few people know this.", "", bc_self;
	sleep2 2000;
	npctalk "Hundreds of hamsters are running on treadmills on the bottom of this ship. The ship moves forward because this area is connected to the main part of the engine.", "", bc_self;
	sleep2 1000;
	emotion ET_HUK;
	unittalk getcharid(3), "" + strcharinfo(0) + " : Pardon???", bc_self;
	sleep2 1000;
	emotion ET_SWEAT;
	npctalk "Oh, wait. You're not taking me seriously, are you? It's a joke, a joke!", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

// in E_F
conch_in,59,91,5	script	Passenger#dorcon04	4_F_ALCHE_A,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Heading to Midgard? It's my first time in Lasagna and It's great, really! So I'm just going to stay here for good. I found a place to live and signed the papers, too!", "", bc_self;
	sleep2 2000;
	npctalk "I'm on my way to pack up my stuff in Midgard. It's great, really.", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

// in_I_J
conch_in,97,96,5	script	Merchant#dorcon01	4_M_MERCAT2,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "You can tell from this bundle, right? I'm not a rookie adventurer. I'm a merchant who travels to different places and sells stuff.", "", bc_self;
	sleep2 2000;
	npctalk "I heard that Igdrasil is rare in the new world since there are none. So I'm going to try selling it over there.", "", bc_self;
	sleep2 2000;
	npctalk "If there is anything else that might sell, I'm going to buy some and sell them there. I'm going be a millionaire.", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

// in_N_M
conch_in,135,91,5	script	Passenger#dorcon01	4_CAT_ADV2,{
	npctalk "What does a new world person want with me?", "", bc_self;
	end;
}
conch_in,135,93,5	script	Passenger#dorcon03	4_DR_TORTEL,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Is this your first time on Con-Chliina? I was on this ship before to get to the new world once my training was over. Back then, the food was really good, so...", "", bc_self;
	sleep2 2000;
	npctalk "The minute I landed on the new world, I went right back to the boat. Just loved the food...", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}
conch_in,137,98,3	script	Passenger#dorcon02	4_DR_F_01,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "It's my first time in the new world and I'm really excited. Did you decide what you'll do first when you get there? I want to go to the Mjolnir Mountains first!", "", bc_self;
	sleep2 2000;
	npctalk "The minute I saw it on [A Guide for New Adventurers to the New World], I promised myself that I would go! I heard It's got wonderful landscapes!", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}

// in_P_O
conch_in,169,70,3	script	Crewman#dorcon02	4_CAT_SAILOR2,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "Midgard has been discovered, so I wonder if there's any other place out there. Place where we've never been to and not on the map.", "", bc_self;
	sleep2 2000;
	npctalk "You think there's such a place?", "Crewman#dorcon03", bc_self;
	sleep2 2000;
	npctalk "Before it was discovered, we had no idea Midgard even existed. I'm sure there's a place out there and we just don't know it.", "", bc_self;
	sleep2 2000;
	npctalk "Do you think It's looking for us too?", "Crewman#dorcon03", bc_self;
	sleep2 2000;
	npctalk "Oh, my heart is beating just from the thought of it.", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}
conch_in,166,68,6	script	Crewman#dorcon03	4_CAT_SAILOR1,{
	setpcblock PCBLOCK_NPC, true;
	npctalk "You know, I think First Officer Stello may be able to find another sea route to the new world That's not on the map.", "", bc_self;
	sleep2 2000;
	npctalk "Indeed, if it does exist then we can find it and sail on it someday!", "Crewman#dorcon02", bc_self;
	sleep2 2000;
	npctalk "I should stay on Con-Chliina for a long time and witness the moment when we make a discovery.", "", bc_self;
	setpcblock PCBLOCK_NPC, false;
	end;
}
