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* Moscovia Update!
- Added Moscovia quests.
- Uncommented mosk_dun & added field spawns.
- Updated moscovia & mosk_dun warps.
- Removed most the npcs from cities/moscovia.txt (they are part of the quests).
- Added some more moscovia quest items to item_trade.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13605 54d463be-8e91-2dee-dedb-b68131a5f0ec

Kisuka 16 anni fa
parent
commit
7c28a47642

+ 3 - 0
db/item_trade.txt

@@ -457,6 +457,9 @@
 7773,115,100	// War_Badge
 
 // Moscovia Quest Items -----
+2707,91,100	// Gusli
+7761,115,100	// Magic_Gourd_Bottle
+7765,115,100	// Yaga_Secret_Medicine
 7876,115,100	// Gold_Key
 7877,115,100	// Red_Ring
 7878,115,100	// Lusalka_Hair

+ 5 - 257
npc/cities/moscovia.txt

@@ -3,13 +3,14 @@
 //===== By: ================================================== 
 //= Kisuka
 //===== Current Version: ===================================== 
-//= 1.0
+//= 1.1
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
 //= Moscovia Town Script
 //===== Additional Comments: ================================= 
 //= 1.0 First Version. [Kisuka]
+//= 1.1 Removed villagers (they are part of a quest). [Kisuka]
 //============================================================
 
 // Moscovia Transportation
@@ -113,272 +114,19 @@ moscovia,166,53,4	script	Moscovia P.R. Officer#2	960,{
 
 // Generic Moscovia NPCs
 //============================================================ 
-moscovia,149,112,4	script	A man#mosk1	964,{
-	mes "[Lev]";
-	mes "I was once like you.";
-	mes "with hot heart and cool reason";
-	mes "adventuring everywhere and";
-	mes "coping with all the troubles...";
-	close;
-}
-
-moscovia,167,97,4	script	A lady#mosk1	961,{
-	mes "[Roza]";
-	mes "Naughty boys are too excited in the warm days.";
-	next;
-	mes "[Roza]";
-	mes "Where is the sun?";
-	mes "Where is it hiding?";
-	close;
-}
-
-moscovia,168,135,4	script	A lady#mosk2	961,{
-	mes "[Kyra]";
-	mes "I've seen many people";
-	mes "from other provinces recently.";
-	next;
-	mes "[Kyra]";
-	mes "This is not";
-	mes "a tourist town.";
-	mes "What happened...?";
-	close;
-}
-
-moscovia,192,80,4	script	A lady#mosk3	959,{
-	mes "[Sabina]";
-	mes "Sunflowers are squeezed for oil and";
-	mes "their bodies are used for medicinal purposes";
-	mes "They are very useful.";
-	close;
-}
-
-moscovia,196,71,4	script	A young man#mosk1	968,{
-	mes "[Fredek]";
-	mes "The men here grow up";
-	mes "after going through though waves in";
-	mes "the vast sea.";
-	next;
-	mes "[Fredek]";
-	mes "Do you like";
-	mes "sailing?";
-	close;
-}
-
-moscovia,228,80,4	script	A little boy#mosk1	962,{
-	mes "[Rurik]";
-	mes "It's hard to look up at you.";
-	mes "Come lower so I can see your eyes.";
-	next;
-	mes "[Rurik]";
-	mes "Hmm, that's better.";
-	mes "Children are the future.";
-	mes "I won't have a future if I fall";
-	mes "back and hurt my neck";
-	mes "while looking up at you.";
-	close;
-}
-
-moscovia,202,102,4	script	A little boy#mosk2	962,{
-	mes "[Feliks]";
-	mes "This is the story";
-	mes "about a terrible dragon.";
-	next;
-	mes "[Feliks]";
-	mes "It is sleeping";
-	mes "in its lair,";
-	mes "but, it destroys everything";
-	mes "around it when it awakes.";
-	next;
-	mes "[Feliks]";
-	mes "This came from my grandma's";
-	mes "grandma's grandma's";
-	mes "grandma's grandma's";
-	mes "grandma's grandma.";
-	close;
-}
-
-moscovia,211,215,5	script	A young man#mosk2	967,{
-	mes "[Izlof]";
-	mes "There is a old saying,";
-	mes "'an opportunity is a chance.'";
-	next;
-	mes "[Izlof]";
-	mes "It is best time to confess";
-	mes "to ladies in the warm winter,";
-	mes "when their minds wander";
-	mes "right now!";
-	close;
-}
-
-
-moscovia,204,188,5	script	A maid#mosk1	959,{
-	mes "[Katya]";
-	mes "The spring has come~";
-	next;
-	mes "[Katya]";
-	mes "A million sunflowers are blooming~";
-	close;
-}
-
-moscovia,220,172,4	script	A young man#mosk3	968,{
-	mes "[Ilyav]";
-	mes "I am going to adventure";
-	mes "to experience new worlds";
-	mes "as you do.";
-	close;
-}
-
-moscovia,234,168,5	script	A man#mosk2	964,{
-	mes "[Gavrel]";
-	mes "Don't you think that the castle is magnificent?";
-	mes "It was built by my great great grandfather.";
-	close;
-}
-
-moscovia,219,229,5	script	A middle aged man#mosk1	964,{
-	mes "[Viktor]";
-	mes "Our people are very, very";
-	mes "proud of their strength and";
-	mes "invincible spirits.";
-	next;
-	mes "[Viktor]";
-	mes "It doesn't matter to us";
-	mes "how cold the winter is!";
-	close;
-}
-
-moscovia,233,204,4	script	A young man#mosk4	968,{
-	mes "[Fedor]";
-	mes "Finally, Winter is over.";
-	mes "Spring is coming";
-	mes "to my mind...";
-	close;
-}
-
-moscovia,253,175,4	script	A man#mosk3	964,{
-	mes "[Orek]";
-	mes "The present Csar is a bit strict and";
-	mes "terrible, but";
-	mes "he actually loves";
-	mes "his people.";
-	close;
-}
-
 moscovia,253,166,4	script	Soldier#mosk1	966,{
 	mes "[Soldier]";
-	mes "Our dear Czar Alexsay III is in the palace.";
+	mes "Our dear Csar Alexsay III is in the palace.";
 	mes "He rules over Moscovia.";
 	mes "Please be careful not to cause him any trouble.";
 	close;
 }
 
-moscovia,252,203,5	script	A little girl#mosk1	958,{
-	mes "[Yosefina]";
-	mes "Babayaga, the Horrible Cannibal";
-	mes "is living outside the town.";
-	next;
-	mes "[Yosefina]";
-	mes "My mom tole me.";
-	mes "that wat is real.";
-	close;
-}
-
-moscovia,255,203,4	script	A little boy#mosk3	962,{
-	mes "[Vasili]";
-	if (sex)
-		mes "Wow, he is";
-	else {
-		mes "Wow, she is";
-	}
-	mes "an adventurer, an adventurer!!";
-	next;
-	mes "[Vasili]";
-	mes "Tell me your exciting story.";
-	mes "Have you fought a dragon?";
-	mes "Where is your gold-shining";
-	mes "sword and shield...?";
-	mes "Where?";
-	close;
-}
-
-moscovia,208,182,7	script	Acorn Dealer#mosk	967,{
-	mes "[Acorn Dealer]";
-	mes "We have very fresh acorns. Everyone will like them!";
-	mes "You can buy one acorn for 100zeny!";
-	next;
-	if(select("Buy one.:What can I use them for?") == 2) {
-		mes "[Acorn Dealer]";
-		mes "Well uh...";
-		mes "You can grind them to make";
-		mes "something to eat and you can feed squirrels.";
-		next;
-		mes "[Acorn Dealer]";
-		mes "Someone can decorate their house";
-		mes "with them but I don't know how...";
-		mes "they've got to be highly talented.";
-		mes "Haha.";
-		close;
-	}
-	mes "[Acorn Dealer]";
-	mes "I'll bet you that they are very fresh!";
-	mes "How many acorns do you need?";
-	next;
-	while(.@input <= 0 || .@input > 500) {
-		input .@input;
-		if (.@input <= 0) {
-			mes "[Acorn Dealer]";
-			mes "Do you want to cancel this trade?";
-			close;
-		}
-		if (.@input > 500) {
-			mes "[Acorn Dealer]";
-			mes "You can't buy more than 500.";
-			next;
-		}
-		
-	}
-	if (!checkweight(1026, .@input)) {
-		mes "[Acorn Dealer]";
-		mes "Hello, I think you can't get acorns";
-		mes "now. You're carrying too many";
-		mes "items!";
-		mes "Please use Kafra service. I'll be";
-		mes "right here.";
-		close;
-	}
-	set .@price, .@input * 100;
-	if (Zeny < .@price) {
-		mes "[Acorn Dealer]";
-		mes "Hello? You've turned pale! Are you ok??";
-		mes "Do you have enough money?";
-		close;
-	}else{
-		mes "[Acorn Dealer]";
-		mes "Oh, thank you...";
-		mes "What do you think of them? They're fresh, aren't they?";
-		set Zeny,Zeny - .@price;
-		getitem 1026,.@input;
-		close;
-	}
-}
-
-// Inside Moscovia
-//============================================================ 
-mosk_in,141,212,4	script	Pub Owner#mosk	964,{
-	mes "[Pub Owner]";
-	mes "Welcome to our pub.";
-	mes "I'm Alexandre of ^0000FF'Stream Pub'^000000 But,";
-	mes "everyone calls me 'Sasha'.";
-	mes "It's a fine day today. I feel like";
-	mes "going out.";
-	close;
-}
-
 // Moscovia Palace
 //============================================================ 
--	script	Soldier::MoscSoldier	966,{
+-	script	Soldier#mosk::MoscSoldier	966,{
 	mes "[Soldier]";
-	mes "Please be silent or the Czar will be angry.";
+	mes "Please be silent or the Csar will be angry.";
 	close;
 }
 

+ 4 - 3
npc/mobs/dungeons/mosk_dun.txt

@@ -3,13 +3,14 @@
 //===== By: ==================================================
 //= Athena (1.0)
 //===== Current Version: =====================================
-//= 1.2
+//= 1.3
 //===== Compatible With: =====================================
 //= Any Athena Version
 //===== Additional Comments: =================================
 //= 1.0 Added spawns [Playtester]
 //= 1.1 Swapped named according to mob db. [L0ne_W0lf]
 //= 1.2 Fixed the mob names (iRO names) [Playtester]
+//= 1.2 Updated spawns kinda. [Kisuka]
 //============================================================
 
 //==================================================
@@ -17,8 +18,8 @@
 //==================================================
 mosk_dun01,64,236,100,100	monster	Wood Goblin	1880,15,10000,0,1
 mosk_dun01,64,236,100,100	monster	Les	1881,7,10000,0,1
-mosk_dun01,86,183,100,100	monster	Wood Goblin	1880,15,10000,0,1
-mosk_dun01,86,183,100,100	monster	Les	1881,7,10000,0,1
+mosk_dun01,99,162,100,100	monster	Wood Goblin	1880,15,10000,0,1
+mosk_dun01,99,162,100,100	monster	Les	1881,7,10000,0,1
 mosk_dun01,150,80,100,5	monster	Wood Goblin	1880,30,10000,0,1
 mosk_dun01,150,80,100,5	monster	Les	1881,15,10000,0,1
 mosk_dun01,241,177,10,10	monster	Wood Goblin	1880,3,10000,0,1

+ 10096 - 112
npc/quests/quests_moscovia.txt

@@ -1,148 +1,10132 @@
-//===== eAthena Script =======================================
-//= Moscovia Town script
-//===== By: ==================================================
-//= $ephiroth
-//===== Current Version: =====================================
+//===== eAthena Script ======================================= 
+//= Moscovia Quests
+//===== By: ================================================== 
+//= Kisuka
+//===== Current Version: ===================================== 
 //= 1.0
-//===== Compatible With: =====================================
-//= Any eAthena Version
-//===== Description: =========================================
-//= Moscovia Town Npcs
-//===== Additional Comments: =================================
-//= 1.0 $ephiroth (from jA) Pre-quest dungeon entrances
-//============================================================
-
-//============================================================
-//= NPC Moscovia Dungeon
-//============================================================
-
-mosk_dun01,207,276,0	script	Stone#mosk1	111,{
-
-	mes "^009900-Square-shaped rocks on the surface";
-	mes "are engraved on the characters.-^000000";
-	next;
-	mes "^3333FF~The person who advances, instead of being hurt.";
-	mes "As for the person who receives courage, returns how long,";
-	mes "it probably is safe.";
-	mes "As for the person who has rash courage advancing.";
-	mes "That's not good to be back.~^000000";
-	next;
-	if (select("Forward:Return") == 1) {
-		mes "-Chose to go-";
+//===== Compatible With: ===================================== 
+//= eAthena SVN
+//===== Description: ========================================= 
+//= Quests for Moscovia.
+//= The Moving Island, Help Mikhail, Acorn Exchange,
+//= Banish Winter, Shafka Hat.
+//===== Additional Comments: ================================= 
+//= 1.0 First version. [Kisuka]
+//============================================================ 
+
+//============================================================================
+// The Moving Island
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Berbayeff - Starting Point
+//----------------------------------------------------------------------------
+moscovia,171,71,3	script	Berbayeff#npc	968,{
+	if (mos_whale_edq < 1) {
+		emotion e_an;
+		mes "[Berbayeff]";
+		mes "This..and..that...";
+		mes "All guys...are distrustful.";
+		mes "Makes me a braggart.";
+		next;
+		select("Do you have a problem?");
+			mes "[Berbayeff]";
+			mes "I haven't seen you before.";
+			mes "Are you a traveler?";
+			mes "If so, then you may have";
+			mes "seen many marvelous things";
+			mes "from near and far.";
+			next;
+			mes "[Berbayeff]";
+			mes "I'm sure you'll probably";
+			mes "be interested in my story.";
+			mes "All the villagers are blockheads,";
+			mes "so they treat me like an idiot.";
+			next;
+			if(select("I'm not interested in any story.:Tell me.") == 1) {
+				mes "[Berbayeff]";
+				mes "Indeed... You are not interested...";
+				mes "That's ok.";
+				next;
+				mes "[Berbayeff]";
+				mes "If you change your mind,";
+				mes "you can talk to me whenever.";
+				close;
+			}
+			emotion e_no1;
+			mes "[Berbayeff]";
+			mes "Good, I have been thinking that";
+			mes "I would tell you this story from the start.";
+			next;
+			mes "[Berbayeff]";
+			mes "You seem to have spent";
+			mes "only a few days here.";
+			mes "Have you ever heard";
+			mes "about The Moving Island?";
+			next;
+			mes "[Berbayeff]";
+			mes "In Moscovia,";
+			mes "a story is handed down";
+			mes "from the ancients, like legends.";
+			next;
+			mes "[Berbayeff]";
+			mes "It is said that";
+			mes "there is an island";
+			mes "which sometimes moves,";
+			mes "not far out at sea.";
+			next;
+			mes "[Berbayeff]";
+			mes "But, nobody has seen";
+			mes "the island before.";
+			mes "So, few people have";
+			mes "believed the legend.";
+			next;
+			mes "[Berbayeff]";
+			mes "Actually, I thought that";
+			mes "it might be a kind of";
+			mes "old story... nothing more.";
+			mes "But then... I saw...";
+			next;
+			mes "[Berbayeff]";
+			mes "Actually, I thought that";
+			mes "it might be a kind of";
+			mes "old story... nothing more.";
+			mes "But then... I saw...";
+			mes "The Moving Island!!!";
+			next;
+			mes "[Berbayeff]";
+			mes "Surprised? Right...";
+			mes "It is so surprising.";
+			mes "Frankly, you don't believe";
+			mes "any of this story either.";
+			next;
+			mes "[Berbayeff]";
+			mes "I saw the island";
+			mes "from the middle of";
+			mes "the village's south shore.";
+			next;
+			mes "[Berbayeff]";
+			mes "At first, I doubted my eyes.";
+			mes "I have never heard that that island";
+			mes "really existed here, even though I";
+			mes "have lived here all my life!";
+			next;
+			mes "[Berbayeff]";
+			mes "I tried to go up";
+			mes "to look at it from";
+			mes "higher ground, but";
+			mes "the island receded";
+			mes "and disappeared...";
+			mes "back to the sea.";
+			next;
+			select("The island doesn't appear any more?");
+				mes "[Berbayeff]";
+				mes "If it does,";
+				mes "one might just think";
+				mes "that they've looked";
+				mes "at an apparition.";
+				next;
+				mes "[Berbayeff]";
+				mes "But a few nights ago...";
+				mes "Finally, the island appeared";
+				mes "in front of me again,";
+				mes "while I was driving my ship to go home.";
+				next;
+				mes "[Berbayeff]";
+				mes "At that time, I tried to";
+				mes "get near the island again,";
+				mes "slowly, but it disappeared...";
+				mes "beyond the sea once more.";
+				next;
+				mes "[Berbayeff]";
+				mes "It was then, I couldn't help";
+				mes "to finally believe";
+				mes "in the existence of";
+				mes "The Moving Island!";
+				next;
+				mes "[Berbayeff]";
+				mes "Surely, this must be";
+				mes "a great discovery!";
+				mes "Don't you think??";
+				mes "Doesn't your heart shout out in";
+				mes "hopes of adventuring out to the island?";
+				next;
+				mes "[Berbayeff]";
+				mes "I haven't given up yet!";
+				mes "Certainly, it'll appear again";
+				mes "right in front of us!";
+				next;
+				mes "[Berbayeff]";
+				mes "And on that day,";
+				mes "I'll definitely go up to that";
+				mes "island... and verify it with my own eyes!";
+				set mos_whale_edq,1;
+				close;
+	}
+	else if (mos_whale_edq == 1) {
+		set .@speak,rand(1,5);
+		if (.@speak > 0 || .@speak < 3) {
+			mes "[Berbayeff]";
+			mes "Clearly, I want to prove";
+			mes "the existence of that island to everyone...";
+			next;
+			mes "[Berbayeff]";
+			mes "If the island appears again,";
+			mes "I should certify its identity.";
+			mes "Would you like to try it?";
+			close;
+		}
+		else if (.@speak > 2 || .@speak < 6) {
+			mes "[Berbayeff]";
+			mes "The best way to find the";
+			mes "island is by direct contact";
+			mes "with a ship in the sea.";
+			next;
+			mes "[Berbayeff]";
+			mes "Me?";
+			mes "Of course I have a ship.";
+			mes "I am a fisherman afterall...";
+			next;
+			mes "[Berbayeff]";
+			mes "Ah, you do? You need...";
+			mes "a ship? Hm...too bad.";
+			mes "I can't lend my ship to you...";
+			next;
+			mes "[Berbayeff]";
+			mes "But maybe Mr. Ibanoff";
+			mes "can lend his ship to you";
+			mes "He likes going around";
+			mes "adventuring like me.";
+			mes "He seems to enjoy his youth...";
+			next;
+			mes "[Berbayeff]";
+			mes "Mr. Ibanoff also traveled and";
+			mes "adventured all over the world";
+			mes "like you, so he might understand";
+			mes "your sentiments well.";
+			next;
+			mes "[Berbayeff]";
+			mes "If you want to find the island";
+			mes "by ship, go to Mr. Ibanoff";
+			mes "and ask for a favor.";
+			close;
+		}
+		else {
+			mes "um...What a beautiful day?";
+			mes "Hahahahahaha...";
+			close;
+		}
+	}
+	else if (mos_whale_edq > 12 && mos_whale_edq < 42) {
+		emotion e_omg;
+		mes "[Berbayeff]";
+		mes "Are you serious? Did you say";
+		mes "you've found The Moving Island?";
+		next;
+		emotion e_no1;
+		mes "[Berbayeff]";
+		mes "The legend is true!!";
+		mes "I was right, wasn't I?";
+		mes "You must be a great adventurer.";
+		close;
+	}else{
+		mes "[Berbayeff]";
+		mes "Welcome to Moscovia.";
+		mes "What's your impression thus far?";
+		mes "Looks gorgeous, huh?";
+		next;
+		mes "[Berbayeff]";
+		mes "Most travelers and strangers";
+		mes "like our village.";
+		mes "I want you to visit places here and";
+		mes "there. You'll probably love this town.";
+		close;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Mr. Ibanoff - Docks
+//----------------------------------------------------------------------------
+moscovia,135,49,5	script	Mr. Ibanoff#npc	964,{
+	if (mos_whale_edq == 1 || mos_whale_edq == 2) {
+		mes "["+strcharinfo(0)+"]";
+		mes "Hello. Are you Mr. Ibanoff?";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Yes. I am Mr. Ibanoff.";
+		mes "What's up?";
+		next;
+		if(select("Tell me an adventure story.:Lend me your ship.") == 1) {
+			mes "[Mr. Ibanoff]";
+			mes "You are an adventurer, right?";
+			mes "You come from a strange land?";
+			mes "Well, well, well...";
+			mes "You are welcome here.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "When I adventured around";
+			mes "Rune Midgarts, maybe it was";
+			mes "well before you were born.";
+			mes "Ah... I miss those days...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Now, I'm so tired;";
+			mes "my body and my heart.";
+			mes "I get reminded of fond";
+			mes "memories just by looking at the sea...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Um... Stories...";
+			mes "What to talk about first?";
+			mes "Right, I'll talk about that time I";
+			mes "fought against a huge flock of Porings...";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Hahaha...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "You'll be happy that you";
+			mes "listened to the adventure story.";
+			mes "Well, well, well...";
+			mes "When I was 24 years old...";
+			mes "My colleagues and I were passing by";
+			mes "a forest near Payon...";
+			next;
+			mes "when...";
+			next;
+			mes "and....";
+			next;
+			mes "then.....";
+			next;
+			mes "Finally......";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "I did a very good";
+			mes "job in the fight, so";
+			mes "my colleagues and I were";
+			mes "able to get back safely.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "What did you think?";
+			mes "Next... Let's talk about";
+			mes "the haunting of a Goblin mob...!";
+			next;
+			if(select("I'll listen next time...:Interesting. Keep talking.") == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "If not...Ooo, I can just";
+				mes "keep going and going...";
+				mes "No? Too bad... Hehe...";
+				mes "Let's talk next time.";
+				close;
+			}
+			mes "[Mr. Ibanoff]";
+			mes "Yeah? Ohohoh... my friend,";
+			mes "we are in sync with each other...!";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Ok, this time I'll talk";
+			mes "about the bloody fight at the";
+			mes "haunting of a Goblin mob...";
+			next;
+			mes "You see...";
+			next;
+			mes "and....";
+			next;
+			mes "also.....";
+			next;
+			mes "Lastly......";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "So, the day's great bloody";
+			mes "fight was over like that...";
+			mes "Ohwee...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Hah! You are the first";
+			mes "to listen carefully to";
+			mes "my stories, for a long time.";
+			mes "Feels so good...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "You absolutely have talent,";
+			mes "as a great adventurer.";
+			mes "You can become a good friend to me.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Next time, we talk about your";
+			mes "adventure story... eh? ~";
+			mes "If you ever need anything,";
+			mes "come talk to me whenever, hahaha!";
+			set mos_whale_edq,2;
+			close;
+		}
+		if (mos_whale_edq == 2) {
+			mes "[Mr. Ibanoff]";
+			mes "Ah! The good listener!";
+			mes "What will you do if you";
+			mes "borrow my ship? I wonder...";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "I'm going to adventure out";
+			mes "to sea, to find a moving";
+			mes "island which has brought";
+			mes "many a legend to this neighboring village.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "The Moving Island?";
+			mes "I have never seen that really...";
+			mes "You are young! Hawhawhaw!";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "I hope that you find";
+			mes "the island without fail,";
+			mes "and that you bring back";
+			mes "surprising news to us!";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Let it be so!";
+			mes "First, I should check";
+			mes "the state of the ship...";
+			mes "You have some work to do,";
+			mes "if you want to help me.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "She has not floated";
+			mes "for a long time,";
+			mes "so we should check";
+			mes "and repair the parts";
+			mes "that power her up.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Preparing the tools for repairs, in";
+			mes "this place, takes several days...";
+			mes "if you can possibly prepare them.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "The materials needed are:";
+			mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "When you've prepared all the";
+			mes "materials, bring them to me. I'll";
+			mes "repair the ship.";
+			set mos_whale_edq,3;
+			close;
+		}else{
+			emotion e_ag;
+			mes "[Mr. Ibanoff]";
+			mes "You want to borrow";
+			mes "my ship so spontaneously??";
+			mes "I don't even know you!!";
+			mes "You are more rude than you look.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "I don't know, how you know";
+			mes "that I have a ship...";
+			mes "Anyway, I can't lend my ship";
+			mes "willingly to strangers.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 3) {
+		mes "[Mr. Ibanoff]";
+		mes "Did you bring all the materials?";
+		mes "If we have all the materials,";
+		mes "we can prepare for departure!";
+		next;
+		if (countitem(7167) > 9 && countitem(7317) > 9 && countitem(7325) > 4 && countitem(7312) > 9) {
+			mes "[Mr. Ibanoff]";
+			mes "Oh! You got the all materials.";
+			mes "It's enough.";
+			next;
+			delitem 7167,10; //Mystery_Iron_Bit
+			delitem 7317,10; //Screw
+			delitem 7325,5; //Tube
+			delitem 7312,10; //Jubilee
+			set mos_whale_edq,4;
+			mes "[Mr. Ibanoff]";
+			mes "Okay, we are at the ready.";
+			mes "When would you like to depart?";
+			mes "I'll say one thing...";
+			mes "It's difficult to keep this";
+			mes "ship afloat after the sun has set.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "In these neighboring waters,";
+			mes "there are many raging waves.";
+			mes "After the sun sets, the tide does";
+			mes "not get any easier... even for an";
+			mes "expert seaman.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Remember, the poor condition of";
+			mes "this ship also factors when";
+			mes "attempting to plow through the";
+			mes "raging waves.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "If you are ready to depart, talk to";
+			mes "me before the sun sets.";
+			close;
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "These materials are insufficient.";
+			mes "Perhaps you forgot some of them?";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "The materials needed are:";
+			mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 4) {
+		mes "[Mr. Ibanoff]";
+		mes "Oh. Are you ready to depart?";
+		mes "Good, let's see...";
+		next;
+		if (gettime(3)>=7 && gettime(3)<20) {
+			mes "[Mr. Ibanoff]";
+			mes "Hmm. It's not a bad time.";
+			mes "We should hurry up";
+			mes "before the sun sets.";
+			mes "The ship is prepared already";
+			mes "at a dock nearby, so we can depart";
+			mes "right away.";
+			close2;
+			warp "mosk_ship",94,110;
+			end;
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Gee. The sun has already set.";
+			mes "It's too dangerous to depart";
+			mes "at night because of the waves";
+			mes "getting too rugged.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "When the sun rises again tomorrow,";
+			mes "you can come back. We can't depart";
+			mes "right now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq > 4 && mos_whale_edq < 15) {
+		mes "[Mr. Ibanoff]";
+		mes "That last sailing was tough...";
+		mes "But, all adventures";
+		mes "are like that...";
+		mes "Hahaha!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "If you keep a mind to";
+		mes "depart again... tell me";
+		mes "before the sun sets.";
+		mes "while the sun rises.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Will you depart?";
+		next;
+		if(select("I'm not ready.:Let's go.") == 1) {
+			mes "[Mr. Ibanoff]";
+			mes "When you are ready to depart, tell me.";
+			close;
+		}
+		if (gettime(3)>=7 && gettime(3)<20) {
+			set mos_whale_edq,4;
+			mes "[Mr. Ibanoff]";
+			mes "Hmm. It's not a bad time.";
+			mes "We should hurry up";
+			mes "before the sun sets.";
+			mes "The ship is prepared already";
+			mes "at a dock nearby, so we can depart";
+			mes "right away.";
+			close2;
+			warp "mosk_ship",94,110;
+			end;
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Gee. The sun has already set.";
+			mes "It's too dangerous to depart";
+			mes "at night because of the waves";
+			mes "getting too rugged.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "When the sun rises again tomorrow,";
+			mes "you can come back. We can't depart";
+			mes "right now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 15) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey you... You are alive!";
+		mes "When you were swept away by the";
+		mes "waves, I thought that was the last";
+		mes "I would ever see of you!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Anyway, where were you all this time?";
+		next;
+		select("Explain the whole story.");
+			mes "[Mr. Ibanoff]";
+			mes "Oh... that's really marvelous.";
+			mes "Well I never...";
+			mes "The island truly exists...?";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "What's more...";
+			mes "The island is not an island?!?";
+			mes "It's a gigantic whale???";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "And trees grow... and water";
+			mes "streams... along the whale's";
+			mes "back!!?";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "That's unbelievable!";
+			mes "The most marvelous incident I have";
+			mes "ever heard in my lifetime!";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Also, I am surprised at the";
+			mes "presence of an aged person on Whale";
+			mes "Island!";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "He must be a man strong in";
+			mes "spirit... with experience and high";
+			mes "discipline.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "The story of the island has";
+			mes "advanced enough until this part.";
+			mes "Why don't you announce your";
+			mes "findings to our dearest Csar";
+			mes "and receive aid to find Whale";
+			mes "Island?";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Our dear Csar likes it very";
+			mes "much to hear stories about";
+			mes "valuable things, so if he";
+			mes "listens to your story, he may give";
+			mes "you a prize...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "And if you have any plans to go";
+			mes "back to the island, I want to go";
+			mes "together with you! Eh? Hahaha!";
+			set mos_whale_edq,16;
+			close;
+	}
+	else if (mos_whale_edq > 15 && mos_whale_edq < 18) {
+		mes "[Mr. Ibanoff]";
+		mes "If our dear Csar listens to this";
+		mes "kind of story, he would find it a";
+		mes "pleasure.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "He might even give you a prize...";
+		close;
+	}
+	else if (mos_whale_edq == 18) {
+		mes "[Mr. Ibanoff]";
+		mes "Hm. Our dear Csar requested";
+		mes "evidence of the whale island?...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "That may prove a little";
+		mes "difficult...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Do you have a guarantee that you";
+		mes "can find Whale Island again?";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "I think you won't give up.";
+		mes "How about if we depart";
+		mes "once more, and I will gladly help";
+		mes "you find Whale Island!";
+		next;
+		if(select("Try again to find Whale Island.:Give up.") == 1) {
+			mes "[Mr. Ibanoff]";
+			mes "That does it! I expected it.";
+			mes "I knew you weren't the type to give up an adventure!";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "Again, let's get the ship ready and sail before the sun sets!";
+			set mos_whale_edq,19;
+			close;
+		}
+		mes "[Mr. Ibanoff]";
+		mes "I see...";
+		mes "Even though you like adventure,";
+		mes "it might be impossible to find";
+		mes "Whale Island again...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "If you change your mind,";
+		mes "anytime, come tell me.";
+		mes "Frankly, I would love to see you";
+		mes "prove the existence of Whale Island";
+		mes "to our dear Csar.";
+		close;
+	}
+	else if (mos_whale_edq == 19) {
+		mes "[Mr. Ibanoff]";
+		mes "Oh! Are you ready to depart?";
+		next;
+		if(select("I'm not ready.:Let's go.") == 1) {
+			mes "[Mr. Ibanoff]";
+			mes "When you are ready to depart, tell me.";
+			close;
+		}
+		if (gettime(3)>=7 && gettime(3)<20) {
+			mes "[Mr. Ibanoff]";
+			mes "Hmm. It's not a bad time.";
+			mes "We should hurry up";
+			mes "before the sun sets.";
+			mes "The ship is prepared already";
+			mes "at a dock nearby, so we can depart";
+			mes "right away.";
+			close2;
+			warp "mosk_ship",94,110;
+			end;
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Gee. The sun has already set.";
+			mes "It's too dangerous to depart";
+			mes "at night because of the waves";
+			mes "getting too rugged.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "When the sun rises again tomorrow,";
+			mes "you can come back. We can't depart";
+			mes "right now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq > 19 && mos_whale_edq < 32) {
+		mes "[Mr. Ibanoff]";
+		mes "What a surprise!!";
+		mes "Where have you been??";
+		mes "I was worried that you had";
+		mes "disappeared forever!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "I don't care... Wherever you have";
+		mes "been, it's very good to see you";
+		mes "again.";
+		set mos_whale_edq,19;
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "I can guess you'd like to go to";
+		mes "Whale Island once again...";
+		next;
+		if (gettime(3)>=7 && gettime(3)<20) {
+			mes "[Mr. Ibanoff]";
+			mes "Hmm. It's not a bad time.";
+			mes "We should hurry up";
+			mes "before the sun sets.";
+			mes "The ship is prepared already";
+			mes "at a dock nearby, so we can depart";
+			mes "right away.";
+			close2;
+			warp "mosk_ship",94,110;
+			end;
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Gee. The sun has already set.";
+			mes "It's too dangerous to depart";
+			mes "at night because of the waves";
+			mes "getting too rugged.";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "When the sun rises again tomorrow,";
+			mes "you can come back. We can't depart";
+			mes "right now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 32) {
+		mes "[Mr. Ibanoff]";
+		mes "Oh. You came back!";
+		mes "So, how did you do?";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "You say...";
+		mes "If you bring the materials, the old";
+		mes "man makes the instrument...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "And he promised that he won't move";
+		mes "the island until you go back";
+		mes "again...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "I see. I remember the exact";
+		mes "directions. Let's leave";
+		mes "immediately, as soon as you are";
+		mes "ready.";
+		set mos_whale_edq,33;
+		close;
+	}
+	else if (mos_whale_edq > 32 && mos_whale_edq < 39) {
+		mes "[Mr. Ibanoff]";
+		mes "Oh. Did you get all the";
+		mes "materials you needed?";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "If so, do you want to go now?";
+		next;
+		if(select("Not yet.:Let's go.") == 1) {
+			mes "[Mr. Ibanoff]";
+			mes "I see. I will wait.";
+			close;
+		}
+		mes "[Mr. Ibanoff]";
+		mes "Ok, let's go!";
 		close2;
-		warp "mosk_dun02",165,30;
+		warp "mosk_fild01",93,94;
 		end;
 	}
-	mes "-Chose to return-";
-	close;
-}	
+	else if (mos_whale_edq > 38 && mos_whale_edq < 41) {
+		mes "[Mr. Ibanoff]";
+		mes "Finally, everything has ended";
+		mes "successfully. With this, I add 1";
+		mes "more page to my... no, OUR adventure story!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Someday, I want to have another";
+		mes "chance to have another fantastic";
+		mes "adventure with a person like you!";
+		close;
+	}
+	else if (mos_whale_edq == 41) {
+		mes "[Mr. Ibanoff]";
+		mes "I heard that you played a great";
+		mes "performance, with the instrument";
+		mes "from Whale Island, at the Imperial";
+		mes "Palace. Eh? You must have quite the talent!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Finally, everything has ended";
+		mes "successfully. With this, I add 1";
+		mes "more page to my... no, OUR adventure story!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Someday, I want to have another";
+		mes "chance to have another fantastic";
+		mes "adventure with a person like you!";
+		close;
+	}
+	else if (mos_whale_edq > 90 && mos_whale_edq < 100) {
+		mes "[Mr. Ibanoff]";
+		mes "What's going on?";
+		mes "You should ride a ship now? Let's ready to leave hurry up.";
+		set mos_whale_edq,4;
+		close;
+	}
+	else if (mos_whale_edq > 200 && mos_whale_edq < 300) {
+		mes "[Mr. Ibanoff]";
+		mes "What's going on?";
+		mes "You should ride a ship now? Let's ready to leave hurry up.";
+		set mos_whale_edq,19;
+		close;
+	}
+	else{
+		mes "[Mr. Ibanoff]";
+		mes "You are also an adventurer from another province. I also was a great adventurer.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!";
+		close;
+	}
+}
 
-mosk_dun02,168,28,0	script	Stone#mosk2	111,{
+//----------------------------------------------------------------------------
+// Mr. Ibanoff - Ship
+//----------------------------------------------------------------------------
+mosk_ship,98,110,3	script	Mr. Ibanoff#npc2	964,{
+	if (mos_whale_edq == 4) {
+		mes "[Mr. Ibanoff]";
+		mes "What a time for sailing!";
+		mes "The wind of the sea is so cool.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "You didn't have to accompany me";
+		mes "through this dangerous sailing...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Such as I am, I know the";
+		mes "sea a lot better than you!";
+		mes "And this ship has been my";
+		mes "friend through all my life!";
+		mes "I wouldn't abandon a friend.";
+		mes "Would you? ~";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "I will order you where to go, by";
+		mes "watching the seas.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "You just adjust the direction of";
+		mes "the rudder by following my orders.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "At first, hold the rudder to go";
+		mes "forward, to the east.";
+		set mos_whale_edq,5;
+		close;
+	}
+	else if (mos_whale_edq == 5) {
+		mes "[Mr. Ibanoff]";
+		mes "Keep the direction by holding the";
+		mes "rudder to move forward to the";
+		mes "East.";
+		close;
+	}
+	else if (mos_whale_edq == 6) {
+		set .@ship1,rand(1,4);
+		if (.@ship1 == 3) {
+			mes "[Mr. Ibanoff]";
+			mes "Hm. The sea currents have changed.";
+			mes "Adjust the rudder forward to the";
+			mes "North, to follow the currents.";
+			set mos_whale_edq,7;
+			close;
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Nothing yet... Nothing has changed";
+			mes "in the flow of water. There is";
+			mes "nothing to note...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "We had better keep sailing on this";
+			mes "heading for now.";
+			close;
+		}
+	}
+	else if ($@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "North, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+		set .@ship1,rand(1,3);
+		if (.@ship1 == 3) {
+			set .@ship2,rand(1,4);
+			if (.@ship2 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "East, to follow the currents.";
+				set mos_whale_edq,91;
+				close;
+			}
+			else if (.@ship2 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "West, to follow the currents.";
+				set mos_whale_edq,92;
+				close;
+			}
+			else if (.@ship2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "South, to follow the currents.";
+				set mos_whale_edq,93;
+				close;
+			}
+			else if (.@ship2 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "North, to follow the currents.";
+				set mos_whale_edq,94;
+				close;
+			}
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Nothing yet... Nothing has changed";
+			mes "in the flow of water. There is";
+			mes "nothing to note...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "We had better keep sailing on this heading for now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "East, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "West, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "South, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "North, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 10 && $@mos1_edq == 0) {
+		set .@ship1,rand(1,3);
+		if (.@ship1 == 2) {
+			set .@ship2,rand(1,4);
+			if (.@ship2 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "East, to follow the currents.";
+				set mos_whale_edq,91;
+				close;
+			}
+			else if (.@ship2 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "West, to follow the currents.";
+				set mos_whale_edq,92;
+				close;
+			}
+			else if (.@ship2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "South, to follow the currents.";
+				set mos_whale_edq,93;
+				close;
+			}
+			else if (.@ship2 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "North, to follow the currents.";
+				set mos_whale_edq,94;
+				close;
+			}
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Nothing yet... Nothing has changed";
+			mes "in the flow of water. There is";
+			mes "nothing to note...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "We had better keep sailing on this heading for now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 11) {
+		mes "[Mr. Ibanoff]";
+		mes "Look... Beyond the sea!";
+		mes "Do you see something moving";
+		mes "mysteriously?";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Heheh... What is...";
+		mes "that... Hey! You...";
+		mes "Go around the deck to look more";
+		mes "carefully! Go!";
+		set mos_whale_edq,12;
+		donpcevent "#findship::OnEnable";
+		close;
+	}
+	else if (mos_whale_edq == 12) {
+		mes "[Mr. Ibanoff]";
+		mes "What are you doing...? Go around";
+		mes "the deck to look more carefully!";
+		mes "Go!";
+		donpcevent "#findship::OnEnable";
+		close;
+		return;
+	}
+	else if (mos_whale_edq == 19) {
+		mes "[Mr. Ibanoff]";
+		mes "This time, I hope to find that";
+		mes "whale island again without any";
+		mes "incidents...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "The method is the same as before.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "I will order you where to go, by";
+		mes "watching the seas.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "You just adjust the direction of";
+		mes "the rudder by following my orders.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "At first, hold the rudder to go";
+		mes "forward, to the east.";
+		set mos_whale_edq,20;
+		close;
+	}
+	else if (mos_whale_edq == 20) {
+		mes "[Mr. Ibanoff]";
+		mes "Keep the direction by holding the";
+		mes "rudder to move forward to the";
+		mes "East.";
+		close;
+	}
+	else if (mos_whale_edq == 21) {
+		set .@ship1,rand(1,3);
+		if (.@ship1 == 2) {
+			mes "[Mr. Ibanoff]";
+			mes "Hm. The sea currents have changed.";
+			mes "Adjust the rudder forward to the";
+			mes "North, to follow the currents.";
+			set mos_whale_edq,22;
+			close;
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Nothing yet... Nothing has changed";
+			mes "in the flow of water. There is";
+			mes "nothing to note...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "We had better keep sailing on this heading for now.";
+			close;
+		}
+	}
+	else if ($@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "North, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+		set .@ship1,rand(1,5);
+		if (.@ship1 == 3) {
+			set .@ship2,rand(1,4);
+			if (.@ship2 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "East, to follow the currents.";
+				set mos_whale_edq,241;
+				close;
+			}
+			else if (.@ship2 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "West, to follow the currents.";
+				set mos_whale_edq,242;
+				close;
+			}
+			else if (.@ship2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "South, to follow the currents.";
+				set mos_whale_edq,243;
+				close;
+			}
+			else if (.@ship2 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "North, to follow the currents.";
+				set mos_whale_edq,244;
+				close;
+			}
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Nothing yet... Nothing has changed";
+			mes "in the flow of water. There is";
+			mes "nothing to note...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "We had better keep sailing on this heading for now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "East, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "West, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "East, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey!";
+		mes "Did you not hear me?";
+		mes "Change the rudder forward to the";
+		mes "East, and follow the currents!";
+		close;
+	}
+	else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
+		set .@ship1,rand(1,4);
+		if (.@ship1 == 3) {
+			set .@ship2,rand(1,4);
+			if (.@ship2 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "East, to follow the currents.";
+				set mos_whale_edq,241;
+				close;
+			}
+			else if (.@ship2 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "West, to follow the currents.";
+				set mos_whale_edq,242;
+				close;
+			}
+			else if (.@ship2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "South, to follow the currents.";
+				set mos_whale_edq,243;
+				close;
+			}
+			else if (.@ship2 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "Hm. The sea currents have changed.";
+				mes "Adjust the rudder forward to the";
+				mes "North, to follow the currents.";
+				set mos_whale_edq,244;
+				close;
+			}
+		}else{
+			mes "[Mr. Ibanoff]";
+			mes "Nothing yet... Nothing has changed";
+			mes "in the flow of water. There is";
+			mes "nothing to note...";
+			next;
+			mes "[Mr. Ibanoff]";
+			mes "We had better keep sailing on this heading for now.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 26) {
+		mes "[Mr. Ibanoff]";
+		mes "Look there!";
+		mes "There is a moving island!";
+		mes "We have done well!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Oh...my...";
+		mes "It really is there...";
+		mes "A whale! It's unbelievable!";
+		mes "It is as true as that...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "I feel I can go anywhere with you!";
+		mes "Even through impossible things!";
+		mes "Haha! You are a friend who brings";
+		mes "good luck.";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Okay, now that you have landed on";
+		mes "the island, I have to go back...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "If another wave crashes against";
+		mes "this boat, I feel she might break";
+		mes "into pieces!";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Good luck. I hope you";
+		mes "can return without problems.";
+		mes "I will pray for you.";
+		mes "See you next time.";
+		set mos_whale_edq,30;
+		close2;
+		warp "mosk_fild01",93,94;
+		end;
+	}
+	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Don't adjust wheels now.";
+		mes "You can do that under my direction.";
+		close;
+	}
+	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Don't adjust wheels now.";
+		mes "You can do that under my direction.";
+		close;
+	}
+	else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We must first repulse the";
+		mes "monsters!";
+		close;
+	}
+	else{
+		mes "[Mr. Ibanoff]";
+		mes "What? How did you get on";
+		mes "this ship?? You... No.";
+		mes "I'll forgive you this once, but go";
+		mes "back now.";
+		close2;
+		warp "moscovia",163,55;
+		end;
+	}
+}
 
-	mes "^009900-Square-shaped rocks on the surface";
-	mes "are engraved on the characters.-^000000";
-	next;
-	mes "^3333FF~The person who advances, instead of being hurt.";
-	mes "Courage is received.";
-	mes "As for the person who returns how long.";
-	mes "it probably is safe.";
-	mes "As for the person who is courage advancing,";
-	mes "That's not good to be back.~^000000";
-	next;
-	if (select("Forward:Return") == 1) {
-		mes "-Chose to go-";
+//----------------------------------------------------------------------------
+// Rudder
+//----------------------------------------------------------------------------
+mosk_ship,101,111,4	script	rudder#ship	111,{
+	if (mos_whale_edq == 5) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			mes "[Mr. Ibanoff]";
+			mes "Good. Firstly, we should";
+			mes "keep heading east this way.";
+			mes "When I give the order,";
+			mes "please adjust the rudder again.";
+			set mos_whale_edq,6;
+			close;
+			break;
+		case 2:
+			mes "[Mr. Ibanoff]";
+			mes "I said that we should go East!";
+			mes "You should sail in the right";
+			mes "direction! To the east!";
+			close;
+			break;
+		case 3:
+			mes "[Mr. Ibanoff]";
+			mes "I said that we should go East!";
+			mes "You should sail in the right";
+			mes "direction! To the east!";
+			close;
+			break;
+		case 4:
+			mes "[Mr. Ibanoff]";
+			mes "I said that we should go East!";
+			mes "You should sail in the right";
+			mes "direction! To the east!";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 4) {
+		mes "[Mr. Ibanoff]";
+		mes "You don't have to adjust the rudder for now.";
+		mes "Wait for my direction.";
+		close;
+	}
+	else if (mos_whale_edq == 6) {
+		mes "[Mr. Ibanoff]";
+		mes "Do not yet adjust the rudder.";
+		mes "Only when I order you to,";
+		mes "you adjust the rudder.";
+		close;
+	}
+	else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,5);
+			if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,5);
+			}
+			else if (.@ship_mon1 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,5);
+			if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,5);
+			}
+			else if (.@ship_mon1 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,5);
+			if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,5);
+			}
+			else if (.@ship_mon1 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 4:
+			mes "[Mr. Ibanoff]";
+			mes "Good. Firstly, we should";
+			mes "Keep heading north this way.";
+			mes "When I give the order,";
+			mes "please adjust the rudder again.";
+			set mos_whale_edq,8;
+			close;
+		}
+	}
+	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Do not yet adjust the rudder.";
+		mes "Only when I order you to,";
+		mes "you adjust the rudder.";
+		close;
+	}
+	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon2,rand(1,4);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading east this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,11;
+				donpcevent "Baehideun3#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading east this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,10;
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,4);
+			if (.@sship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				close;
+			}
+		}
+	}
+	else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon2,rand(1,4);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading west this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,11;
+				donpcevent "Baehideun3#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading west this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,10;
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				close;
+			}
+		}
+	}
+	else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon2,rand(1,4);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading south this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,11;
+				donpcevent "Baehideun3#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading south this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,10;
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				close;
+			}
+		}
+	}
+	else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon2,rand(1,4);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading north this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,11;
+				donpcevent "Baehideun3#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading north this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,10;
+				close;
+			}
+		}
+	}
+	else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 11 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq > 10 && mos_whale_edq < 13) {
+		mes "[Mr. Ibanoff]";
+		mes "Look... Beyond the sea!";
+		mes "Do you see something moving";
+		mes "mysteriously?";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Heheh... What is...";
+		mes "that... Hey! You...";
+		mes "Go around the deck to look more";
+		mes "carefully! Go!";
+		close;
+	}
+	else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 20) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			mes "[Mr. Ibanoff]";
+			mes "Good. Firstly, we should";
+			mes "Keep heading east this way.";
+			mes "When I give the order,";
+			mes "please adjust the rudder again.";
+			set mos_whale_edq,21;
+			close;
+			break;
+		case 2:
+			mes "[Mr. Ibanoff]";
+			mes "I said that we should go East!";
+			mes "You should sail in the right";
+			mes "direction! To the east!";
+			close;
+			break;
+		case 3:
+			mes "[Mr. Ibanoff]";
+			mes "I said that we should go East!";
+			mes "You should sail in the right";
+			mes "direction! To the east!";
+			close;
+			break;
+		case 4:
+			mes "[Mr. Ibanoff]";
+			mes "I said that we should go East!";
+			mes "You should sail in the right";
+			mes "direction! To the east!";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 21) {
+		mes "[Mr. Ibanoff]";
+		mes "Do not yet adjust the rudder.";
+		mes "Only when I order you to,";
+		mes "you adjust the rudder.";
+		close;
+	}
+	else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 4) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 4:
+			mes "[Mr. Ibanoff]";
+			mes "Good. Firstly, we should";
+			mes "Keep heading north this way.";
+			mes "When I give the order,";
+			mes "please adjust the rudder again.";
+			set mos_whale_edq,23;
+			close;
+		}
+	}
+	else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "Do not yet adjust the rudder.";
+		mes "Only when I order you to,";
+		mes "you adjust the rudder.";
+		close;
+	}
+	else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon2,rand(1,5);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading east this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,26;
+				donpcevent "Baehideun4#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading east this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,25;
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go East!";
+				mes "You should sail in the right";
+				mes "direction! To the east!";
+				close;
+			}
+		}
+	}
+	else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon2,rand(1,5);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading west this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,26;
+				donpcevent "Baehideun4#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading west this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,25;
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go West!";
+				mes "You should sail in the right";
+				mes "direction! To the west!";
+				close;
+			}
+		}
+	}
+	else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon2,rand(1,5);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading south this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,26;
+				donpcevent "Baehideun4#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading south this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,25;
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go South!";
+				mes "You should sail in the right";
+				mes "direction! To the south!";
+				close;
+			}
+		}
+	}
+	else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
+		mes "Which way?";
+		next;
+		switch(select("East:West:South:North")) {
+		case 1:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 2:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 3:
+			set .@ship_mon1,rand(1,4);
+			if (.@ship_mon1 == 1) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun1#ship::OnEnable";
+				close;
+				set .@ship_mon1,rand(1,4);
+			}
+			else if (.@ship_mon1 == 2) {
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Oh no! Monsters have appeared!";
+				mes "Let's get ready to fight! Hurry!";
+				set $@mos1_edq,$@mos1_edq+1;
+				donpcevent "Baehideun2#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "I said that we should go North!";
+				mes "You should sail in the right";
+				mes "direction! To the north!";
+				close;
+			}
+			break;
+		case 4:
+			set .@ship_mon2,rand(1,5);
+			if (.@ship_mon2 == 3) {
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading north this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Wait! Something has appeared in front of us...";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Monsters!!!";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "These monsters are like none I have";
+				mes "ever encountered! Be careful! We";
+				mes "must repulse these monsters!";
+				set $@mos1_edq,$@mos1_edq+1;
+				set mos_whale_edq,26;
+				donpcevent "Baehideun4#ship::OnEnable";
+				close;
+			}else{
+				mes "[Mr. Ibanoff]";
+				mes "Good. Firstly, we should";
+				mes "Keep heading north this way.";
+				mes "When I give the order,";
+				mes "please adjust the rudder again.";
+				set mos_whale_edq,25;
+				close;
+			}
+		}
+	}
+	else if ($@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
+		mes "[Mr. Ibanoff]";
+		mes "You can adjust the rudder,";
+		mes "under my direction.";
+		close;
+	}
+	else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
+		mes "[Mr. Ibanoff]";
+		mes "We should make sure to kill any";
+		mes "monsters onboard.";
+		close;
+	}
+	else if (mos_whale_edq == 26) {
+		mes "[Mr. Ibanoff]";
+		mes "Hey! Listen to what I am saying.";
+		mes "How come you go there without my";
+		mes "permission...";
+		next;
+	}
+	else{
+		mes "[Mr. Ibanoff]";
+		mes "What? How did you get on";
+		mes "this ship?? You... No.";
+		mes "I'll forgive you this once, but go";
+		mes "back now.";
+		close2;
+		//set mos_whale_edq,4; lol, why is this here?
+		warp "moscovia",162,56;
+		end;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Aged Stranger - Whale Island
+//----------------------------------------------------------------------------
+mosk_fild01,86,104,3	script	Aged Stranger#npc	963,{
+	if (checkweight(1201,1) == 0 ) {
+		mes "[Aged Stranger]";
+		mes "You're carrying too many items.";
+		mes "Please come after using kafra service.";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "[Aged Stranger]";
+		mes "You're carrying too many items.";
+		mes "Please come after using kafra service.";
+		close;
+	}
+	if (mos_whale_edq == 13) {
+		mes "[Aged Stranger]";
+		mes "Oh, your awake.";
+		mes "How do you feel? Are you ok??";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Hm... where..is...";
+		mes "Eck! What happened...?";
+		next;
+		mes "[Aged Stranger]";
+		mes "Well... You were a bit";
+		mes "of a surprise! I haven't";
+		mes "talked for a long time...";
+		mes "with a person who lives on dry";
+		mes "land.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Where am I?";
+		mes "Who are you old man?";
+		next;
+		mes "[Aged Stranger]";
+		mes "This is... well...";
+		mes "What can I say...";
+		mes "This is called a moving island, by";
+		mes "most people.";
+		next;
+		mes "[Aged Stranger]";
+		mes "This is a small island that only I inhabit.";
+		next;
+		mes "[Aged Stranger]";
+		mes "I call it...";
+		mes "Whale Island.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "This place is very famously known";
+		mes "as The Moving Island! But... This";
+		mes "island is... Maybe...";
+		next;
+		mes "[Aged Stranger]";
+		mes "Now do you get it? Hahaha!";
+		mes "Right. We are standing on";
+		mes "the back of a gigantic whale!";
+		mes "That's why I call it Whale Island!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "How...? How is it possible";
+		mes "that the water flows in streams";
+		mes "here? And trees grow! On the";
+		mes "whale's back!?!";
+		next;
+		mes "[Aged Stranger]";
+		mes "Heheheh. This is an island";
+		mes "of legend. Right now you are";
+		mes "experiencing greatness! Hahahaha!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Are you a real person?";
+		next;
+		mes "[Aged Stranger]";
+		mes "Heheh, as you can see,";
+		mes "I am just an aged man.";
+		mes "I've simply spent my lifetime here";
+		mes "leisurely, by breaking off";
+		mes "relations with any unworldly life.";
+		next;
+		mes "[Aged Stranger]";
+		mes "Okay, now you get yourself";
+		mes "together. I will send you back to";
+		mes "dry land. If you don't go back";
+		mes "soon, some people may worry.";
+		next;
+		soundeffect "mos_gusli1.wav",0;
+		mes "-The island starts to move slowly";
+		mes "when the old man plays an";
+		mes "unfamiliar instrument...-";
+		next;
+		mes "[Aged Stranger]";
+		mes "In a few minutes, you will go back";
+		mes "to the land from whence you came.";
+		mes "You can relax.";
+		next;
+		mes "-The old man starts to play";
+		mes "his instrument, with eyes closed.";
+		mes "He is unresponsive...";
+		mes "like having fallen into a world";
+		mes "only his own.-";
+		set mos_whale_edq,14;
+		close2;
+		donpcevent "#Island Control Tower::OnEnable";
+		end;
+	}
+	else if (mos_whale_edq == 14) {
+		soundeffect "mos_gusli1.wav",0;
+		mes "-The old man starts to play";
+		mes "his instrument, with eyes closed.";
+		mes "He is unresponsive...";
+		mes "like having fallen into a world";
+		mes "only his own.-";
+		set mos_whale_edq,15;
+		close;
+	}
+	else if (mos_whale_edq == 15) {
+		mes "[Aged Stranger]";
+		mes "Hm... Almost there...";
+		mes "Young man, you will arrive back on";
+		mes "the mainland in a few minutes. Go carefully.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Old man, if I want to come back";
+		mes "here again, how can I do it?";
+		next;
+		mes "[Aged Stranger]";
+		mes "Hehe... Do you want to come here";
+		mes "again? Here? Where I live alone? In";
+		mes "this small island? You are";
+		mes "funny...";
+		next;
+		mes "[Aged Stranger]";
+		mes "If we are preordained to meet,";
+		mes "we will meet here again,";
+		mes "won't we? Heheheh...";
+		next;
+		mes "[Aged Stranger]";
+		mes "It's time to... well,";
+		mes "go back safely. Someday, if you";
+		mes "want to come again to meet me, you";
+		mes "can endure the same seas as last";
+		mes "time. I won't stop you. Hehehe.";
+		close2;
+		warp "moscovia",163,54;
+		end;
+	}
+	else if (mos_whale_edq == 30) {
+		mes "[Aged Stranger]";
+		mes "Hahaha... I didn't know that I";
+		mes "would meet you again! How did you";
+		mes "return?";
+		next;
+		select("Explain the whole story.");
+			mes "[Aged Stranger]";
+			mes "Hm... just like that?";
+			mes "Whoever hasn't come here directly";
+			mes "would expect you to return like";
+			mes "that. Well.";
+			next;
+			mes "[Aged Stranger]";
+			mes "I just wanted to spend the rest of";
+			mes "my life here, leisurely... I'm";
+			mes "interested in the world... but I'm";
+			mes "no match for it...";
+			next;
+			mes "[Aged Stranger]";
+			mes "Do not look sorry for me.";
+			mes "When you went back I didn't ask you";
+			mes "not to say anything about this";
+			mes "island to others.";
+			next;
+			mes "[Aged Stranger]";
+			mes "If I had decided to hide where";
+			mes "nobody can find... Well, you";
+			mes "needn't worry too much about that";
+			mes "now.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Anyway, are you troubled?";
+			mes "What are you going to do?";
+			next;
+			if(select("Think more.:Don't you have a way?") == 1) {
+				mes "[Aged Stranger]";
+				mes "Do that. Think carefully, the";
+				mes "answer is to be found...";
+				mes "Hoohoohoo!";
+				close;
+			}
+			mes "[Aged Stranger]";
+			mes "To bring the Csar here and show him";
+			mes "everything?!? It's difficult...";
+			next;
+			mes "[Aged Stranger]";
+			mes "An evidence of whale island...";
+			mes "That's all you need if only it";
+			mes "existed in this island...";
+			next;
+			soundeffect "mos_gusli1.wav",0;
+			mes "-The aged man closes his eyes and";
+			mes "starts to play his instrument, as";
+			mes "he falls in thought.-";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Old man, could you make one of";
+			mes "those instruments for me? That is a";
+			mes "marvelous thing that I've seen only";
+			mes "here.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Oh... That's a good idea.";
+			mes "There isn't an instrument like this";
+			mes "in all Moscovia! Absolutely...";
+			next;
+			mes "[Aged Stranger]";
+			mes "Hm... If you grent my request, I";
+			mes "will make this instrument for you.";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "What is your request?";
+			next;
+			mes "[Aged Stranger]";
+			mes "Just in time. I have always used";
+			mes "this instrument which is already";
+			mes "over 50 years old. The body is so";
+			mes "worn. It's not surprising that it's";
+			mes "falling apart...";
+			next;
+			mes "[Aged Stranger]";
+			mes "It is made with strings that only";
+			mes "exist in this place, but you can";
+			mes "get the other materials for it in";
+			mes "the mainland.";
+			next;
+			mes "[Aged Stranger]";
+			mes "If you bring the materials, I can";
+			mes "make a new one.";
+			next;
+			mes "[Aged Stranger]";
+			mes "The materials are ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+			next;
+			mes "[Aged Stranger]";
+			mes "I won't move the island, so you can";
+			mes "find it when you come back with the";
+			mes "materials.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Tell me whenever you're ready, and";
+			mes "I'll send you back to the";
+			mes "mainland.";
+			set mos_whale_edq,31;
+			close;
+	}
+	else if (mos_whale_edq == 31) {
+		mes "[Aged Stranger]";
+		mes "Okay, are you ready to go back to the mainland?";
+		next;
+		if(select("What are the materials?:I am ready.") == 1) {
+			mes "[Aged Stranger]";
+			mes "You should bring these materials:";
+			next;
+			mes "[Aged Stranger]";
+			mes "You should bring these materials:";
+			mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+			close;
+		}
+		mes "[Aged Stranger]";
+		mes "I see. If so, let's go.";
+		next;
+		mes "-The old man starts to play";
+		mes "his instrument, with eyes closed.";
+		mes "He is unresponsive...";
+		mes "like having fallen into a world";
+		mes "only his own.-";
+		set mos_whale_edq,32;
 		close2;
-		warp "mosk_dun01",201,269;
+		warp "moscovia",162,56;
+		end;
+	}
+	else if (mos_whale_edq == 33) {
+		mes "[Aged Stranger]";
+		mes "Oh... Did you get all the";
+		mes "materials?";
+		next;
+		if (countitem(7201) > 29 && countitem(7197) > 19 && countitem(7106) > 19 && countitem(7065) > 9) {
+			mes "[Aged Stranger]";
+			mes "You found the right materials.";
+			mes "Okay, I will start to make the";
+			mes "instrument.";
+			next;
+			delitem 7201,30; //Log
+			delitem 7197,20; //Tough_Vines
+			delitem 7106,20; //Goat's_Horn
+			delitem 7065,10; //Sea_Otter_Leather
+			set mos_whale_edq,34;
+			mes "[Aged Stranger]";
+			mes "Wait for a moment until I make the";
+			mes "instrument successfully.";
+			close;
+		}else{
+			mes "[Aged Stranger]";
+			mes "Ugh... We need more materials...";
+			mes "We need ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+			next;
+			mes "[Aged Stranger]";
+			mes "What will you do? Will you go back";
+			mes "to the mainland to find the";
+			mes "materials?";
+			next;
+			if(select("What are the materials?:I am ready.") == 1) {
+				mes "[Aged Stranger]";
+				mes "You should bring these materials:";
+				next;
+				mes "[Aged Stranger]";
+				mes "You should bring these materials:";
+				mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
+				close;
+			}
+			mes "[Aged Stranger]";
+			mes "I see. If so, let's go.";
+			next;
+			soundeffect "mos_gusli1.wav",0;
+			mes "-The old man starts to play";
+			mes "his instrument, with eyes closed.";
+			mes "He is unresponsive...";
+			mes "like having fallen into a world";
+			mes "only his own.-";
+			close2;
+			warp "moscovia",162,56;
+			end;
+		}
+	}
+	else if (mos_whale_edq == 34) {
+		set .@comple,rand(1,3);
+		if (.@comple == 2) {
+			mes "[Aged Stranger]";
+			mes "I have succeeded in making the";
+			mes "instrument! Here you are. It's yours.";
+			mes "This instrument is called a Gusli.";
+			mes "This is a traditional instrument";
+			mes "which comes from a faraway land of";
+			mes "the ancestors of Moscovia.";
+			getitem 2707,1;
+			set mos_whale_edq,35;
+			next;
+			mes "[Aged Stranger]";
+			mes "I am the last person who has";
+			mes "learned it in this land.";
+			next;
+			mes "[Aged Stranger]";
+			mes "So, indeed... This is a very";
+			mes "special item here, that only we";
+			mes "have.";
+			next;
+			mes "[Aged Stranger]";
+			mes "If you show this to the good Csar,";
+			mes "he can believe your story about the";
+			mes "island. Everything is going to be";
+			mes "well.";
+			next;
+			mes "So, what will you do now?";
+			next;
+			switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
+			case 1:
+				mes "[Aged Stranger]";
+				mes "You are my friend now,";
+				mes "and you have this instrument.";
+				mes "Whenever you want to come back";
+				mes "here again, just play the Gusli";
+				mes "at the docks of Moscovia.";
+				next;
+				mes "[Aged Stranger]";
+				mes "Even if it's difficult to play it";
+				mes "well, because you may not yet know";
+				mes "how to play it, it's not a problem.";
+				mes "Just make a sound.";
+				next;
+				mes "[Aged Stranger]";
+				mes "This island... this whale... can";
+				mes "perceive the sound of a Gusli from";
+				mes "an endless distance away.";
+				next;
+				mes "[Aged Stranger]";
+				mes "If you play this instrument,";
+				mes "wherever you are, I'll go to you";
+				mes "with this island. Only if you are a";
+				mes "friend... heheh.";
+				close;
+				break;
+			case 2:
+				mes "[Aged Stranger]";
+				mes "You really want to...";
+				mes "learn this instrument...";
+				mes "don't you?";
+				mes "Well... it's hard to learn";
+				mes "in such a short time...";
+				next;
+				mes "[Aged Stranger]";
+				mes "It's okay if you can't play this";
+				mes "instrument. I already made it for you.";
+				next;
+				mes "[Aged Stranger]";
+				mes "But I can teach you how";
+				mes "to play it anyway.";
+				mes "I can't be too sure, though";
+				mes "because I have never taught others.";
+				next;
+				mes "[Aged Stranger]";
+				mes "Okay. If you are ready to play the";
+				mes "Gusli, let me know.";
+				set mos_whale_edq,36;
+				close;
+				break;
+			case 3:
+				mes "[Aged Stranger]";
+				mes "I see. Okay, let's go.";
+				next;
+				mes "[Aged Stranger]";
+				mes "Whenever you want to come back here";
+				mes "again, play the Gusli at the docks";
+				mes "of Moscovia.";
+				next;
+				mes "[Aged Stranger]";
+				mes "Even if it's difficult to play it";
+				mes "well, because you may not yet know";
+				mes "how to play it, it's not a problem.";
+				mes "Just make a sound.";
+				next;
+				mes "[Aged Stranger]";
+				mes "This island... this whale... can";
+				mes "perceive the sound of a Gusli from";
+				mes "an endless distance away.";
+				next;
+				mes "[Aged Stranger]";
+				mes "If you play this instrument,";
+				mes "wherever you are, I'll go to you";
+				mes "with this island. Only if you are a";
+				mes "friend... heheh.";
+				next;
+				soundeffect "mos_gusli1.wav",0;
+				mes "-The old man starts to play";
+				mes "his instrument, with eyes closed.";
+				mes "He is unresponsive...";
+				mes "like having fallen into a world";
+				mes "only his own.-";
+				close2;
+				warp "moscovia",162,56;
+				end;
+			}
+		}else{
+			mes "[Aged Stranger]";
+			mes "It's not completed yet. Please wait a little longer.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 35) {
+		mes "[Aged Stranger]";
+		mes "So, what will you do now?";
+		next;
+		switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
+		case 1:
+			mes "[Aged Stranger]";
+			mes "You are my friend now,";
+			mes "and you have this instrument.";
+			mes "Whenever you want to come back";
+			mes "here again, just play the Gusli";
+			mes "at the docks of Moscovia.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Even if it's difficult to play it";
+			mes "well, because you may not yet know";
+			mes "how to play it, it's not a problem.";
+			mes "Just make a sound.";
+			next;
+			mes "[Aged Stranger]";
+			mes "This island... this whale... can";
+			mes "perceive the sound of a Gusli from";
+			mes "an endless distance away.";
+			next;
+			mes "[Aged Stranger]";
+			mes "If you play this instrument,";
+			mes "wherever you are, I'll go to you";
+			mes "with this island. Only if you are a";
+			mes "friend... heheh.";
+			close;
+			break;
+		case 2:
+			mes "[Aged Stranger]";
+			mes "You really want to...";
+			mes "learn this instrument...";
+			mes "don't you?";
+			mes "Well... it's hard to learn";
+			mes "in such a short time...";
+			next;
+			mes "[Aged Stranger]";
+			mes "It's okay if you can't play this";
+			mes "instrument. I already made it for you.";
+			next;
+			mes "[Aged Stranger]";
+			mes "But I can teach you how";
+			mes "to play it anyway.";
+			mes "I can't be too sure, though";
+			mes "because I have never taught others.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Okay. If you are ready to play the";
+			mes "Gusli, let me know.";
+			set mos_whale_edq,36;
+			close;
+			break;
+		case 3:
+			mes "[Aged Stranger]";
+			mes "I see. Okay, let's go.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Whenever you want to come back here";
+			mes "again, play the Gusli at the docks";
+			mes "of Moscovia.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Even if it's difficult to play it";
+			mes "well, because you may not yet know";
+			mes "how to play it, it's not a problem.";
+			mes "Just make a sound.";
+			next;
+			mes "[Aged Stranger]";
+			mes "This island... this whale... can";
+			mes "perceive the sound of a Gusli from";
+			mes "an endless distance away.";
+			next;
+			mes "[Aged Stranger]";
+			mes "If you play this instrument,";
+			mes "wherever you are, I'll go to you";
+			mes "with this island. Only if you are a";
+			mes "friend... heheh.";
+			next;
+			soundeffect "mos_gusli1.wav",0;
+			mes "-The old man starts to play";
+			mes "his instrument, with eyes closed.";
+			mes "He is unresponsive...";
+			mes "like having fallen into a world";
+			mes "only his own.-";
+			close2;
+			warp "moscovia",162,56;
+			end;
+		}
+	}
+	else if (mos_whale_edq == 36) {
+		mes "[Aged Stranger]";
+		mes "Are you ready to learn the Gusli?";
+		mes "Please equip the Gusli.";
+		next;
+		if(getequipid(EQI_ACC_L || EQI_ACC_R) == 2707) {
+			mes "[Aged Stranger]";
+			mes "Hm... Very well.";
+			mes "At first, look at me how I play,";
+			mes "then you play it slowly.";
+			next;
+			soundeffect "mos_gusli1.wav",0;
+			mes "[Aged Stranger]";
+			mes "Do not hurry,";
+			mes "keep your composure,";
+			mes "just look carefully,";
+			mes "and follow me slowly.";
+			next;
+			if (Class == Job_Bard || Class == Job_Clown) {
+				mes "[Aged Stranger]";
+				mes "Oh! Ooh... Your hands are really good. You are surely talented with a music instrument.";
+				next;
+				mes "[Aged Stranger]";
+				mes "I heard that there are some adventurers in the mainland... that like playing instruments and singing songs! You must be one of them...";
+				next;
+				mes "[Aged Stranger]";
+				mes "This may go faster than I expected.";
+				next;
+				mes "[Aged Stranger]";
+				mes "Okay, it's time for your turn. Play it. Play the song that I played.";
+				next;
+				set .@music_bard,rand(1,3);
+				if (.@music_bard == 2) {
+					soundeffect "mos_gusli1.wav",0;
+					emotion e_no1;
+					specialeffect2 7;
+					mes "[Aged Stranger]";
+					mes "Oh! You are good at playing the";
+					mes "Gusli! In such a short time... you";
+					mes "are great!";
+					next;
+					mes "[Aged Stranger]";
+					mes "You've done well. I don't need to";
+					mes "teach you any more. Your ability";
+					mes "will be improved with more practice.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Now go back to the mainland and";
+					mes "play the Gusli for our dear Csar.";
+					next;
+					mes "[Aged Stranger]";
+					mes "With your ability to play, surely";
+					mes "you can win the admiration of all.";
+					set mos_whale_edq,38;
+					close;
+				}else{
+					mes "[Aged Stranger]";
+					mes "Um, a little bit greenhorn...";
+					mes "Do not play that way.";
+					mes "Take more time to concentrate while";
+					mes "you play.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Practice more on your own.";
+					mes "I will check on you again.";
+					mes "If you practice, you will be good";
+					mes "at it in no time.";
+					set mos_whale_edq,37;
+					close;
+				}
+			}else{
+				mes "[Aged Stranger]";
+				mes "Okay, it's time for your turn. Play";
+				mes "it. Play the song that I played.";
+				next;
+				set .@music_etc,rand(1,6);
+				if (.@music_etc == 3) {
+					soundeffect "mos_gusli1.wav",0;
+					emotion e_no1;
+					specialeffect2 7;
+					mes "[Aged Stranger]";
+					mes "Oh! You are good at playing the";
+					mes "Gusli! In such a short time... you";
+					mes "are great!";
+					next;
+					mes "[Aged Stranger]";
+					mes "You've done well. I don't need to";
+					mes "teach you any more. Your ability";
+					mes "will be improved with more practice.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Now go back to the mainland and";
+					mes "play the Gusli for our dear Csar.";
+					next;
+					mes "[Aged Stranger]";
+					mes "With your ability to play, surely";
+					mes "you can win the admiration of all.";
+					set mos_whale_edq,38;
+					close;
+				}else{
+					soundeffect "mos_gusli2.wav",0;
+					mes "[Aged Stranger]";
+					mes "Um, a little bit greenhorn...";
+					mes "Do not play that way.";
+					mes "Take more time to concentrate while";
+					mes "you play.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Practice more on your own.";
+					mes "I will check on you again.";
+					mes "If you practice, you will be good";
+					mes "at it in no time.";
+					set mos_whale_edq,37;
+					close;
+				}
+			}
+		}else{
+			mes "[Aged Stranger]";
+			mes "Um... Your preparations are not";
+			mes "good. You're not holding the";
+			mes "instrument correctly. Equip it";
+			mes "properly, and then you can learn.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Tell me again when you are prepared";
+			mes "to play the Gusli correctly.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 37) {
+		mes "[Aged Stranger]";
+		mes "Are you ready to learn the Gusli?";
+		next;
+		if(getequipid(EQI_ACC_L || EQI_ACC_R) == 2707) {
+			mes "[Aged Stranger]";
+			mes "Um... You did well.";
+			next;
+			if (Class == Job_Bard || Class == Job_Clown) {
+				mes "[Aged Stranger]";
+				mes "with your ability, you can";
+				mes "absolutely play it wonderfully.";
+				mes "Cheer up.";
+				next;
+				mes "[Aged Stranger]";
+				mes "Good. Let's play again. Play the";
+				mes "song that I played.";
+				next;
+				set .@music_bard,rand(1,3);
+				if (.@music_bard == 2) {
+					soundeffect "mos_gusli1.wav",0;
+					emotion e_no1;
+					specialeffect2 7;
+					mes "[Aged Stranger]";
+					mes "Oh! You are good at playing the";
+					mes "Gusli! In such a short time... you";
+					mes "are great!";
+					next;
+					mes "[Aged Stranger]";
+					mes "You've done well. I don't need to";
+					mes "teach you any more. Your ability";
+					mes "will be improved with more practice.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Now go back to the mainland and";
+					mes "play the Gusli for our dear Csar.";
+					next;
+					mes "[Aged Stranger]";
+					mes "With your ability to play, surely";
+					mes "you can win the admiration of all.";
+					set mos_whale_edq,38;
+					close;
+				}else{
+					mes "[Aged Stranger]";
+					mes "Um, a little bit greenhorn...";
+					mes "Do not play that way.";
+					mes "Take more time to concentrate while";
+					mes "you play.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Practice more on your own.";
+					mes "I will check on you again.";
+					mes "If you practice, you will be good";
+					mes "at it in no time.";
+					set mos_whale_edq,37;
+					close;
+				}
+			}else{
+				mes "[Aged Stranger]";
+				mes "Good. Let's play again. Play the";
+				mes "song that I played.";
+				next;
+				set .@music_etc,rand(1,6);
+				if (.@music_etc == 3) {
+					soundeffect "mos_gusli1.wav",0;
+					emotion e_no1;
+					specialeffect2 7;
+					mes "[Aged Stranger]";
+					mes "Oh! You are good at playing the";
+					mes "Gusli! In such a short time... you";
+					mes "are great!";
+					next;
+					mes "[Aged Stranger]";
+					mes "You've done well. I don't need to";
+					mes "teach you any more. Your ability";
+					mes "will be improved with more practice.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Now go back to the mainland and";
+					mes "play the Gusli for our dear Csar.";
+					next;
+					mes "[Aged Stranger]";
+					mes "With your ability to play, surely";
+					mes "you can win the admiration of all.";
+					set mos_whale_edq,38;
+					close;
+				}else{
+					mes "[Aged Stranger]";
+					mes "Um, a little bit greenhorn...";
+					mes "Do not play that way.";
+					mes "Take more time to concentrate while";
+					mes "you play.";
+					next;
+					mes "[Aged Stranger]";
+					mes "Practice more on your own.";
+					mes "I will check on you again.";
+					mes "If you practice, you will be good";
+					mes "at it in no time.";
+					set mos_whale_edq,37;
+					close;
+				}
+			}
+		}else{
+			mes "[Aged Stranger]";
+			mes "Um... Your preparations are not";
+			mes "good. You're not holding the";
+			mes "instrument correctly. Equip it";
+			mes "properly, and then you can learn.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Tell me again when you are prepared";
+			mes "to play the Gusli correctly.";
+			close;
+		}
+	}
+	else if (mos_whale_edq == 38) {
+		mes "[Aged Stranger]";
+		mes "So, what will you do now?";
+		next;
+		if(select("How would I get back here?:Go back to the mainland.") == 1) {
+			mes "[Aged Stranger]";
+			mes "You are my friend now,";
+			mes "and you have this instrument.";
+			mes "Whenever you want to come back";
+			mes "here again, just play the Gusli";
+			mes "at the docks of Moscovia.";
+			next;
+			mes "[Aged Stranger]";
+			mes "Even if it's difficult to play it";
+			mes "well, because you may not yet know";
+			mes "how to play it, it's not a problem.";
+			mes "Just make a sound.";
+			next;
+			mes "[Aged Stranger]";
+			mes "This island... this whale... can";
+			mes "perceive the sound of a Gusli from";
+			mes "an endless distance away.";
+			next;
+			mes "[Aged Stranger]";
+			mes "If you play this instrument,";
+			mes "wherever you are, I'll go to you";
+			mes "with this island. Only if you are a";
+			mes "friend... heheh.";
+			close;
+		}
+		mes "[Aged Stranger]";
+		mes "I see. Okay, let's go.";
+		next;
+		mes "[Aged Stranger]";
+		mes "Whenever you want to come back here";
+		mes "again, play the Gusli at the docks";
+		mes "of Moscovia.";
+		next;
+		mes "[Aged Stranger]";
+		mes "Even if it's difficult to play it";
+		mes "well, because you may not yet know";
+		mes "how to play it, it's not a problem.";
+		mes "Just make a sound.";
+		next;
+		mes "[Aged Stranger]";
+		mes "This island... this whale... can";
+		mes "perceive the sound of a Gusli from";
+		mes "an endless distance away.";
+		next;
+		mes "[Aged Stranger]";
+		mes "If you play this instrument,";
+		mes "wherever you are, I'll go to you";
+		mes "with this island. Only if you are a";
+		mes "friend... heheh.";
+		next;
+		soundeffect "mos_gusli1.wav",0;
+		mes "-The old man starts to play";
+		mes "his instrument, with eyes closed.";
+		mes "He is unresponsive...";
+		mes "like having fallen into a world";
+		mes "only his own.-";
+		close2;
+		warp "moscovia",162,56;
+		end;
+	}
+	else if (mos_whale_edq > 38) {
+		mes "[Aged Stranger]";
+		mes "This is the Whale Island.";
+		mes "I don't know how you came here.";
+		next;
+		mes "[Aged Stranger]";
+		mes "If you want, I can send you back";
+		mes "to the mainland. What'll it be?";
+		next;
+		switch(select("Look around.:Go back to the mainland.:Venture into the unkown.")) {
+		case 1:
+			mes "[Aged Stranger]";
+			mes "Well, well... Do as you please.";
+			mes "If so, I will take a rest.";
+			close;
+			break;
+		case 2:
+			mes "[Aged Stranger]";
+			mes "I see. If so, let's go.";
+			next;
+			soundeffect "mos_gusli1.wav",0;
+			mes "-The old man starts to play";
+			mes "his instrument, with eyes closed.";
+			mes "He is unresponsive...";
+			mes "like having fallen into a world";
+			mes "only his own.-";
+			close2;
+			warp "moscovia",162,56;
+			end;
+			break;
+		case 3:
+			mes "[Aged Stranger]";
+			mes "Oh, if you want, I can";
+			mes "guide you to a good place for you.";
+			next;
+			mes "[Aged Stranger]";
+			mes "There are some lands...";
+			mes "untouched and mysterious...";
+			mes "around Moscovia...";
+			next;
+			mes "[Aged Stranger]";
+			mes "If you want, I'll send you there. What do you think of that?";
+			next;
+			if(select("Consider it.:Ok, please send me there.") == 1) {
+				mes "[Aged Stranger]";
+				mes "Well, well... Do as you please.";
+				mes "If so, I will take a rest.";
+				close;
+			}
+			mes "[Aged Stranger]";
+			mes "I see. If so, let's go.";
+			next;
+			soundeffect "mos_gusli1.wav",0;
+			mes "-The old man starts to play";
+			mes "his instrument, with eyes closed.";
+			mes "He is unresponsive...";
+			mes "like having fallen into a world";
+			mes "only his own.-";
+			close2;
+			warp "mosk_fild02",204,54;
+			end;
+		}
+	}else{
+		mes "[Aged Stranger]";
+		mes "Long time, no see!";
+		mes "You probably like the island, don't you?";
+		mes "Please stay and take a rest.";
+		next;
+		mes "[Aged Stranger]";
+		mes "Or if you want, I can send you back";
+		mes "to the mainland. What'll it be?";
+		next;
+		if(select("Look around.:Go back to the mainland.") == 1) {
+			mes "[Aged Stranger]";
+			mes "Well, well... Do as you please.";
+			mes "If so, I will take a rest.";
+			close;
+		}
+		mes "[Aged Stranger]";
+		mes "Good. I will go to the place";
+		mes "right way.";
+		next;
+		soundeffect "mos_gusli1.wav",0;
+		mes "A old man started to play a instrument";
+		mes "closing his eyes.";
+		mes "And then he didn't any answer so, looks like";
+		mes "falling down to only his world.";
+		close2;
+		warp "moscovia",162,56;
 		end;
 	}
-	mes "-Chose to return-";
-	close;
 }
 
-mosk_dun02,268,117,0	script	Stone#mosk3	111,{
+//----------------------------------------------------------------------------
+// Csar Alexsay III - Moscovia Palace
+//----------------------------------------------------------------------------
+mosk_in,131,92,3	script	Csar Alexsay III#npc	965,{
+	if (checkweight(1201,1) == 0 ) {
+		mes "[Csar Alexsay III]";
+		mes "You're carrying too many items.";
+		mes "Please come after using kafra service.";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "[Csar Alexsay III]";
+		mes "You're carrying too many items.";
+		mes "Please come after using kafra service.";
+		close;
+	}
+	if (mos_nowinter == 12) {
+		mes "[Csar Alexsay III]";
+		mes "You!!!";
+		mes "So many people saw you";
+		mes "meet with Baba Yaga!";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "The guilt which must be felt, when";
+		mes "meeting secretly with a witch...";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "For that, we indict capital";
+		mes "punishment without any just trial!";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "But you are a stranger to these";
+		mes "lands... So I will hold you in special trial.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "If you have anything to say...";
+		mes "spare me no detail.";
+		next;
+		select("Explain the circumstances.");
+		mes "-Talk about what happened with Baba";
+		mes "Yaga, and move forward with the plan.-";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Hm-hm, that's an embarrassing story...";
+		mes "But if you are telling the";
+		mes "truth, my people will be pleased.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Okay, Bring to me";
+		mes "any evidence, to believe";
+		mes "what you are saying.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "You killed the Baba Yaga!!";
+		mes "If this is true, bring";
+		mes "me Yaga's Pestles.";
+		mes "If you do, I will make";
+		mes "sure no one ever doubts you.";
+		next;
+		if (countitem(7762) > 39) {
+			if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
+				mes "[" + PcName + "]";
+				mes "Yes, Here you are.";
+				next;
+				mes "-Offered the Yaga's Pestles.-";
+				delitem 7762,40;
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Hm.. You do have them.";
+				mes "For the time being, I will admit";
+				mes "that you are coming and going to";
+				mes "hunt Baba Yaga.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "But do not engage in doubtable";
+				mes "behavior that would instigate my";
+				mes "people to act in a strange way!";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "If you do that, I will arrest you immediately!";
+				mes "So take care of yourself.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "And, when you succeed in";
+				mes "banishing winter with magic,";
+				mes "announce that to me immediately.";
+				set mos_nowinter,14;
+				close;
+			}
+			mes "[Csar Alexsay III]";
+			mes "I said to bring me";
+			mes "40 Yaga's Pestles";
+			mes "from the Baba Yaga.";
+			set mos_nowinter,13;
+			close;
+		}else{
+			mes "[Csar Alexsay III]";
+			mes "I said to bring me";
+			mes "40 Yaga's Pestles";
+			mes "from the Baba Yaga.";
+			set mos_nowinter,13;
+			close;
+		}
+	}
+	else if (mos_nowinter == 13) {
+		mes "[Csar Alexsay III]";
+		mes "Did you bring some evidence to";
+		mes "resolve your issue of doubt, traveler?";
+		next;
+		if(select("Yes, I did.:I am confused.") == 1) {
+			if (countitem(7762) > 39) {
+				delitem 7762,40;
+				mes "[Csar Alexsay III]";
+				mes "Good,";
+				mes "I won't doubt you any more.";
+				mes "Because you've proven yourself,";
+				mes "you can remain a free traveler.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Surely, I hate cooperating with Baba Yaga.";
+				mes "But if my people are happy";
+				mes "after the work you do,";
+				mes "I am also pleased.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "For the time being, I will admit";
+				mes "that you are coming and going to";
+				mes "hunt Baba Yaga.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "But do not engage in doubtable";
+				mes "behavior that would instigate my";
+				mes "people to act in a strange way!";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "If you do that, I will arrest you immediately!";
+				mes "So take care of yourself.";
+				set mos_nowinter,14;
+				close;
+			}else{
+				mes "[Csar Alexsay III]";
+				mes "Your items do not match the";
+				mes "count of 40 Yaga's Pestles.";
+				mes "Did you forget the amount,";
+				mes "or did you wish to lie to me...";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "I will treat that as a joke!";
+				mes "A kind of sarcasm!";
+				mes "You go away now and bring some";
+				mes "evidence to certify your innocence.";
+				close;
+			}
+		}
+		mes "[Csar Alexsay III]";
+		mes "I said to bring me";
+		mes "40 Yaga's Pestles";
+		mes "from the Baba Yaga.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Are you here to tease me?";
+		close;
+	}
+	else if (mos_nowinter == 14) {
+		mes "[Csar Alexsay III]";
+		mes "It'd be great if I stayed put, for";
+		mes "the good of both me and my people.";
+		mes "I don't want to see the Baba Yaga";
+		mes "personally.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "So, I want you to ";
+		mes "take my place for that.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Please help Baba Yaga";
+		mes "to seize the summer.";
+		close;
+	}
+	else if (mos_nowinter == 20) {
+		mes "[Csar Alexsay III]";
+		mes "Are you here for...";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "I already heard about the";
+		mes "weather from the minister.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Actually, I was a little";
+		mes "dissatisfied with the doing";
+		mes "of witchcraft at the center";
+		mes "of the square...";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "But... I can admit it was good work.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Everyone hates the cold winter.";
+		mes "Now, the winter will not";
+		mes "come anymore! So, I'm very pleased.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Right.";
+		mes "I want to give you something";
+		mes "in the name of the people.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Here,take it.";
+		mes "I give it as an atonement";
+		mes "to make my people happy.";
+		set mos_nowinter,21;
+		getitem 603,1;
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Stay here as long as you want, and";
+		mes "enjoy yourself to the fullest this summer.";
+		close;
+	}
+	else{
+		if (mos_whale_edq < 16) {
+			mes "[Csar Alexsay III]";
+			mes "Welcome to Moscovia!";
+			mes "I am the ruler, Csar Aleksay III, of Moscovia.";
+			next;
+			mes "[Csar Alexsay III]";
+			mes "Go back to your hometown and talk about the beauty of Moscovia! Talk about my great government to all the people of the lands!";
+			close;
+		}
+		else if (mos_whale_edq == 16) {
+			mes "[Csar Alexsay III]";
+			mes "A foreign traveler...?";
+			mes " Do you have something to tell me?";
+			next;
+			mes "[Csar Alexsay III]";
+			mes "If it is not important,";
+			mes "have an audience with the Prime Minister first.";
+			close;
+		}
+		else if (mos_whale_edq == 17) {
+			mes "[Csar Alexsay III]";
+			mes "Oh, are you the traveler who told me about an interesting adventure story...";
+			next;
+			mes "[Csar Alexsay III]";
+			mes "Not only are you not from Moscovia, but also... you have found the moving island, which only existed in legends! I want to hear details...";
+			next;
+			mes "[Csar Alexsay III]";
+			mes "Let's hear it...";
+			mes "Tell me quickly.";
+			mes "I'm anxious to know the truth about the island...";
+			next;
+			select("Tell the story all the while.");
+				mes "...";
+				next;
+				mes "... ...";
+				next;
+				mes "... ... ...";
+				next;
+				mes "... ... ... ...";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Surely, an interesting story... But it sounds so unbelievable! What do you think, Prime Minister?";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "It doesn't sound like a lie,";
+				mes "but it's difficult to believe";
+				mes "completely. I mean, I've known";
+				mes "a whale to be huge, but...";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "a person living there...";
+				mes "water streaming...";
+				mes "and a tree growing on it...!!!";
+				mes "Hmm...";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "I agree. I have heard many kinds of mysterious adventure stories, but this sounds like an absurd story!";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Not to mention that it's happened near my nation. Unbelievable!";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "But Csar... In my memory,";
+				mes "I heard that exactly, the";
+				mes "last time a story was told";
+				mes "about the mysterious moving island. But there was a musical instrument...which an old man played.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Really? Tell me the details.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Surely, I have heard the same";
+				mes "story, as told in the legends";
+				mes "of our ancestors; about an old man who lived there.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Hm. There are many doubtful points. Ordinarily, I would give you a big prize, but in this case, it is difficult to believe.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Bring me something to prove";
+				mes "the existence of the whale.";
+				mes "If you do, I will give you a big prize.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "But if you don't,";
+				mes "I will punish you for your lies! Bring this instrument that supposedly an old man has.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Csar... This is a foreigner...";
+				mes "No disrespect was meant to you.";
+				mes "Perhaps a little more generosity is in order?.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "No way! If the story is not true, many other foreign travelers who pass by this land will disrespect me like this... What would you have me do?";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "......";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "You got it, traveler?";
+				mes "You have a heavy responsibility.";
+				mes "Bring evidence of this whale island to me, to provide me with some relief. Now go.";
+				set mos_whale_edq,18;
+				close;
+		}
+		else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
+			mes "[Csar Alexsay III]";
+			mes "I'm tired... I want to take a rest, so... leave.";
+			next;
+			mes "[Csar Alexsay III]";
+			mes "Just think about finding the whale island...";
+			close;
+		}
+		else if (mos_whale_edq == 35) {
+			mes "[Csar Alexsay III]";
+			mes "Oh. You've come back...";
+			mes "Hm. Did you find something to bring";
+			mes "to me from the whale island?";
+			next;
+			mes "[Csar Alexsay III]";
+			mes "Did you bring the instrument?";
+			mes "A Gooselri? Which only exists";
+			mes "in the whale island? Let's see.";
+			next;
+			if (getequipid(EQI_ACC_L || EQI_ACC_R) == 2707 || countitem(2707) > 0) {
+				mes "[Csar Alexsay III]";
+				mes "Oh... Is this instrument... a Gooselri?";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Actually, Csar, I believe it is";
+				mes "called a Gusli.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Oh. Prime Minister, is this the";
+				mes "correct instrument from the";
+				mes "legends, then?";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "I can't be sure, but this is";
+				mes "definitely an instrument never seen";
+				mes "in our lands before.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Hm. This is also my first time";
+				mes "seeing this kind of muscial";
+				mes "instrument. So mysterious... Hey!";
+				mes "Can you play it?";
+				next;
+				if(select("I can play.:I can't play it.") == 1) {
+					mes "[Csar Alexsay III]";
+					mes "You can play it!";
+					mes "Good, play it right away!";
+					next;
+					soundeffect "mos_gusli2.wav",0;
+					donpcevent "Csar Alexsay III#npc::OnEmoteAg";
+					donpcevent "Prime Minister Dmitree#m::OnEmoteAg";
+					mes "[Csar Alexsay III]";
+					mes "Um... What is this? Do you mock me?";
+					mes "You are so impudent... You...!";
+					next;
+					mes "[Prime Minister Dmitree]";
+					mes "Csar... Calm down, please.";
+					mes "If you are quick to anger by such a";
+					mes "lowly person, it will become a";
+					mes "problem of prestige for you.";
+					next;
+					mes "[Csar Alexsay III]";
+					mes "Agh... I agree with you.";
+					mes "You. Give a proper prize to the";
+					mes "adventurer and send them on their way.";
+					next;
+					mes "[Prime Minister Dmitree]";
+					mes "How can I re...reward...?";
+					next;
+					emotion e_pif;
+					mes "[Csar Alexsay III]";
+					mes "I ordered you instead Prime";
+					mes "Minister, to make this poor player";
+					mes "disappear from in front of my eyes,";
+					mes "right now.";
+					next;
+					mes "[Prime Minister Dmitree]";
+					mes "You should be grateful for the";
+					mes "Csar's mercy... impudent";
+					mes "traveler...";
+					next;
+					mes "[Prime Minister Dmitree]";
+					mes "Even though I regard as your effort for the time so, award you. Take it and go out.";
+					getitem 12702,1;
+					getexp 500000,0;
+					set mos_whale_edq,39;
+					close;
+				}
+				mes "[Csar Alexsay III]";
+				mes "Um... That's too bad.";
+				mes "I see... Will I ever believe...";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Thanks for your efforts.";
+				mes "Hey, Prime Minister,";
+				mes "reward this traveler.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "How can I reward the traveler?";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "I leave the matter in your hands;";
+				mes "it's up to you. I will take a";
+				mes "rest.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "The Csar didn't take pleasure in";
+				mes "your story, as I expected.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Even though I regard as your effort for the time so, award you. Take it.";
+				getitem 12702,1;
+				getexp 700000,0;
+				set mos_whale_edq,40;
+				close;
+			}else{
+				mes "[Csar Alexsay III]";
+				mes "What are you doing? Can you play it";
+				mes "without even holding the muscial instrument???";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Don't be impudent with me! Do it right!";
+				close;
+			}
+		}
+		else if (mos_whale_edq == 38) {
+			mes "[Csar Alexsay III]";
+			mes "Oh you come...hum did you find";
+			mes "something to satisfy me";
+			mes "at the whale island?";
+			next;
+			if (getequipid(EQI_ACC_L || EQI_ACC_R) == 2707 || countitem(2707) > 0) {
+				mes "[Csar Alexsay III]";
+				mes "Oh... Is this instrument... a Gooselri?";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Actually, Csar, I believe it is called a Gusli.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Oh. Prime Minister, is this the";
+				mes "correct instrument from the";
+				mes "legends, then?";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "I can't be sure, but this is";
+				mes "definitely an instrument never seen";
+				mes "in our lands before.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Hm. This is also my first time";
+				mes "seeing this kind of musical";
+				mes "instrument. So mysterious... Hey!";
+				mes "Can you play it?";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Yes. I learned how to play it at Whale Island.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Oh! Oh!... You can play it!";
+				mes "Play it right away. I wonder about its sound.";
+				next;
+				soundeffect "mos_gusli1.wav",0;
+				mes "-When the music of the Gusli is";
+				mes "played, all the people in the";
+				mes "Csar's Palace fall in with the tune.-";
+				next;
+				donpcevent "Csar Alexsay III#npc::OnEmoteSob";
+				donpcevent "Prime Minister Dmitree#m::OnEmoteSob";
+				mes "[Csar Alexsay III]";
+				mes "Oh! I can't hear without tears.";
+				mes "That's a sad tune.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "That's right, Csar.";
+				mes "I have never heard a sad tune such as this.";
+				mes "Kh-huk. Sniff.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Huk... You. Give a big prize to";
+				mes "this traveler!";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Hukhuk... Sniff. How can I reward this?";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "I leave this matter in your hands.";
+				mes "Give a proper prize to whom has";
+				mes "Shown me a great story and";
+				mes "beautiful music.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "I express thanks to you on behalf";
+				mes "of our dear Csar and all the people";
+				mes "in his palace. I will reward your";
+				mes "efforts, in the name of the Csar.";
+				getitem 617,1;
+				getexp 1200000,0;
+				set mos_whale_edq,41;
+				close;
+			}else{
+				mes "[Csar Alexsay III]";
+				mes "But you... Where do you keep the";
+				mes "instrument which you are to show me?";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Don't you need to be holding the instrument, in order to play it???";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "I'm sorry. I will be ready now, and try again to play it.";
+				close;
+			}
+		}
+		else if (mos_whale_edq == 39) {
+			mes "[Csar Alexsay III]";
+			mes "What happen... If you have special things go out.";
+			close;
+		}
+		else if (mos_whale_edq == 40) {
+			mes "[Csar Alexsay III]";
+			mes "Um... You are a traveler as I saw.";
+			mes "If you have special things, don't interfere my rest.";
+			close;
+		}
+		else if (mos_whale_edq == 41) {
+			mes "[Csar Alexsay III]";
+			mes "Oh... You. ~";
+			mes "Nice to see you again.";
+			mes "I want for you to sometimes stop by here and play some music for me. ~";
+			close;
+		}
+		else{
+			mes "[Csar Alexsay III]";
+			mes "Welcome to Moscovia,";
+			mes "I am Csar Alexsay the Third.";
+			next;
+			mes "[Csar Alexsay III]";
+			mes "Go back to your hometown and tell everyone about the beauty of Moscovia,";
+			mes "and my great government.";
+			close;
+		}
+	}
+	
+	OnEmoteAg:
+		emotion e_ag;
+		end;
+		
+	OnEmoteSob:
+		emotion e_sob;
+		end;
+}
 
-	mes "^009900-Square-shaped rocks on the surface";
-	mes "are engraved on the characters.-^000000";
-	next;
-	mes "^3333FF~The person who advances, instead of dying.";
-	mes "Reputation is received.";
-	mes "The person who returns obtains courage, but";
-	mes "it probably will get injured.";
-	mes "As for the person who has rash courage advancing.";
-	mes "That's not good to be back.~^000000";
-	next;
-	if (select("Forward:Return") == 1) {
-		mes "-Chose to go-";
+//----------------------------------------------------------------------------
+// Prime Minister Dmitree - Moscovia Palace
+//----------------------------------------------------------------------------
+mosk_in,127,89,3	script	Prime Minister Dmitree#m	967,{
+	if (mos_nowinter > 11 && mos_nowinter < 14) {
+		mes "[Prime Minister Dmitree]";
+		mes "You are in trouble if";
+		mes "you conspire against the Csar,";
+		mes "so, make your actions carefull,";
+		mes "and if you want to clean yourself";
+		mes "from suspicion... do everything you";
+		mes "can to prove your innocence.";
+		close;
+	}
+	else if (mos_nowinter == 14) {
+		mes "[Prime Minister Dmitree]";
+		mes "You have just cleared your name,";
+		mes "but... we don't trust you wholly yet.";
+		next;
+		mes "[Prime Minister Dmitree]";
+		mes "I can't trust you, but...";
+		mes "if you succeed in taking hold of";
+		mes "the summer... I might be able to.";
+		close;
+	}
+	else if (mos_nowinter == 20) {
+		mes "[Prime Minister Dmitree]";
+		mes "We know that you mean well.";
+		mes "But we can't fully trust you,";
+		mes "so we kept an eye on your movements.";
+		next;
+		mes "[Prime Minister Dmitree]";
+		mes "I heard that you performed";
+		mes "witchcraft at the palace square...";
+		mes "so, I ordered scholars to";
+		mes "investigate the weather.";
+		next;
+		mes "[Prime Minister Dmitree]";
+		mes "The results from taking observation";
+		mes "of the weather, are the reducing";
+		mes "change of temperature, and that the";
+		mes "highest temperature is now stabilized.";
+		next;
+		mes "[Prime Minister Dmitree]";
+		mes "I don't know what this may mean, by";
+		mes "way of principle, but I've decided";
+		mes "to admit the facts.";
+		next;
+		mes "[Prime Minister Dmitree]";
+		mes "Already, our dear Csar knows.";
+		mes "I finished the report.";
+		mes "Go and announce it to him.";
+		close;
+	}
+	else{
+		if (mos_whale_edq < 16) {
+			mes "[Prime Minister Dmitree]";
+			mes "You are a foreign traveler. This is the Moscovia Palace, home of Csar Aleksay the Third. Extending your every courtesy here... is not bad manners.";
+			close;
+		}
+		else if (mos_whale_edq == 16) {
+			mes "[Prime Minister Dmitree]";
+			mes "Traveler, why have you come to the Csar's Palace?";
+			next;
+			if(select("Just to look around.:To see the dear Csar.") == 1) {
+				mes "[Prime Minister Dmitree]";
+				mes "If so... look around with caution. Do not bother the Csar.";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Moscovia welcomes all travelers such as yourself!";
+				next;
+				mes "[Prime Minister Dmitree]";
+				mes "Marvelously, our dear Csar likes it very much when interesting stories are often told to him.";
+				close;
+			}
+			mes "[Prime Minister Dmitree]";
+			mes "Did you come to see our dear Csar? If so, tell me your business with him in advance.";
+			next;
+			if(select("I'd like to say hello.:I have an adventure story for him.") == 1) {
+				mes "[Prime Minister Dmitree]";
+				mes "I will tell him directly about your business. You don't need to worry yourself with the Csar.";
+				close;
+			}
+			mes "[Prime Minister Dmitree]";
+			mes "I wonder what sort of things have happened to you... The Csar will be very pleased to hear your stories.";
+			next;
+			mes "[Prime Minister Dmitree]";
+			mes "I will admit you. If our dear Csar is satisfied with your story, he will give you a big prize.";
+			set mos_whale_edq,17;
+			close;
+		}
+		else if (mos_whale_edq == 17) {
+			mes "[Prime Minister Dmitree]";
+			mes "I already announced you,";
+			mes "so go see him and speak to him directly.";
+			close;
+		}
+		else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
+			mes "[Prime Minister Dmitree]";
+			mes "Now, our dear Csar needs a rest.";
+			mes "You should do your duty and go find the whale island.";
+			close;
+		}
+		else if (mos_whale_edq == 35) {
+			mes "[Prime Minister Dmitree]";
+			mes "Ah! You've come back.";
+			mes "I will request for you to see him immediately.";
+			close;
+		}
+		else if (mos_whale_edq == 38) {
+			mes "[Prime Minister Dmitree]";
+			mes "Ah! You've come back.";
+			mes "I will request for you to see him immediately.";
+			close;
+		}
+		else if (mos_whale_edq == 39) {
+			mes "[Prime Minister Dmitree]";
+			mes "I don't want to hear your terrible ";
+			mes "performance any more so, go out away.";
+			close;
+		}
+		else if (mos_whale_edq == 40) {
+			mes "[Prime Minister Dmitree]";
+			mes "What's up? Dear Chare is taking a rest.";
+			mes "If you have nothing special, go out.";
+			close;
+		}
+		else if (mos_whale_edq == 41) {
+			mes "[Prime Minister Dmitree]";
+			mes "Your Gusli performance was so touching.";
+			mes "Unforgettable! Whenever you are here, please allow us to hear that tune again.";
+			close;
+		}else{
+			mes "[Prime Minister Dmitree]";
+			mes "You are a foreign traveler. This is a palace";
+			mes "which lives Alexei the Third.";
+			mes "Extend you every courtesy don't not bad manner.";
+			close;
+		}
+	}
+}
+
+//----------------------------------------------------------------------------
+// Island Trigger - Docks
+//----------------------------------------------------------------------------
+moscovia,136,46,4	script	Find#ship	844,4,4,{
+	end;
+	
+OnTouch:
+	if (mos_whale_edq > 34) {
+		mes "-Watching the sea from the docks,";
+		mes "it suddenly dawns upon you that you";
+		mes "have memories from Whale Island.-";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Stop by the whale island?";
+		next;
+		if(select("Go to Whale Island.:Stay put.") == 1) {
+			if (getequipid(EQI_ACC_L || EQI_ACC_R) == 2707) {
+				soundeffect "mos_gusli2.wav",0;
+				mes "-Slowly, your hands are on the";
+				mes "Gusli, and the playing starts...";
+				mes "reminding you of the melody which";
+				mes "the aged stranger had played...-";
+				next;
+				mes "[Village resident]";
+				mes "So...something is rising from the sea!!!";
+				next;
+				mes "[Village Youth]";
+				mes "What...What is that...??";
+				next;
+				mes "[Mr. Ibanoff]";
+				mes "Ohohoh!... That's the whale";
+				mes "island...!!! Someday, I hope to go there! Hahaha.";
+				next;
+				warp "mosk_fild01",95,93;
+			}else{
+				mes "["+strcharinfo(0)+"]";
+				mes "Oh my goodness... Slipped right out";
+				mes "of my mind... to forget equipping the Gusli.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "The aged stranger said that when I";
+				mes "want to go to Whale Island again, I";
+				mes "should play the Gusli from this place...";
+				close;
+			}
+		}
+		mes "["+strcharinfo(0)+"]";
+		mes "I can go some other time.";
+		mes "I will do other work now.";
+		close;
+	}else{
+		end;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Triggers
+//----------------------------------------------------------------------------
+
+mosk_ship,1,1,4	script	Baehideun#ship	-1,{
+OnInit:
+	set $@mos1_edq,0;
+	end;
+}
+
+mosk_ship,81,110,0	script	#findship	844,5,5,{
+OnInit:
+	disablenpc "#findship";
+	stopnpctimer;
+	end;
+
+OnEnable:
+	enablenpc "#findship";
+	initnpctimer;
+	end;
+
+OnDisable:
+	disablenpc "#findship";
+	set $@mos1_edq,0;
+	end;
+
+OnTouch:
+	if (mos_whale_edq == 12) {
+		mes "seeewaaaaaaaaaaa";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Hey "+strcharinfo(0)+"! Look!";
+		mes "It's dangerous! Hide! Hurry!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "That... that is...";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Something... something is rising...";
+		next;
+		mes "[Mr. Ibanoff]";
+		mes "Watch out! "+strcharinfo(0)+"!";
+		mes "Ah... That... That is... What...";
+		set mos_whale_edq,13;
 		close2;
-		warp "mosk_dun03",32,135;
+		warp "mosk_fild01",95,93;
+		end;
+	}else{
 		end;
 	}
-	mes "-Chose to return-";
-	close;
+	end;
+
+OnTimer300000:
+	donpcevent "#findship::OnDisable";
+	end;
 }
 
-mosk_dun03,27,131,0	script	Stone#mosk4	111,{
+mosk_ship,2,2,4	script	Baehideun1#ship	-1,{
+OnInit:
+	disablenpc "Baehideun1#ship";
+	stopnpctimer;
+	end;
+	
+OnEnable:
+	enablenpc "Baehideun1#ship";
+	monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
+	monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
+	initnpctimer;
+	end;
 
-	mes "^009900-Square-shaped rocks on the surface";
-	mes "are engraved on the characters.-^000000";
-	next;
-	mes "^3333FF~The person who remains, instead of being hurt.";
-	mes "Reputation is received.";
-	mes "As for the person who returns getting large injured,";
-	mes "Courage probably will be learned.";
-	mes "by the return of courage.";
-	mes "As for the person who is courage the return.~^000000";
+OnDisable:
+	set $@mos1_edq,0;
+	stopnpctimer;
+	disablenpc "Baehideun1#ship";
+	end;
+
+OnMyMobDead:
+	if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
+		set $@mos1_edq,0;
+		mes "[Mr. Ibanoff]";
+		mes "Now that all the monsters are gone,";
+		mes "we can start sailing again";
+		mes "normally.";
+		donpcevent "Baehideun1#ship::OnDisable";
+		close;
+	}
+	end;
+
+OnTimer300000:
+	killmonster "mosk_ship","Baehideun1#ship::OnMyMobDead";
+	set $@mos1_edq,0;
+	donpcevent "Baehideun1#ship::OnDisable";
+	end;
+}
+
+mosk_ship,3,3,4	script	Baehideun2#ship	-1,{
+OnInit:
+	disablenpc "Baehideun2#ship";
+	stopnpctimer;
+	end;
+
+OnEnable:
+	enablenpc "Baehideun2#ship";
+	monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
+	monster "mosk_ship",80,110,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
+	monster "mosk_ship",83,114,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
+	monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
+	initnpctimer;
+	end;
+
+OnDisable:
+	set $@mos1_edq,0;
+	stopnpctimer;
+	disablenpc "Baehideun2#ship";
+	end;
+
+OnMyMobDead:
+	if (mobcount("mosk_ship","Baehideun2#ship::OnMyMobDead") < 1) {
+		set $@mos1_edq,0;
+		mes "[Mr. Ibanoff]";
+		mes "Now that all the monsters are gone,";
+		mes "we can start sailing again";
+		mes "normally.";
+		donpcevent "Baehideun2#ship::OnDisable";
+		close;
+	}
+	end;
+
+OnTimer300000:
+	killmonster "mosk_ship","Baehideun2#ship::OnMyMobDead";
+	set $@mos1_edq,0;
+	donpcevent "Baehideun2#ship::OnDisable";
+	end;
+}
+
+mosk_ship,5,5,4	script	Baehideun3#ship	-1,{
+OnInit:
+	disablenpc "Baehideun3#ship";
+	stopnpctimer;
+	end;
+
+OnEnable:
+	enablenpc "Baehideun3#ship";
+	monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun3#ship::OnMyMobDead";
+	monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
+	monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
+	initnpctimer;
+	end;
+
+OnDisable:
+	set $@mos1_edq,0;
+	stopnpctimer;
+	disablenpc "Baehideun3#ship";
+	end;
+
+OnMyMobDead:
+	if (mobcount("mosk_ship","Baehideun3#ship::OnMyMobDead") < 1) {
+		set $@mos1_edq,0;
+		mes "[Mr. Ibanoff]";
+		mes "Now that all the monsters are gone,";
+		mes "we can start sailing again";
+		mes "normally.";
+		set mos_whale_edq,11;
+		donpcevent "Baehideun3#ship::OnDisable";
+		close;
+	}
+	end;
+
+OnTimer300000:
+	killmonster "mosk_ship","Baehideun3#ship::OnMyMobDead";
+	set $@mos1_edq,0;
+	donpcevent "Baehideun3#ship::OnDisable";
+	end;
+}
+
+mosk_ship,15,15,4	script	Baehideun4#ship	-1,{
+OnInit:
+	disablenpc "Baehideun4#ship";
+	stopnpctimer;
+	end;
+
+OnEnable:
+	enablenpc "Baehideun4#ship";
+	monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun4#ship::OnMyMobDead";
+	monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
+	monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
+	initnpctimer;
+	end;
+
+OnDisable:
+	set $@mos1_edq,0;
+	stopnpctimer;
+	disablenpc "Baehideun4#ship";
+	end;
+
+OnMyMobDead:
+	if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
+		set $@mos1_edq,0;
+		mes "[Mr. Ibanoff]";
+		mes "Now that all the monsters are gone,";
+		mes "we can start sailing again";
+		mes "normally.";
+		set mos_whale_edq,26;
+		donpcevent "Baehideun4#ship::OnDisable";
+		close;
+	}
+	end;
+
+OnTimer300000:
+	killmonster "mosk_ship","Baehideun4#ship::OnMyMobDead";
+	set $@mos1_edq,0;
+	donpcevent "Baehideun4#ship::OnDisable";
+	end;
+}
+
+mosk_fild01,21,21,0	script	#Island Control Tower	-1,{
+OnInit:
+	disablenpc "#Island Control Tower";
+	stopnpctimer;
+	end;
+
+OnEnable:
+	enablenpc "#Island Control Tower";
+	initnpctimer;
+	end;
+
+OnDisable:	
+	disablenpc "#Island Control Tower";
+	stopnpctimer;
+	end;
+
+OnTimer20000:
+	set mos_whale_edq,15;
+	disablenpc "#Island Control Tower";
+	end;
+}
+
+//============================================================================
+// Help Mikhail
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Gallina - Starting Point
+//----------------------------------------------------------------------------
+mosk_in,144,279,5	script	Gallina#mos	959,{
+	if (mos_swan == 0) {
+		mes "[Gallina]";
+		mes "Oh, where the heck is he?";
+		mes "I'll teach him a lesson.";
+		mes "He's timid like Dad.";
+		next;
+		mes "[Anna]";
+		mes "Mikhail, he's a coward, a crybaby.";
+		mes "Mikhail, he's a coward, a crybaby.";
+		next;
+		mes "[Gallina]";
+		mes "It's because you didn't look after your brother. So you clean the house, Anna?";
+		next;
+		donpcevent "Anna#mos::OnEmoteSob";
+		mes "[Anna]";
+		mes "Oh, my................";
+		next;
+		if(select("Talk to her.:Just pass by her") == 1) {
+			mes "["+strcharinfo(0)+"]";
+			mes "Hello, there?";
+			next;
+			mes "[Gallina]";
+			mes "Oh, God!";
+			mes "I didn't see you there. Sorry!";
+			mes "You want to buy a hotcake, don't you?";
+			mes "I'm sorry but we're not ready to open the store..";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "No, that's ok.";
+			mes "Is there something that I can help with? What's the matter?";
+			next;
+			mes "[Gallina]";
+			mes "Oh, well...";
+			mes "My son, Mikhail broke our Matrushka while I was away from home.";
+			mes "He's afraid that I would punish him. So he ran away.";
+			next;
+			mes "[Gallina]";
+			mes "How timid the boy is!";
+			mes "I doubt that he'd be able to be a great general in the future";
+			next;
+			mes "[Gallina]";
+			mes "He used to come home at this time.";
+			mes "I'm worried that something bad has happened to him.";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "You look anxious. I'd like to help you to find your son.";
+			next;
+			mes "[Gallina]";
+			mes "Did you say I'm anxious?";
+			mes "I'm just anxious for him to get home.";
+			mes "...So I can punish him for what he did.";
+			next;
+			mes "[Gallina]";
+			mes "But it's not good that I refuse your kindness";
+			mes "Will you find Mikhail for me?";
+			next;
+			if(select("I was not serious.:Yes, I will!") == 1) {
+				mes "[Gallina]";
+				mes "You meanie! I'm not in the mood for jokes.";
+				close;
+			}
+			mes "[Gallina]";
+			mes "Oh, God, You're so kind";
+			mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
+			mes "Please bring him to me, then~";
+			set mos_swan,1;
+			close;
+		}
+		mes "[Gallina]";
+		mes "I'm worried that he's making trouble somewhere...";
+		close;
+	}
+	else if (mos_swan == 1) {
+		mes "[Gallina]";
+		mes "Mikhail, my timid son must still be in this village.";
+		mes "I'm sorry if he's shy and timid like his father.";
+		close;
+	}
+	else if (mos_swan > 1 && mos_swan < 25) {
+		mes "["+strcharinfo(0)+"]";
+		mes "Mikhail hasn't come yet?";
+		next;
+		mes "[Gallina]";
+		mes "No, where on earth is he?";
+		close;
+	}
+	else if (mos_swan == 25) {
+		mes "[Gallina]";
+		mes "He came back with my Matrushka roughly pasted together and just left...";
+		next;
+		mes "[Gallina]";
+		mes "I'm sorry that I treated the little boy badly.";
+		mes "He did his best in his own way.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "That's ok. You will be a sweet mom to your little boy. haha";
+		next;
+		mes "[Gallina]";
+		mes "Yes. I'm sure I will. hoho..";
+		mes "Anna, my daughter made a mistake. She laid the blame upon her brother alone. I'll punish her too.";
+		next;
+		mes "[Gallina]";
+		mes "I appreciate your effort. You went to a dangerous place to find my son";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "It often happens to me, hehe.";
+		next;
+		mes "[Gallina]";
+		mes "I can't afford to reward you with much but... I'll let you know how to make a delicious hotcake!";
+		next;
+		mes "[Gallina]";
+		mes "I have to work now but Larissa will tell you about that. She's our maid..";
+		mes "She's really a nice cook.";
+		next;
+		mes "[Gallina]";
+		mes "Hotcakes of Moscovia are so delicious!";
+		mes "Once you make it, I bet you that you'll love it.";
+		next;
+		mes "[Gallina]";
+		mes "Well, now I have to get to work!";
+		mes "I'll make you my hotcakes someday. Please visit me later";
+		set mos_swan,100;
+		getexp 1000000,0;
+		close;
+	}else{
+		mes "[Gallina]";
+		mes "I'm always trying to prepare a new dish.";
+		mes "What do you think of 'the most spicy chilli hotcake in the world'?";
+		mes "I think that will be great!";
+		close;
+	}
+	
+	OnEmoteSob:
+		emotion e_sob;
+		end;
+}
+
+//----------------------------------------------------------------------------
+// Anna - Sister
+//----------------------------------------------------------------------------
+mosk_in,148,274,1	script	Anna#mos	958,{
+	if (mos_swan == 0) {
+		mes "[Gallina]";
+		mes "Oh, where the heck is he?";
+		mes "I'll teach him a lesson.";
+		mes "He's timid like Dad.";
+		next;
+		mes "[Anna]";
+		mes "Mikhail, he's a coward, a crybaby.";
+		mes "Mikhail, he's a coward, a crybaby.";
+		next;
+		mes "[Gallina]";
+		mes "It's because you didn't look after your brother. So you clean the house, Anna?";
+		next;
+		emotion e_sob;
+		mes "[Anna]";
+		mes "Oh, my................";
+		next;
+		if(select("Talk to her.:Just pass by her") == 1) {
+			mes "["+strcharinfo(0)+"]";
+			mes "Hello, there?";
+			next;
+			mes "[Gallina]";
+			mes "Oh, God!";
+			mes "I didn't see you there. Sorry!";
+			mes "You want to buy a hotcake, don't you?";
+			mes "I'm sorry but we're not ready to open the store..";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "No, that's ok.";
+			mes "Is there something that I can help with? What's the matter?";
+			next;
+			mes "[Gallina]";
+			mes "Oh, well...";
+			mes "My son, Mikhail broke our Matrushka while I was away from home.";
+			mes "He's afraid that I would punish him. So he ran away.";
+			next;
+			mes "[Gallina]";
+			mes "How timid the boy is!";
+			mes "I doubt that he'd be able to be a great general in the future";
+			next;
+			mes "[Gallina]";
+			mes "He used to come home at this time.";
+			mes "I'm worried that something bad has happened to him.";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "You look anxious. I'd like to help you to find your son.";
+			next;
+			mes "[Gallina]";
+			mes "Did you say I'm anxious?";
+			mes "I'm just anxious for him to get home.";
+			mes "...So I can punish him for what he did.";
+			next;
+			mes "[Gallina]";
+			mes "But it's not good that I refuse your kindness";
+			mes "Will you find Mikhail for me?";
+			next;
+			if(select("I was not serious.:Yes, I will!") == 1) {
+				mes "[Gallina]";
+				mes "You meanie! I'm not in the mood for jokes.";
+				close;
+			}
+			mes "[Gallina]";
+			mes "Oh, God, You're so kind";
+			mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
+			mes "Please bring him to me, then~";
+			set mos_swan,1;
+			close;
+		}
+		mes "[Gallina]";
+		mes "I'm worried that he's making trouble somewhere...";
+		close;
+	}
+	else if (mos_swan == 1) {
+		mes "[Anna]";
+		mes "Mikhail, he's a coward, a crybaby.";
+		mes "Mikhail, he's a coward, a crybaby.";
+		close;
+	}
+	else if (mos_swan == 2) {
+		mes "[Anna]";
+		mes "Why are you here?";
+		next;
+		while(1) {
+			switch(select("About where Mikhail might be hiding:About their relationship:About the situation:Ask her about other things:End the conversation")) {
+			case 1:
+				mes "["+strcharinfo(0)+"]";
+				mes "Where is Mikhail?";
+				mes "Do you know where he is?";
+				next;
+				emotion 39;
+				mes "[Anna]";
+				mes "If I had known that, I would have already found him, you fool.";
+				next;
+				emotion 4,1;
+				mes "["+strcharinfo(0)+"]";
+				mes "Hahaha, you're right.";
+				next;
+				break;
+			case 2:
+				mes "["+strcharinfo(0)+"]";
+				mes "How's your relationship with your brother?";
+				next;
+				mes "[Anna]";
+				mes "Mikhail always stays behind me and asks me to read books!";
+				mes "And he cries too much.";
+				mes "It annoys me.";
+				mes "And he only wants to play with me. That's why he has no friends.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "You seem very courageous.";
+				mes "I can understand why your mother worries about him.";
+				next;
+				break;
+			case 3:
+				mes "["+strcharinfo(0)+"]";
+				mes "What were you doing when Mikhail broke your mother's Matrushka?";
+				next;
+				mes "[Anna]";
+				mes "I was there.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Oh were you?";
+				next;
+				mes "[Anna]";
+				mes "When my parents were out, they asked me to take care of Mikhail.";
+				mes "I didn't want to do that but I'm his sister so I was reading a book next to him.";
+				next;
+				mes "[Anna]";
+				mes "He began to tease me to read a book for him and later, he annoyed me saying that he's hungry!";
+				next;
+				mes "[Anna]";
+				mes "I was so bothered with him and I pretended not to hear him and kept reading. I guess it made him mad and so he broke the Matrushka.";
+				next;
+				mes "[Anna]";
+				mes "He made trouble and began to cry!";
+				mes "He's such a timid boy...";
+				mes "(giggling)";
+				next;
+				mes "[Anna]";
+				mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Where can you get it?";
+				mes "Why didn't you go with him?";
+				next;
+				mes "[Anna]";
+				mes "Do you think we kids know that?";
+				mes "He broke it and should get the thing by himself!";
+				mes "And Mom said that he should do his work for himself to become a great general.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Don't you have any idea of where he might be?";
+				next;
+				mes "[Anna]";
+				mes "No.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Is there anyone who is close to him?";
+				next;
+				emotion 32;
+				mes "[Anna]";
+				mes "(giggle) He's a fool and has no friends.";
+				mes "But among our villagers, the lady of ^3131FFInn 'Sticky Herb Tree'^000000 has held Mikhail dear.";
+				next;
+				mes "[Anna]";
+				mes "I have no idea any more.";
+				next;
+				mes "- Anna sticks her tongue out. -";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?";
+				if (mos_swan == 2) {
+					set mos_swan,3;
+				}
+				next;
+				break;
+			case 4:
+				mes "["+strcharinfo(0)+"]";
+				mes "What am I going to ask her?";
+				next;
+				input .@AnnaInfo$;
+				mes "["+strcharinfo(0)+"]";
+				mes "Anna,";
+				mes ""+.@AnnaInfo$+"?";
+				mes "Do you know what this is?";
+				next;
+				if (.@AnnaInfo$ == "Gravity") {
+					mes "[Anna]";
+					mes "I know that they have a game called RAGNAROK Online 2... and they like... what am I saying now... right?";
+					next;
+				}
+				else if (.@AnnaInfo$ == "Gallina") {
+					mes "[Anna]";
+					mes "Mom's hotcakes are so delicious! Oh, it's sweet flavor!";
+					mes "Everyone in this village likes Mom's hotcakes. Hehe.";
+					next;
+				}
+				else if (.@AnnaInfo$ == "Mikhail") {
+					mes "[Anna]";
+					mes "Mikhail is a timid fool!";
+					next;
+				}
+				else {
+					mes "[Anna]";
+					mes "I have no idea about that thing.";
+					next;
+				}
+				break;
+			case 5:
+				mes "[Anna]";;
+				mes "Hmm ~ ~ ~ ~ ";
+				next;
+				mes "- Anna frowns at me and sticks out her tongue.";
+				mes "She doesn't want to talk to me -";
+				close;
+			}
+		}
+	}
+	else if (mos_swan == 3) {
+		mes "["+strcharinfo(0)+"]";
+		mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000.";
+		close;
+	}
+	else if (mos_swan > 3 && mos_swan < 12) {
+		mes "[Anna]";
+		mes "Mikhail is foolish, timid and a coward!";
+		close;
+	}
+	else if (mos_swan == 25) {
+		mes "[Anna]";
+		mes "Mik..ha..il";
+		mes "He tattled on me to mom...";
+		next;
+		mes "[Gallina]";
+		mes "Anna!";
+		next;
+		mes "[Anna]";
+		mes "....I'm sorry.";
+		close;
+	}
+	else if (mos_swan == 100) {
+		mes "[Anna]";
+		mes "Mik..ha..il";
+		mes "He tattled on me to mom...";
+		next;
+		mes "[Gallina]";
+		mes "Anna!";
+		next;
+		emotion e_sob;
+		mes "[Anna]";
+		mes "....I'm sorry.";
+		close;
+	}
+	else {
+		mes "[Anna]";
+		mes "....I'm bored.";
+		close;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Bed
+//----------------------------------------------------------------------------
+mosk_in,136,279,3	script	Bed#mos1	111,{
+	if (mos_swan == 11) {
+		mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -";
+		next;
+		if(select("Check other things:Look it over ") == 1) {
+			mes "- You'll examine the bed later -";
+			close;
+		}
+		mes "- You come near the bed to look it over. -";
+		next;
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		next;
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		next;
+		mes "- You didn't find anything -";
+		close;
+	}else{
+		mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them -";
+		close;
+	}
+}
+
+mosk_in,161,279,3	duplicate(Bed#mos1)	Bed#mos2	111
+
+//----------------------------------------------------------------------------
+// Fire pot + Mikhail
+//----------------------------------------------------------------------------
+mosk_in,205,268,3	script	Fire pot#mos	111,{
+	if (mos_swan == 0) {
+		mes "- It's a fire pot to heat the room or bake something -";
+		close;
+	}
+	else if (mos_swan == 1) {
+		mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+		mes "It seems that this has not been used for a long time.";
+		mes "I think I should ask his family where he might have fun off to -";
+		set mos_swan,2;
+		close;
+	}
+	else if (mos_swan > 1 && mos_swan < 11) {
+		mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+		mes "It seems that it was used a long time ago. -";
+		close;
+	}
+	else if (mos_swan == 11) {
+		mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
+		mes "It seems that it was used a long time ago. -";
+		next;
+		if(select("Check other things:Look it over") == 1) {
+			mes "- You decide to check out other things -";
+			close;
+		}
+		mes "- You come near the pot to look it over. -";
+		next;
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		next;
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		mes " .............. ";
+		next;
+		mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -";
+		next;
+		switch(select("Mikhail is in the fire pot.:Mikhail is around the fire pot.:There's nothing between pieces of bread and Mikhail.")) {
+		case 1:
+			mes "["+strcharinfo(0)+"]";
+			mes "I finally found him.";
+			next;
+			mes "- You put your arm into the hole of the fire pot. -";
+			next;
+			mes "- Something makes a rustling sound. -";
+			next;
+			mes "- You call Mikhail with a low voice. -";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Mik-ha-il-.";
+			next;
+			mes "- .......................... -";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Mikhail.";
+			mes "I know you're there, please come out.";
+			next;
+			mes "- .......................... -";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Your mom and sister are worried about you.";
+			next;
+			mes "[???]";
+			mes ".......hey.";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "?????";
+			next;
+			mes "[Mikhail]";
+			mes ".......No, I can't............";
+			mes "I'll.... be punished........";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "No, you won't, Mikhail.";
+			mes "Your mom is worried about you so much.";
+			mes "Your sister, too.";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "You broke your mom's Matrushka by mistake, didn't you?";
+			mes "I'll tell her about your mistake. Please come out.";
+			next;
+			mes "[Mikhail]";
+			mes "Oh.. ma.. matrushka..";
+			mes "I didn't break..it.. it..wasn't.. just me!";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "And?";
+			next;
+			mes "[Mikhail]";
+			mes "Anna pushed me and bumped me......";
+			mes "But she told Mom that it was just me who broke it....";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Oh, dear! You and Anna did that but she put all the blame on you?";
+			next;
+			mes "[Mikhail]";
+			mes "Yes.....";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "You should come out and tell your mom the truth! Let's go Mikhail.";
+			next;
+			mes "[Mikhail]";
+			mes "No! No, I can't!!";
+			next;
+			mes "- A small-white hand comes out of the fire pot and grabs your ankle -";
+			next;
+			mes "[Mikhail]";
+			mes "No...I'm afraid that Mom will punish me...";
+			mes "Because Grandma's Matrushka is broken......";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Oh, my. Please don't cry little boy.";
+			mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her.";
+			next;
+			mes "[Mikhail]";
+			mes "Can you... get... a paste?";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "You don't believe me?";
+			mes "Ok, stay here. I'll be right back with the paste.";
+			next;
+			mes "- I need to know what's required for the paste.";
+			mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -";
+			set mos_swan,12;
+			close;
+			break;
+		case 2:
+			mes "- I guess he's near the fire pot. Where can I find him? -";
+			close;
+			break;
+		case 3:
+			mes "- I guess pieces of bread have nothing to do with Mikhail. -";
+			close;
+		}
+	}
+	else if (mos_swan == 12) {
+		mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -";
+		close;
+	}
+	else if (mos_swan == 24) {
+		mes "["+strcharinfo(0)+"]";
+		mes "Hey, Mikhail. I've got the paste!.";
+		next;
+		mes "[Mikhail]";
+		mes "......Really? are you serious?";
+		next;
+		donpcevent "Mikhail#mos::OnEnable";
+		mes "- You hand over the paste from Victor to Mikhail. -";
+		next;
+		mes "[Mikhail]";
+		mes "Wow! Great!";
+		next;
+		mes "- He begins working on the broken Matrushka as if he was piecing together a puzzle. -";
+		next;
+		mes "[Mikhail]";
+		mes "I've done it!!!!!!!";
+		mes "Thank you so much!!!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "You're welcome, haha.";
+		mes "Anyway, can you promise me one thing?";
+		next;
+		mes "[Mikhail]";
+		mes "What?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future.";
+		next;
+		mes "[Mikhail]";
+		mes ".............";
+		next;
+		mes "[Mikhail]";
+		mes "OK, I will!";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Hoohoo, you're good boy.";
+		next;
+		mes "[Mikhail]";
+		mes "Now I'm gonna give this back to Mom.";
+		donpcevent "Mikhail#mos::OnInit";
+		set mos_swan,25;
+		delitem 7764,1;
+		close;
+	}
+	else{
+		mes "- It's a fire pot to heat the room or bake something -";
+		close;
+	}
+}
+
+mosk_in,202,269,5	script	Mikhail#mos	962,{
+	end;
+OnInit:
+	hideonnpc "Mikhail#mos";
+	end;
+	
+OnEnable:
+	hideoffnpc "Mikhail#mos";
+	end;
+}
+
+//----------------------------------------------------------------------------
+// Sticky Herb Tree Inn NPCs
+//----------------------------------------------------------------------------
+mosk_in,135,191,5	script	Landlord#mos	961,{
+	mes "[Landlord]";
+	mes "Oh, welcome to the Inn 'Sticky Herb Tree'.";
+	mes "It is the most comfortable and calmest place in all of Moscovia.";
 	next;
-	if (select("Forward:Return") == 1) {
-		mes "-Fear, chose to return-";
-		close2;
-		warp "mosk_dun02",262,118;
+	if (mos_swan == 3) {
+		switch(select("Save:Stay the night - 5000z:Ask her about Mikhail.")) {
+		case 1:
+			mes "[Landlord]";
+			mes "Your respawn point has been saved.";
+			mes "Hope we can see you again next time hoho.";
+			savepoint "mosk_in",142,189;
+			close;
+			break;
+		case 2:
+			if (Zeny > 4999) {
+				mes "[Landlord]";
+				mes "Ok, I'll bring you the best room.";
+				mes "Please have a rest, young adventurer.";
+				close2;
+				set Zeny,Zeny-5000;
+				percentheal 100,100;
+				warp "mosk_in",215,181;
+				end;
+			}else{
+				mes "[Landlord]";
+				mes "The service charge is 5000z.";
+				mes "Please make sure you have enough money for the service.";
+				close;
+			}
+			break;
+		case 3:
+			mes "[Landlord]";
+			emotion 3;
+			if (sex) {
+				mes "Oh~! You look great! Look at the solid muscle!";
+				mes "But you look tired. Is it because of a long journey?";
+				next;
+				mes "[Landlord]";
+				mes "We've got a room available just for you. It's the best in town. How about staying the night?";
+				mes "I'll charge you at reasonable price for you, handsome guy.";
+			}else{
+				mes "Oh, you look great! Look at your fair skin! ";
+				mes "But you look tired. Is it because of a long journey?";
+				next;
+				mes "[Landlord]";
+				mes "We've got a room available just for you. It's like a princess' room.";
+				mes "How about staying the night? I'll mark down the price for you, beautiful lady.";
+			}
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Oh, I'm sorry but I didn't come to stay here.";
+			mes "I'm looking for a kid and I've got something to ask you...";
+			next;
+			emotion e_omg;
+			mes "[Landlord]";
+			mes "What!?!?";
+			next;
+			mes "[Landlord]";
+			mes "Hey~ You've heard about 'give and take'?";
+			mes "Haven't you?";
+			mes "If you're my customer, I could offer you what you want but you're not!";
+			next;
+			mes "[Landlord]";
+			mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?";
+			next;
+			if(select("Refuse.:Stay overnight and get the info. - 5000z") == 1) {
+				emotion 7;
+				mes "[Landlord]";
+				mes "Well, get the info by yourself then.";
+				close;
+			}
+			if (Zeny < 5000) {
+				mes "[Landlord]";
+				mes "No way. You don't have enough money.";
+				mes "Go away! I can't offer you a room.";
+				close;
+			}else{
+				mes "[Landlord]";
+				mes "Oh, God! You're as great as you look~";
+				mes "Ok, I'll bring you to the room in a bit!!";
+				next;
+				mes "[Landlord]";
+				mes "Come on, please follow me with your luggage.";
+				mes "Oh, let me carry them. Hohoho, you must be exhausted.";
+				mes "I wish you a good night's rest. Hohoho.";
+				set mos_swan,4;
+				close2;
+				set Zeny,Zeny-5000;
+				percentheal 100,100;
+				warp "mosk_in",215,181;
+				end;
+			}
+		}
+	}
+	else if (mos_swan == 4 || mos_swan == 5) {
+		mes "[Landlord]";
+		mes "You're up already?";
+		mes "Well since you're young you've probably already recovered all of your strength.";
+		mes "Hohoho.";
+		next;
+		while(1) {
+			switch(select("Ask her about the inn:Ask her about Mikhail.:End the conversation")) {
+			case 1:
+				mes "[Landlord]";
+				mes "The name of our inn came from a big apple tree which is outside of the village.";
+				mes "I hope our inn will be the most famous place in Moscovia like the apple tree that distinguishes itself in the thick wood.";
+				next;
+				break;
+			case 2:
+				mes "[Landlord]";
+				mes "Mikhail?";
+				mes "Ah! You're talking about a cute boy, Mr. Ibanoff's son?";
+				mes "Yes I saw him. He was here a few hours ago.";
+				next;
+				mes "[Landlord]";
+				mes "He looked pale and asked me for a high-strength adhesive. He might've broken something important.";
+				next;
+				mes "[Landlord]";
+				mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son.";
+				mes "Hohoho";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "So what happened?";
+				mes "Did Mikhail get it?";
+				next;
+				mes "[Landlord]";
+				mes "Hoho, I don't really know. Maybe my husband does...";
+				mes "He's not much to look at, but he's good at repairing and making stuff! hoho";
+				next;
+				mes "[Landlord]";
+				mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now...";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "......And then?";
+				next;
+				mes "[Landlord]";
+				mes "I told him to go to the pub over there.";
+				mes "I also told him not to drink what those guys offer to him!";
+				mes "Cause he's such a cute boy!";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "So, did he go there?";
+				next;
+				mes "[Landlord]";
+				mes "Yes he did-.";
+				mes "As he's a good boy, he would go there.";
+				mes "He's really gentle.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "OK. Thank you for your answers!";
+				next;
+				mes "[Landlord]";
+				mes "I was unkind to make you stay here but wasn't it easier for you? hoho.";
+				mes "When it gets dark, promise me to come here again. Hoho";
+				set mos_swan,7;
+				close;
+				break;
+			case 3:
+				mes "[Landlord]";
+				mes "When you need to take a rest, where will you go?";
+				next;
+				mes "[Landlord]";
+				mes "You should come back here to Inn 'Sticky Herb Tree'. Ok?";
+				mes "I'll offer you better service next time.";
+				close;
+			}
+		}
+	}
+	else{
+		if(select("Save:Stay the night - 5000z") == 1) {
+			mes "[Landlord]";
+			mes "Your respawn point has been saved.";
+			mes "Hope we can see you again next time hoho.";
+			savepoint "mosk_in",142,189;
+			close;
+		}
+		if (Zeny> 4999) {
+			mes "[Landlord]";
+			mes "Please be comfortable.";
+			close2;
+			set Zeny,Zeny-5000;
+			percentheal 100,100;
+			warp "mosk_in",215,181;
+			end;
+		}else{
+			mes "[Landlord]";
+			mes "The service charge is 5000z.";
+			mes "Please make sure you have enough money for the service.";
+			close;
+		}
+	}
+}
+
+mosk_in,141,212,3	script	Pub Owner#mos	964,{
+	if (checkweight(1201,1) == 0 ) {
+		mes "- Please stop here !! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "- Please stop here!! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if (mos_swan == 7) {
+		mes "[Pub Owner]";
+		mes "We've got another wanderer here";
+		mes "Welcome to our pub.";
+		mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'.";
+		next;
+		if(select("Ask him about Mikhail.:Order a drink.") == 1) {
+			mes "["+strcharinfo(0)+"]";
+			mes "Sasha, has a little boy called 'Mikhail' came here?";
+			next;
+			mes "[Pub Owner]";
+			mes "Are you talking about the cute little boy? Yes he has came here.";
+			mes "He looked pale and needed a high-strength adhesive .";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "So what did you say ?";
+			next;
+			mes "[Pub Owner]";
+			mes "I don't know well about that thing.";
+			mes "However, I know a person who may know about that so I introduced him to Mikhail.";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Who's that person?";
+			next;
+			mes "[Pub Owner]";
+			mes "It's Victor over there.";
+			mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000.";
+			mes "No one knows about it well except him.";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Sasha, thanks a lot!";
+			next;
+			mes "[Pub Owner]";
+			mes "You're welcome.";
+			set mos_swan,8;
+			close;
+		}
+		mes "[Pub Owner]";
+		mes "Although you may be an experienced adventurer, you look so young.";
+		mes "I recommend you these drinks. Which one will you take?";
+		next;
+		switch(select("Milk - 1000z:Sticky_Herb juice - 1000z:They are all expensive!")) {
+		case 1:
+			if (Zeny > 999) {
+				set Zeny,Zeny-1000;
+				set mos_swan,9;
+				getitem 519,1;
+				mes "[Pub Owner]";
+				mes "Here you are. This is what you ordered.";
+				mes "How do you like Moscovia?";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Yes, it's beautiful and gorgeous.";
+				mes "Sasha, most of all, can you answer one question?";
+				next;
+				mes "[Pub Owner]";
+				mes "About what?";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Has Mikhail come here?";
+				next;
+				mes "[Pub Owner]";
+				mes "Yes he has.";
+				mes "He looked pale and needed a high-strength adhesive.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "So what happened?";
+				next;
+				mes "[Pub Owner]";
+				mes "I don't know much about adhesives.";
+				mes "But, I know a person who may know about them so I introduced Mikhail to him.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Who's this person?";
+				next;
+				mes "[Pub Owner]";
+				mes "It's Victor over there.";
+				mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
+				mes "No one knows adhesives as well as he does.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Sasha, thanks a lot!";
+				next;
+				mes "[Pub Owner]";
+				mes "You're welcome.";
+				close;
+			}else{
+				mes "[Pub Owner]";
+				mes "You'll need a lot of money while you're traveling.";
+				mes "If you don't have enough money, I'll offer you a glass of water.";
+				close;
+			}
+			break;
+		case 2:
+			if (Zeny > 999) {
+				set Zeny,Zeny-1000;
+				set mos_swan,9;
+				getitem 531,1;
+				mes "[Pub Owner]";
+				mes "Here you are. This is what you ordered.";
+				mes "How do you like Moscovia?";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Yes, it's beautiful and gorgeous.";
+				mes "Sasha, most of all, can you answer one question?";
+				next;
+				mes "[Pub Owner]";
+				mes "About what?";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Has Mikhail come here?";
+				next;
+				mes "[Pub Owner]";
+				mes "Yes he has.";
+				mes "He looked pale and needed a high-strength adhesive.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "So what happened?";
+				next;
+				mes "[Pub Owner]";
+				mes "I don't know much about adhesives.";
+				mes "But, I know a person who may know about them so I introduced Mikhail to him.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Who's this person?";
+				next;
+				mes "[Pub Owner]";
+				mes "It's Victor over there.";
+				mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
+				mes "No one knows adhesives as well as he does.";
+				next;
+				mes "["+strcharinfo(0)+"]";
+				mes "Sasha, thanks a lot!";
+				next;
+				mes "[Pub Owner]";
+				mes "You're welcome.";
+				close;
+			}else{
+				mes "[Pub Owner]";
+				mes "You'll need a lot of money while you're traveling.";
+				mes "If you don't have enough money, I'll offer you a glass of water.";
+				close;
+			}
+			break;
+		case 3:
+			mes "[Pub Owner]";
+			mes "Hahaha, too much for you eh cheapskate.";
+			close;
+		}
+	}
+	else if (mos_swan == 8) {
+		mes "[Pub Owner]";
+		mes "While I work in this pub, I can hear stories from all around the world.";
+		mes "They are all heroes of their life.";
+		next;
+		mes "[Pub Owner]";
+		mes "Each story interests me so a day passes quick.";
+		mes "That's why I love my job.";
+		next;
+		mes "[Pub Owner]";
+		mes "Well, do you have some stories for me? or you've got something to ask me.";
+		mes "I recommend you those drinks.";
+		next;
+		switch(select("Milk - 1000z:Apple juice - 1000z:They are all expensive!")) {
+		case 1:
+			if (Zeny > 999) {
+				set Zeny,Zeny-1000;
+				set mos_swan,9;
+				getitem 519,1;
+				mes "[Pub Owner]";
+				mes "Here you are. This is what you ordered.";
+				mes "Enjoy yourself.";
+				close;
+			}else{
+				mes "[Pub Owner]";
+				mes "You'll need a lot of money while you're traveling.";
+				mes "If you don't have enough money, I'll offer you a glass of water.";
+				close;
+			}
+			break;
+		case 2:
+			if (Zeny > 999) {
+				set Zeny,Zeny-1000;
+				set mos_swan,9;
+				getitem 531,1;
+				mes "[Pub Owner]";
+				mes "Here you are. This is what you ordered.";
+				mes "Enjoy yourself.";
+				close;
+			}else{
+				mes "[Pub Owner]";
+				mes "You'll need a lot of money while you're traveling.";
+				mes "If you don't have enough money, I'll offer you a glass of water.";
+				close;
+			}
+			break;
+		case 3:
+			mes "[Pub Owner]";
+			mes "Hahaha, Here is the sightseeing place.";
+			close;
+		}
+	}
+	else if (mos_swan == 9) {
+		mes "[Pub Owner]";
+		mes "Have you spoken to Victor?";
+		close;
+	}
+	else {
+		mes "[Pub Owner]";
+		mes "Welcome to our pub.";
+		mes "I'm Alexandre of ^3131FF'Stream Pub'^000000. But, everyone calls me 'Sasha'.";
+		mes "It's a fine day today. I feel like going out.";
+		close;
+	}
+}
+
+mosk_in,147,202,3	script	Victor#mos	968,{
+	if (checkweight(1201,1) == 0 ) {
+		mes "- Please stop here !! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "- Please stop here!! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if (mos_swan == 8) {
+		mes "["+strcharinfo(0)+"]";
+		mes "Excuse me.";
+		mes "Could you spare a few minutes for me?";
+		next;
+		mes "[Victor]";
+		mes "Who are you?";
+		mes "What gives you the right to say such a thing?";
+		mes "I'm busy appreciating wine in this glass.";
+		close;
+	}
+	else if (mos_swan == 9) {
+		mes "["+strcharinfo(0)+"]";
+		mes "Excuse me.";
+		mes "Could you spare a few minutes for me?";
+		next;
+		mes "[Victor]";
+		mes "Who are you?";
+		mes "What gives you the right to say such a thing?";
+		mes "I'm busy appreciating wine in this glass.";
+		next;
+		mes "[Victor]";
+		mes "Pardon? You're drinking too.";
+		mes "Ok, it's lonely to drink alone. I but I've gotten used to it.";
+		next;
+		mes "[Victor]";
+		mes "Well, tell me what you have on your mind. I'm listening.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Have you seen a little boy who was looking for paste?";
+		next;
+		mes "[Victor]";
+		mes "..................";
+		next;
+		mes "[Victor]";
+		mes "You're talking about Mikhail?";
+		mes "He's such a sentimental boy. I was troubled by him";
+		next;
+		mes "[Victor]";
+		mes "By the way, how did you know that he came to see me? Did he say anything to you?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka..";
+		next;
+		mes "[Victor]";
+		mes "............What?";
+		mes "Hmm.. Oh dear.....";
+		mes "I doubt he went there.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "There?";
+		next;
+		mes "[Victor]";
+		mes "Yes. Baba Yaga 'The Terrible' and other scary animals live there.";
+		next;
+		mes "[Victor]";
+		mes "The little boy came here crying a few hours ago.";
+		mes "He's got something that needs to be stuck together, so he needed a high-strength adhesive.";
+		next;
+		mes "[Victor]";
+		mes "But I don't carry such a thing. So I told him to bring me some stuff for it.";
+		next;
+		mes "[Victor]";
+		mes "To get the stuff for a high-strength adhesive, you need to go to an isolated swamp. You can reach it by boat and it takes a long time.";
+		next;
+		mes "[Victor]";
+		mes "But the way to the swamp is very dangerous. There are horrible monsters around it, all hunting with eager eyes.";
+		next;
+		mes "[Victor]";
+		mes "Especially, the old lady Baba Yaga who attacks anyone she sees. She especially likes youngsters like you. haha!";
+		mes "heeheehee!!";
+		next;
+		mes "[Victor]";
+		mes "...You turned pale! hahaha!!";
+		next;
+		mes "[Victor]";
+		mes "But...";
+		mes "I'm exaggerating a little, it's true that there are scary things.";
+		mes "But, I don't believe that a little and timid boy like Mikhail would go there. It's impossible!";
+		next;
+		mes "[Victor]";
+		mes "I said to him, 'you can never, ever go there' and told him to go back home.";
+		mes "He asked for the impossible so I calmed him down with some bread.";
+		next;
+		mes "[Victor]";
+		mes "He was already white with fear that he broke his mother's matrushka. Do you think that he would go there?";
+		next;
+		mes "[Victor]";
+		mes "He might've just hidden himself somewhere, haha!";
+		set mos_swan,10;
+		close;
+	}
+	else if (mos_swan == 10 || mos_swan == 11) {
+		mes "[Victor]";
+		mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there. ";
+		next;
+		mes "[Victor]";
+		mes "If you go deep into it's forest, you can find a swamp where sticky weeds are growing.";
+		next;
+		mes "[Victor]";
+		mes "The way to go there is full of danger. Do think that a timid boy like Mikhail can go there?";
+		close;
+	}
+	else if (mos_swan == 12) {
+		mes "[Victor]";
+		mes "You came back. Hmm, are you about to make me responsible that he's gone?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "No, I found him. You don't have to worry.";
+		next;
+		mes "[Victor]";
+		mes "So, what do you want with me?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?";
+		next;
+		mes "[Victor]";
+		mes "Why are you so eager to make it? How important is the stuff?";
+		mes "Well, I don't care...";
+		next;
+		mes "[Victor]";
+		mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there.";
+		next;
+		mes "[Victor]";
+		mes "If you go deep into it's forest, you can find a swamp where sticky weeds are growing.";
+		next;
+		mes "[Victor]";
+		mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me.";
+		set mos_swan,13;
+		close;
+	}
+	else if (mos_swan > 12 && mos_swan < 23) {
+		mes "[Victor]";
+		mes "If you want to make adhesives";
+		mes "get 10 sticky herbs and";
+		mes "1 medicine bowl for me.";
+		mes "Those sticky herbs are growing in the swamp. It may be dangerous but that shouldn't be a problem for you?";
+		close;
+	}
+	else if (mos_swan == 23) {
+		mes "[Victor]";
+		mes "What do you want with me this time??";
+		mes "Oh, you said you wanted an adhesive...";
+		mes "You're bothering me so much!";
+		next;
+		if (countitem(7763) > 9 && countitem(7134) > 0) {
+			mes "[Victor]";
+			mes "Give me the stuff! I'll make it quickly. You're annoying me!";
+			next;
+			mes "- He's making adhesive with a crunching sound -";
+			mes "- He's making adhesive with a crunching sound -";
+			mes "- He's making adhesive with a crunching sound -";
+			next;
+			mes "- And he may be rubbing something -";
+			mes "- And he may be rubbing something -";
+			mes "- And he may be rubbing something -";
+			mes "- And he may be rubbing something -";
+			next;
+			mes "[Victor]";
+			mes "Ok, done!";
+			mes "I don't want you to bother me any longer!";
+			mes "Please leave!";
+			delitem 7763,10;
+			delitem 7134,1;
+			set mos_swan,24;
+			getitem 7764,1;
+			close;
+		}else{
+			mes "[Victor]";
+			mes "He's annoying me so much. Give me the materials!";
+			mes "Oh dear? What are those things? I said 10 sticky herbs and 1 medicine bowl!!";
+			next;
+			mes "[Victor]";
+			mes "Even though I'm always in the pub, I have my own business... !";
+			next;
+			mes "[Victor]";
+			mes ".............!!!!";
+			next;
+			mes "[Victor]";
+			mes "..................";
+			mes "What are you staring at? Bring them to me right now!";
+			close;
+		}
+	}
+	else{
+		mes "[Victor]";
+		mes "What did you say? I just want to drink peacefully!";
+		close;
+	}
+}
+
+mosk_in,215,181,0	script	#swan_inn	-1,1,1,{
+	end;
+	
+OnTouch:
+	if (mos_swan == 4) {
+		mes "..................";
+		mes "..................";
+		next;
+		mes "..................";
+		mes "..................";
+		mes "..................";
+		next;
+		mes "..................";
+		mes "..................";
+		mes "..................";
+		mes "..................";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Oh, I got a good night's sleep. How long did I sleep?";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Althought I was forced to stay here, it's true that it's got great facilities.";
+		mes "I feel refreshed.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Ok, I guess I will go to the landlord to get some info.";
+		set mos_swan,5;
+		close;
+	}else{
 		end;
 	}
-	mes "-Chose to return-";
-	close;
 }
 
-mosk_dun01,264,191,0	script	Stone#mosk5	111,{
+//----------------------------------------------------------------------------
+// Swamp
+//----------------------------------------------------------------------------
+mosk_dun03,153,90,3	script	Bubbling Swamp#mos1	844,{
+	if (checkweight(1201,1) == 0) {
+		mes "- Your bag is very heavy today -";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "- Your bag is very heavy today -";
+		close;
+	}
+	if (mos_swan == 10) {
+		mes "- You feel sticky just looking at this swamp. -";
+		next;
+		mes "- Gas bubbles are rising. The atomosphere here is pretty scary -";
+		next;
+		mes "["+PcName+"]";
+		mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time.";
+		set mos_swan,11;
+		close;
+	}
+	else if (mos_swan == 11 && mos_swan == 12) {
+		mes "- You can see a small muddy swamp -";
+		next;
+		mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+		close;
+	}
+	else if (mos_swan > 12 && mos_swan < 23) {
+		mes "- You feel sticky just looking at the swamp. -";
+		next;
+		mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+		next;
+		mes "- You stretch out to find sticky herbs. -";
+		next;
+		set .@leaf_mos,rand(1,10);
+		if (.@leaf_mos < 6) {
+			mes "- You have pricked your finger on a Sticky Herb. -";
+			if (mos_swan == 22) {
+				getitem 7763,1;
+				set mos_swan,23;
+				close;
+			}else{
+				getitem 7763,1;
+				close;
+			}
+		}else{
+			mes "- You have pricked your finger on a Green Herb. -";
+			getitem 511,1;
+			close;
+		}
+	}
+	else {
+		mes "- You can see a small swamp which seems very muddy. -";
+		next;
+		mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
+		close;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Larissa - Hotcake Quests
+//----------------------------------------------------------------------------
+mosk_in,211,259,5	script	Larissa#mos_01	960,{
+	if (checkweight(1201,1) == 0) {
+		mes "- Please stop here !! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "- Please stop here !! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if (mos_swan == 100) {
+		mes "[Larissa]";
+		mes "Oh, you're the adventurer that Madame told me about .";
+		mes "Did you find her son?";
+		mes "I'm so glad. He's a good kid.";
+		next;
+		mes "[Larissa]";
+		mes "Here you are. This special pancake is for you.";
+		mes "It will be very delicious.";
+		set mos_swan,101;
+		getitem 592,5;
+		getitem 593,5;
+		next;
+		mes "[Larissa]";
+		mes "Whenever you'd like to eat these pancake, you come on by.";
+		mes "I'll bake you the most delicious one.";
+		close;
+	}
+	else if (mos_swan > 100) {
+		mes "[Larissa]";
+		mes "Did the pancake taste good?";
+		mes "Would you like another pancake?";
+		next;
+		if(select("Yes:No") == 1) {
+			if (countitem(7031) > 0 && countitem(519) > 1 && countitem(504) > 1 && countitem(548) > 0 && countitem(1019) > 0 && countitem(518) > 0) {
+				mes "[Larissa]";
+				mes "Let me check if you have all the ingredients.";
+				mes "A frying pan, milk... potion that softens the dough, cheese..honey..and firewood.";
+				mes "Perfect!";
+				next;
+				mes "[Larissa]";
+				mes "Let us begin by kneading the dough.";
+				mes "I'll add sugar and baking powder.";
+				mes "It can be mixed well with this sieve.";
+				next;
+				mes "[Larissa]";
+				mes "What should I do with the wheat flour?";
+				next;
+				switch(select("Turn it down.:Pass it through a sieve.:Press it with your fist.")) {
+				case 1:
+					mes "[Larissa]";
+					mes "Oh, my! What are you doing now?";
+					mes "I'm going to do that from the beginning.";
+					mes "Look, pass it through a sieve.";
+					next;
+					break;
+				case 2:
+					mes "[Larissa]";
+					mes "There you go. Just do it slowly while tapping the sides, sifting the sugar and baking powder through the sieve together.";
+					next;
+					break;
+				case 3:
+					mes "[Larissa]";
+					mes "If we don't have the sieve, we can use our fist but we've got one. So we might as well use it right?";
+					next;
+				}
+				mes "[Larissa]";
+				mes "That way, it will mix well.";
+				mes "And then I'm adding an egg, some milk and a white potion.";
+				mes "What next?";
+				next;
+				if(select("Stir it up with great speed.:Do the same as she said.") == 1) {
+					mes "[Larissa]";
+					mes "No, you don't have to do that way. It won't rise properly if you stir it too fast.";
+					next;
+				}else{
+					mes "[Larissa]";
+					mes "You're very good at this!";
+					next;
+				}
+				mes "[Larissa]";
+				mes "It'll rise while baking if you stir it properly";
+				mes "Ok, let me bake now. Let's pour it on our pan and spread it around.";
+				next;
+				mes "[Larissa]";
+				mes "Cook in low temperature. It'll rise and have bubbles on it.";
+				mes "When you see the bubbles, you can turn it over.";
+				next;
+				if(select("Cook in high temperature.:Can I turn it over now?") == 1) {
+					mes "[Larissa]";
+					mes "No, you don't do that.";
+					mes "You'll burn it up.";
+					mes "Wait for a while.";
+					next;
+				}else{
+					mes "[Larissa]";
+					mes "Hmm let's see. It's good.";
+					mes "You were good at it.";
+					next;
+				}
+				mes "[Larissa]";
+				mes "Ok, turn it over. Oh it looks delicious";
+				mes "What should I top it with? First I put some cheese but the rest is up to you...";
+				next;
+				switch(select("Caviar:Mushrooms:Honey:Strawberry jam:Sour cream")) {
+				case 1:
+					mes "[Larissa]";
+					mes "Ok. you want caviar. Forturnately, I still have a little left.";
+					mes "Hoohoo, this'll be luxurious..";
+					mes "Here we go. It's all done!";
+					delitem 7031,1;
+					delitem 519,2;
+					delitem 504,2;
+					delitem 548,1;
+					delitem 1019,1;
+					delitem 518,1;
+					getitem 591,1;
+					close;
+					break;
+				case 2:
+					mes "[Larissa]";
+					mes "Ok. you want mushrooms.. It has an earthly flavor.";
+					mes "Here we go. It's all done!";
+					delitem 7031,1;
+					delitem 519,2;
+					delitem 504,2;
+					delitem 548,1;
+					delitem 1019,1;
+					delitem 518,1;
+					getitem 595,1;
+					close;
+					break;
+				case 3:
+					mes "[Larissa]";
+					mes "Ok, honey syrup goes perfectly with pancakes.";
+					mes "Here we go. It's all done!";
+					delitem 7031,1;
+					delitem 519,2;
+					delitem 504,2;
+					delitem 548,1;
+					delitem 1019,1;
+					delitem 518,1;
+					getitem 593,1;
+					close;
+					break;
+				case 4:
+					mes "[Larissa]";
+					mes "Who could get sick of pancakes with strawberry jam?";
+					mes "Hoohoo it tastes sweet too.";
+					mes "Here we go. It's all done!";
+					delitem 7031,1;
+					delitem 519,2;
+					delitem 504,2;
+					delitem 548,1;
+					delitem 1019,1;
+					delitem 518,1;
+					getitem 592,1;
+					close;
+					break;
+				case 5:
+					mes "[Larissa]";
+					mes "You want sour cream.. you will feel as if you fly in the sky.";
+					mes "It can help reduce stress.";
+					mes "Here we go. It's all done!";
+					delitem 7031,1;
+					delitem 519,2;
+					delitem 504,2;
+					delitem 548,1;
+					delitem 1019,1;
+					delitem 518,1;
+					getitem 594,1;
+					close;
+				}
+			}else{
+				mes "[Larissa]";
+				mes "That's good. I have ingredients and several toppings but...";
+				mes "It's still not enough. You need to get all of the things that we don't have now.";
+				next;
+				mes "[Larissa]";
+				mes "I need ^4d4dff1 old frying pan , 2 bottles of milk , 2 white potion, 1 cheese, 1 Trunk, 1 Honey ^000000.";
+				mes "We can bake our pancake when we get all of those.";
+				close;
+			}
+		}
+		mes "[Larissa]";
+		mes "Ok we can bake it next time.";
+		mes "I'm always available.";
+		close;
+	}
+	else{
+		mes "[Larissa]";
+		mes "Young lady is a practical joker and her brother is tenderhearted.";
+		mes "By the way, I haven't seen him for quite some time.";
+		close;
+	}
+}
+
+//============================================================================
+// Acorn Exchange
+//============================================================================
 
-	mes "^009900-Square-shaped rocks on the surface";
-	mes "are engraved on the characters.-^000000";
+//----------------------------------------------------------------------------
+// Acorn Dealer - Sells Acorns
+//----------------------------------------------------------------------------
+moscovia,208,182,7	script	Acorn Dealer#mos	967,{
+	mes "[Acorn Dealer]";
+	mes "We have very fresh acorns. Everyone will like them!";
+	mes "You can buy one acorn for 100zeny!";
 	next;
-	mes "^3333FF~The person who advances, instead of dying.";
-	mes "Reputation is received.";
-	mes "As for the person who returns how long,";
-	mes "It probably is safe.";
-	mes "As for the person who does not fear death advancing,";
-	mes "That's not good to be back.~^000000";
+	if(select("Buy one.:What can I use them for?") == 2) {
+		mes "[Acorn Dealer]";
+		mes "Well uh...";
+		mes "You can grind them to make";
+		mes "something to eat and you can feed squirrels.";
+		next;
+		mes "[Acorn Dealer]";
+		mes "Someone can decorate their house";
+		mes "with them but I don't know how...";
+		mes "they've got to be highly talented.";
+		mes "Haha.";
+		close;
+	}
+	mes "[Acorn Dealer]";
+	mes "I'll bet you that they are very fresh!";
+	mes "How many acorns do you need?";
 	next;
-	if (select("Forward:Return") == 1) {
-		mes "–Chose to go-";
-		close2;
-		warp "mosk_dun03",117,36;
-		end;
+	while(.@input <= 0 || .@input > 500) {
+		input .@input;
+		if (.@input <= 0) {
+			mes "[Acorn Dealer]";
+			mes "Do you want to cancel this trade?";
+			close;
+		}
+		if (.@input > 500) {
+			mes "[Acorn Dealer]";
+			mes "You can't buy more than 500.";
+			next;
+		}
+		
+	}
+	if (!checkweight(1026, .@input)) {
+		mes "[Acorn Dealer]";
+		mes "Hello, I think you can't get acorns";
+		mes "now. You're carrying too many";
+		mes "items!";
+		mes "Please use Kafra service. I'll be";
+		mes "right here.";
+		close;
+	}
+	set .@price, .@input * 100;
+	if (Zeny < .@price) {
+		mes "[Acorn Dealer]";
+		mes "Hello? You've turned pale! Are you ok??";
+		mes "Do you have enough money?";
+		close;
+	}else{
+		mes "[Acorn Dealer]";
+		mes "Oh, thank you...";
+		mes "What do you think of them? They're fresh, aren't they?";
+		set Zeny,Zeny - .@price;
+		getitem 1026,.@input;
+		close;
 	}
-	mes "-Chose to return-";
-	close;
 }
 
-mosk_dun03,119,46,0	script	Stone#mosk6	111,{
+//----------------------------------------------------------------------------
+// Big Squirrel - Trade Acorns for Gems
+//----------------------------------------------------------------------------
+mosk_fild01,113,108,3	script	Big Squirrel#mos	111,{
+	if (checkweight(1201,1) == 0 ) {
+		mes "- Please stop here !! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "- Please stop here!! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	mes "- It's an extroardinary big squirrel. -";
+	next;
+	mes "- When the animal comes across you, it starts to sniffle and purse up it's lips. -";
+	next;
+	if (countitem(1026) > 19) {
+		switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
+		case 1:
+			mes "- You take one of acorns out and hold it out to the squirrel. -";
+			next;
+			mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
+			next;
+			mes "- It makes a crunching sound -";
+			mes "- It makes a crunching sound -";
+			mes "- It makes a crunching sound -";
+			next;
+			mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
+			delitem 1026,20;
+			set .@cyworld,rand(1,1000);
+			set .@stworld,rand(1,150);
+			if (.@cyworld > 0 && .@cyworld < 100) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 100) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 730,1;
+				else
+					getitem 7289,1;
+			}
+			else if (.@cyworld > 100 && .@cyworld < 200) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 200) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 731,1;
+				else
+					set .@stonez1,rand(1,10);
+					if (.@stonez1 < 6)
+						getitem 7290,1;
+					else if (.@stonez1 > 5 && .@stonez1 < 8)
+						getitem 7297,1;
+					else
+						getitem 7292,1;
+			}
+			else if (.@cyworld > 200 && .@cyworld < 300) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 300) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 732,1;
+				else
+					set .@stonez2,rand(1,10);
+					if (.@stonez2 < 6)
+						getitem 7291,1;
+					else
+						getitem 7294,1;
+			}
+			else if (.@cyworld > 300 && .@cyworld < 400) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 400) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 730,1;
+				else
+					getitem 7295,1;
+			}
+			else if (.@cyworld > 400 && .@cyworld < 500) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 500) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 731,1;
+				else
+					getitem 7293,1;
+			}
+			else if (.@cyworld > 500 && .@cyworld < 600) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 600) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 732,1;
+				else
+					getitem 7292,1;
+			}
+			else if (.@cyworld > 600 && .@cyworld < 700) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 700) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 730,1;
+				else
+					getitem 7290,1;
+			}
+			else if (.@cyworld > 700 && .@cyworld < 800) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 800) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 731,1;
+				else
+					getitem 7296,1;
+			}
+			else if (.@cyworld > 800 && .@cyworld < 900) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 900) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 732,1;
+				else
+					getitem 7297,1;
+			}
+			else if (.@cyworld == 1000) {
+				getitem 727,1;
+			}
+			else {
+				getitem 724,1;
+			}
+			close;
+			break;
+		case 2:
+			mes "["+strcharinfo(0)+"]";
+			mes "It's so cute.";
+			close;
+			break;
+		case 3:
+			mes "[Aged Man]";
+			mes "Is it bigger than an ordinary one?";
+			mes "I found it one day and was barely able to save it...";
+			next;
+			mes "[Aged Man]";
+			mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
+			next;
+			mes "[Aged Man]";
+			mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
+			mes "That's why it's bigger than ordinary ones hahaha.";
+			close;
+		}
+	}else{
+		mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
+		close;
+	}
+}
 
-	mes "^009900-Square-shaped rocks on the surface";
-	mes "are engraved on the characters.-^000000";
+mosk_fild01,113,108,5	script	#mos_sq	1104,2,2,{
+	end;
+	
+OnTouch:
+	if (checkweight(1201,1) == 0 ) {
+		mes "- Please stop here !! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	if ((MaxWeight-Weight) < 2000) {
+		mes "- Please stop here!! -";
+		mes "- You're carrying too many items -";
+		mes "- Please try again -";
+		mes "- after using the kafra service -";
+		close;
+	}
+	mes "- It's an extroardinary big squirrel. -";
 	next;
-	mes "^3333FF~The person who remains, instead of dying.";
-	mes "Reputation is received.";
-	mes "As for the person who returns how long,";
-	mes "It probably is safe.";
-	mes "As for the person who does not fear death the return,";
-	mes "is not a good forward.~^000000";
+	mes "- When the animal comes across you, it starts to sniffle and purse up it's lips. -";
 	next;
-	if (select("Forward:Return") == 1) {
-		mes "-Fear, chose to return-";
+	if (countitem(1026) > 19) {
+		switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
+		case 1:
+			mes "- You take one of acorns out and hold it out to the squirrel. -";
+			next;
+			mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
+			next;
+			mes "- It makes a crunching sound -";
+			mes "- It makes a crunching sound -";
+			mes "- It makes a crunching sound -";
+			next;
+			mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
+			delitem 1026,20;
+			set .@cyworld,rand(1,1000);
+			set .@stworld,rand(1,150);
+			if (.@cyworld > 0 && .@cyworld < 100) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 100) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 730,1;
+				else
+					getitem 7289,1;
+			}
+			else if (.@cyworld > 100 && .@cyworld < 200) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 200) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 731,1;
+				else
+					set .@stonez1,rand(1,10);
+					if (.@stonez1 < 6)
+						getitem 7290,1;
+					else if (.@stonez1 > 5 && .@stonez1 < 8)
+						getitem 7297,1;
+					else
+						getitem 7292,1;
+			}
+			else if (.@cyworld > 200 && .@cyworld < 300) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 300) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 732,1;
+				else
+					set .@stonez2,rand(1,10);
+					if (.@stonez2 < 6)
+						getitem 7291,1;
+					else
+						getitem 7294,1;
+			}
+			else if (.@cyworld > 300 && .@cyworld < 400) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 400) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 730,1;
+				else
+					getitem 7295,1;
+			}
+			else if (.@cyworld > 400 && .@cyworld < 500) {
+				getitem 733,1;
+			}
+			else if (.@cyworld == 500) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 731,1;
+				else
+					getitem 7293,1;
+			}
+			else if (.@cyworld > 500 && .@cyworld < 600) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 600) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 732,1;
+				else
+					getitem 7292,1;
+			}
+			else if (.@cyworld > 600 && .@cyworld < 700) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 700) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 730,1;
+				else
+					getitem 7290,1;
+			}
+			else if (.@cyworld > 700 && .@cyworld < 800) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 800) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 731,1;
+				else
+					getitem 7296,1;
+			}
+			else if (.@cyworld > 800 && .@cyworld < 900) {
+				getitem 724,1;
+			}
+			else if (.@cyworld == 900) {
+				if (.@stworld > 0 && .@stworld < 10)
+					getitem 718,1;
+				else if (.@stworld > 9 && .@stworld < 20)
+					getitem 719,1;
+				else if (.@stworld > 19 && .@stworld < 30)
+					getitem 720,1;
+				else if (.@stworld > 29 && .@stworld < 40)
+					getitem 721,1;
+				else if (.@stworld > 39 && .@stworld < 50)
+					getitem 722,1;
+				else if (.@stworld > 49 && .@stworld < 60)
+					getitem 723,1;
+				else if (.@stworld > 59 && .@stworld < 70)
+					getitem 725,1;
+				else if (.@stworld > 69 && .@stworld < 80)
+					getitem 728,1;
+				else if (.@stworld > 79 && .@stworld < 90)
+					getitem 729,1;
+				else if (.@stworld > 89 && .@stworld < 100)
+					getitem 732,1;
+				else
+					getitem 7297,1;
+			}
+			else if (.@cyworld == 1000) {
+				getitem 727,1;
+			}
+			else {
+				getitem 724,1;
+			}
+			close;
+			break;
+		case 2:
+			mes "["+strcharinfo(0)+"]";
+			mes "It's so cute.";
+			close;
+			break;
+		case 3:
+			mes "[Aged Man]";
+			mes "Is it bigger than an ordinary one?";
+			mes "I found it one day and was barely able to save it...";
+			next;
+			mes "[Aged Man]";
+			mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
+			next;
+			mes "[Aged Man]";
+			mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
+			mes "That's why it's bigger than ordinary ones hahaha.";
+			close;
+		}
+	}else{
+		mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
+		close;
+	}
+}
+
+//============================================================================
+// Banish Winter
+//============================================================================
+
+//----------------------------------------------------------------------------
+// Baba Yaga, the Horrible - Starting Point
+//----------------------------------------------------------------------------
+mosk_in,215,46,5	script	#babayaga	-1,7,7,{
+	end;
+	
+OnTouch:
+	if (mos_nowinter == 0) {
+		if (countitem(7762) > 39 && BaseLevel > 59) {
+			set mos_nowinter,2;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Who the hell are you?";
+			mes "You want me to kick your ass!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "No. They are...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "You have our Yaga Pestles!";
+			mes "You have so many of them...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Who, who are you?";
+			close;
+		}
+		else if (countitem(7762) > 39 && BaseLevel < 60) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Hohoho~";
+			mes "You cannot beat my friends!";
+			mes "I don't know where you got";
+			mes "those Yaga Pestles, but";
+			mes "give them back to me!";
+			set mos_nowinter,1;
+			set .@getback,rand(1,20);
+			delitem 7762,.@getback;
+			close2;
+			warp "mosk_dun02",53,217;
+			end;
+		}
+		else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "Who the hell are you?";
+			mes "You want me to kick your ass!";
+			set mos_nowinter,1;
+			close2;
+			warp "mosk_dun02",53,217;
+			end;
+		}
+	}
+	else if (mos_nowinter == 1) {
+		if (countitem(7762) > 39 && BaseLevel > 59) {
+			set mos_nowinter,2;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Who the hell are you.";
+			mes "You want me to kick your ass!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "No. They are...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "You have our Yaga Pestles!";
+			mes "You have so many of them...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Who, who are you?";
+			close;
+		}
+		else if (countitem(7762) > 39 && BaseLevel < 60) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "You, chicken,";
+			mes "I need to kick your ass more.";
+			next;
+			if (Sex) {
+				mes "[Baba Yaga, the Horrible]";
+				mes "I will bewitch";
+				mes "and enslave you.";
+				mes "Come here, Heeee!";
+			}else{
+				mes "[Baba Yaga, the Horrible]";
+				mes "Recently, I have no appetite.";
+				mes "But you will be";
+				mes "a good appetizer.";
+				mes "Come here, Heeeeeeeee.";
+			}
+			close2;
+			warp "mosk_dun02",53,217;
+			end;
+		}
+		else {
+			mes "[Baba Yaga, the Horrible]";
+			mes "I need to kick your ass more.";
+			mes "Come here";
+			mes "to play a game";
+			mes "Heeeeeeeeeeee";
+			close2;
+			warp "mosk_dun02",53,217;
+			end;
+		}
+	}
+}
+
+mosk_in,215,46,5	script	Baba Yaga, the Horrible	970,{
+	if (mos_nowinter == 0 || mos_nowinter == 1) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Hohoho";
+		mes "I need to kick your ass more.";
+		mes "Come here,";
+		mes "to play a game.";
+		mes "Heeeeeeeee.";
 		close2;
-		warp "mosk_dun01",257,190;
+		warp "mosk_dun02",53,217;
 		end;
 	}
-	mes "-Chose to return-";
-	close;
+	else if (mos_nowinter == 2) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Let me live, leave me alone, and don't come near me.";
+		mes "Stop, I am hungry and scared.";
+		next;
+		mes "-She is blabbing something weird.-";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Yes, if you let me live, I will compensate you";
+		mes "with a present, how about that?";
+		next;
+		if(select("A present?:I don't need.") == 1) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Yes, if you let me live";
+			mes "I will give you the Yaga Pestles";
+			mes "Aren't you gathering them?";
+			next;
+			select("I don't need them anymore.");
+		}
+		mes "[Baba Yaga, the Horrible]";
+		mes "Kaaaaaaaaaak!";
+		mes "Please, let me live,";
+		mes "I will do anything you want.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Don't you need any cream for wounds";
+		mes "or indigestion?";
+		mes "They are a bit dirty,";
+		mes "but very useful.";
+		next;
+		select("Well...");
+		mes "[Baba Yaga, the Horrible]";
+		mes "How about this?";
+		mes "I bewitch this country so that";
+		mes "the winter will never come here again.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "I guess that people will like it and";
+		mes "I'm sure that the Csar";
+		mes "will award you for it.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ah? You seem";
+		mes "interested... ya?";
+		mes "What do you think about that?";
+		next;
+		if(select("Good, but I think you're lying.:I am not interested.") == 1) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Sure, you can trust me.";
+			mes "It is so complicated that I cannot";
+			mes "perform it on my own";
+			mes "I am not a liar.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "But, the problem is...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "I am not able to get the materials neccessary";
+			mes "because I don't feel good.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "So,";
+			mes "if you give me a hand,";
+			mes "I can use the magic that";
+			mes "stops winter from returning. Will you help me?";
+			next;
+			if(select("Ok, I will.:No. I don't like it.") == 1) {
+				mes "[Baba Yaga, the Horrible]";
+				mes "Ah, do you accept?";
+				mes "Thank you.";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "Well, I thank you for your kindness.";
+				mes "Let's cooperate and";
+				mes "make my Secret Medicine.";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "Let me see... Ah...";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "It is not used often.";
+				mes "I don't remember";
+				mes "where it is.";
+				mes "Could you please come back later?";
+				set mos_nowinter,5;
+				close;
+			}else{
+				mes "[Baba Yaga, the Horrible]";
+				mes "Heeeek,";
+				mes "Just, just I need a little help.. It is really little.";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "Please, don't kill me...";
+				next;
+				mes "'Hmmm, what should I do...'";
+				set mos_nowinter,4;
+				close;
+			}
+		}else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "Akkk... What on earth did you do to me...";
+			next;
+			mes "Hmm... What do you want...";
+			set mos_nowinter,3;
+			close;
+		}
+	}
+	else if (mos_nowinter == 3) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Akkkk!";
+		mes "You came back..";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "If you tell the Csar that";
+		mes "winter won't come back again";
+		mes "he will reward you.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Isn't that better for you";
+		mes "than hurting me?";
+		next;
+		if(select("Ok, tell me the story.:Let me think...") == 1) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Certainly, trust me.";
+			mes "It is so complicated that I cannot";
+			mes "perform it on my own";
+			mes "I am not a liar.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "The problem is...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "I am not able to get the materials neccessary";
+			mes "because I don't feel good.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "So,";
+			mes "if you give me a hand.";
+			mes "I can use the magic that";
+			mes "stops winter from returning. Will you help me?";
+			next;
+			if(select("Ok, I will.:No. I don't like it.") == 1) {
+				mes "[Baba Yaga, the Horrible]";
+				mes "Ah, do you accept?";
+				mes "Thank you.";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "Well, I thank you for your kindness.";
+				mes "Let's cooperate and";
+				mes "make my Secret Medicine.";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "Let me see... Ah...";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "It is not used often.";
+				mes "I don't remember";
+				mes "where it is.";
+				mes "Could you please come back later?";
+				set mos_nowinter,5;
+				close;
+			}else{
+				mes "[Baba Yaga, the Horrible]";
+				mes "Heeeeek,";
+				mes "Just, just I need a little help.. It is really little.";
+				next;
+				mes "[Baba Yaga, the Horrible]";
+				mes "Please, don't kill me...";
+				next;
+				mes "'Hmm... what should I do...'";
+				set mos_nowinter,4;
+				close;
+			}
+		}
+		mes "[Baba Yaga, the Horrible]";
+		mes "You think more...";
+		mes "What do you want from me...";
+		close;
+	}
+	else if (mos_nowinter == 4) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "You just need to help little,";
+		mes "really little...";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Well, did you change your mind?";
+		next;
+		if(select("Ok, let's try.:Let me think more...") == 1) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Ah, do you accept?";
+			mes "Thank you.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Well, I thank you for your kindness.";
+			mes "Let's cooperate and";
+			mes "make my Secret Medicine.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Let me see... Ah...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "It is not used often.";
+			mes "I don't remember";
+			mes "where it is.";
+			mes "Could you please come back later?";
+			set mos_nowinter,5;
+			close;
+		}
+		mes "[Baba Yaga, the Horrible]";
+		mes "You think more...";
+		mes "What do you want from me...";
+		close;
+	}
+	else if (mos_nowinter == 5) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Let me see...where the season spell...";
+		next;
+		mes "rummaging..";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ah, here it is... I found it!";
+		mes "Hoook~ Hoook~";
+		next;
+		mes "-What a dusty old book!-";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Well, open your ears.";
+		mes "It is so rare around here that";
+		mes "it is not easy for you to remember at once.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Above all,";
+		mes "I need 20 Grasshopper's Legs...";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Cough, cough,";
+		mes "Kaaak, Kaaaaak";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Sniff, sniff.";
+		mes "5 Spawn...";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "eh... and...";
+		mes "20 Wings Of Red Bat...";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Let me see...";
+		mes "a glue, no, to cast a spell";
+		mes "10 Sticky Mucus...";
+		next;
+		if(select("...Are you sure?:A glue? You want me to kill you?!") == 1) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Yes, yes, I am certain. Why don't you trust me...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Cough, cough,";
+			mes "I am coughing now, so do not disturb me,";
+			mes "you write them down.";
+			set .@plus1,1;
+			next;
+		}else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "No, It just...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Ehhh, terrible.";
+			mes "Hey, relax your hand and";
+			mes "keep writing.";
+			mes "Forget the Sticky Mucus...";
+			next;
+		}
+		mes "[Baba Yaga, the Horrible]";
+		mes "Where were we...";
+		mes "Cough, cough, cough!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ah, yes. Next elements are";
+		mes "essential.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "10 Witched Starsand";
+		mes "10 Fine Grits...";
+		mes "Hooook, hooook~";
+		mes "Ekkkk, what a dusty book!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Next is for";
+		mes "someting hot.";
+		mes "1 Detonator";
+		mes "5 Red Blood,";
+		mes "and 10 Burning Hearts.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ah, and I need";
+		mes "a 1, 2, or 3 carat";
+		mes "^ff0000Diamond^000000.";
+		next;
+		if (.@plus1 == 1) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Ok, I am repeating the items.";
+			mes "Eh, they are...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000020 Grasshopper's Legs,";
+			mes "5 Spawn,";
+			mes "20 Wing Of Red Bat,";
+			mes "10 Sticky Mucus,";
+			mes "10 Witched Starsand^000000...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000010 Fine Grit,";
+			mes "1 Detonator,";
+			mes "5 Boody Red,";
+			mes "10 Burning Heart^000000 and,";
+			mes "a 1, 2, or 3 carat";
+			mes "^ff00001 Diamond^000000.";
+			set mos_nowinter,6;
+			next;
+		}else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "Ok, I am repeating the items.";
+			mes "Eh, they are...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000020 Grasshopper's Legs,";
+			mes "5 Spawn,";
+			mes "20 Wing Of Red Bat,";
+			mes "10 Witched Starsand^000000...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000010 Fine Grit,";
+			mes "1 Detonator,";
+			mes "5 Bloody Red,";
+			mes "10 Burning Heart^000000 and,";
+			mes "a 1, 2, or 3 carat";
+			mes "^ff0000Diamond^000000.";
+			set mos_nowinter,7;
+			next;
+		}
+		mes "[Baba Yaga, the Horrible]";
+		mes "I am preparing to make it,";
+		mes "you should get me them quickly. Cough, cough!";
+		close;
+	}
+	else if (mos_nowinter == 6) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ehhh... You came back early.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "I'm almost prepared..";
+		mes "Did you get";
+		mes "all of the items?";
+		next;
+		if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(938) > 9 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
+			delitem 940,20;
+			delitem 908,5;
+			delitem 7006,20;
+			delitem 1061,10;
+			delitem 7041,10;
+			delitem 938,10;
+			delitem 1051,1;
+			delitem 990,5;
+			delitem 7097,10;
+			if (countitem(730) > 0) {
+				delitem 730,1;
+			}else{
+				if (countitem(731) > 0) {
+					delitem 731,1;
+				}else{
+					delitem 732,1;
+				}
+			}
+			set mos_nowinter,8;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Right, you got them all.";
+			mes "With this amount.. For some time...";
+			mes "No, to make the Secret Medicine,";
+			mes "These are enough, cough.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Let me see, we have all";
+			mes "that we need...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Ehhhh...";
+			mes "Huk!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Cough, cough, cough!";
+			mes "Eh... I mean...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Have you heard the story of";
+			mes "a dragon sleeping for a long time?";
+			mes "Next thing that I need is";
+			mes "something from that dragon, kkkk.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "You can find a funny-shaped bottle";
+			mes "in the dragon's lair.";
+			mes "It's a gourd bottle, that can";
+			mes "contain people's speech.";
+			mes "I must have this.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "I don't know how strong you are,";
+			mes "but I would like to recommend that";
+			mes "you avoid fighting that dragon, Kaaaaak~";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Then, release me.";
+			mes "I want to do something,";
+			mes "...but, my life is the priority. Yes, it is... Cough, cough!";
+			close;
+		}else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "I think";
+			mes "I need more, cough, cough!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "I am not able to do";
+			mes "anything without them.";
+			mes "I am repeating the items in the list,";
+			mes "you should get them all, kaaaaak!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000020 Grasshopper's Legs,";
+			mes "5 Spawn,";
+			mes "20 Wings Of Red Bat";
+			mes "10 Sticky Mucus,";
+			mes "10 Witch Starsand^000000...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000010 Fine Grit,";
+			mes "1 Detonator,";
+			mes "5 Boody Red";
+			mes "10 Burning Hearts^000000 and";
+			mes "a 1, 2, or 3 carat";
+			mes "^ff0000Diamond^000000.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Cough, cough.";
+			mes "Hu, I talked so much";
+			mes "that it hurts me, Kaaaak~";
+			close;
+		}
+	}
+	else if (mos_nowinter == 7) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ehhh... You came back earlier.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "I almost prepared";
+		mes "Did you get";
+		mes "all of them?";
+		next;
+		if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
+			delitem 940,20;
+			delitem 908,5;
+			delitem 7006,20;
+			delitem 1061,10;
+			delitem 7041,10;
+			delitem 1051,1;
+			delitem 990,5;
+			delitem 7097,10;
+			if (countitem(730) > 0) {
+				delitem 730,1;
+			}else{
+				if (countitem(731) > 0) {
+					delitem 731,1;
+				}else{
+					delitem 732,1;
+				}
+			}
+			set mos_nowinter,8;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Right, you got them all.";
+			mes "With this amount.. For some time......";
+			mes "No, to make the Secret Medicine.";
+			mes "These are enough, cough.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Let me see, we have all";
+			mes "that we need...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Ehhh...";
+			mes "Huk!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Cough, cough, cough!";
+			mes "Eh... I mean...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Have you heard the story of";
+			mes "a dragon sleeping for a long time?";
+			mes "Next thing that I need is";
+			mes "somwthing from that dragon, kkkk.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "You can find a funny-shaped bottle";
+			mes "in the dragon's lair.";
+			mes "It's a gourd bottle, that can";
+			mes "contain people's speech.";
+			mes "I must have this.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "I don't know how strong you are,";
+			mes "but I would like to recommend that";
+			mes "you avoid fighting that dragon, Kaaaaak~";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Then, release me.";
+			mes "I want to do something,";
+			mes "...but, my life is the priority. Yes, it is... Cough, cough!";
+			close;
+		}else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "I think";
+			mes "I need more, cough, cough!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "I am not able to do";
+			mes "anything without them.";
+			mes "I am repeating the items in the list,";
+			mes "you should get them all, kaaaaak!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000020 Grasshopper's Legs,";
+			mes "5 Spawn,";
+			mes "20 Wings Of Red Bat,";
+			mes "10 Witch Starsand^000000...";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "^ff000010 Fine Grit,";
+			mes "1 Detonator,";
+			mes "5 Boody Red,";
+			mes "10 Burning Hearts^000000 and";
+			mes "a 1, 2, or 3 carat";
+			mes "^ff0000Diamond^000000.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Cough, cough.";
+			mes "Hu, I talked so much";
+			mes "that it hurts me, Kaaaak~";
+			close;
+		}
+	}
+	else if (mos_nowinter == 8) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "It is very, very hard to return alive";
+		mes "from a lair of a dragon";
+		mes "without strength and courage.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Unless you want to be killed,";
+		mes "you'd better forget";
+		mes "the magic gourd bottle, cough!";
+		close;
+	}
+	else if (mos_nowinter == 9) {
+		if (countitem(7761) > 0) {
+			mes "[Baba Yaga, the Horrible]";
+			mes "Akkkk?";
+			mes "Did you really bring it";
+			mes "from the lair of the dragon...?";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "You are superbly great.";
+			mes "I don't know whether";
+			mes "you killed the dragon or";
+			mes "you just stole it from the dragon,";
+			mes "either way I don't care.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "It is great that";
+			mes "you've returned alive";
+			mes "from the lair of the dragon, cough!";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Here, I told you before that";
+			mes "this gourd bottle can";
+			mes "contain people's speech";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "The next thing that we have to do";
+			mes "is to recieve sincere speechs from";
+			mes "people with this bottle.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "The important thing is that";
+			mes "you cannot force them to speak.";
+			mes "For example, you cannot tell them";
+			mes "to say 'I don't want winter to come.'";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "You should have them";
+			mes "speak naturally.";
+			mes "Ah, one more thing that";
+			mes "you have to take care to remember.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "You need to have the";
+			mes "voices of three people.";
+			mes "From a child, a young person and a";
+			mes "middle aged person.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "The magic is not just witchcraft";
+			mes "This type of magic is effective";
+			mes "only by embodying the desires of people.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Take care of yourself, cough, cough.";
+			set mos_nowinter,10;
+			close;
+		}else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "It is very, very hard to return alive";
+			mes "from a lair of a dragon";
+			mes "without strength and courage.";
+			next;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Unless you want to be killed";
+			mes "you'd better forget";
+			mes "the magic gourd bottle, cough!";
+			close;
+		}
+	}
+	else if (mos_nowinter == 10) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "To make the magic,";
+		mes "I need you to contain";
+		mes "the wish phrase 'I don't want winter to come.'";
+		mes "from the three people, kkk.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "But, one thing that you need to remember";
+		mes "is, do not force them to say it!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Next,";
+		mes "you should contain the word from";
+		mes "a child, a young man and a middle aged man.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Well, take care of yourself.";
+		mes "Cough, cough, cough!";
+		close;
+	}
+	else if (mos_nowinter > 10 && mos_nowinter < 14) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "My place has been revealed, cough, cough.";
+		mes "because of you!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "What did you do outside?";
+		mes "The soldiers of the Csar are";
+		mes "surrounding here so that";
+		mes "I cannot go out.";
+		close;
+	}
+	else if (mos_nowinter == 14) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Did you do";
+		mes "what I told";
+		mes "you to do?";
+		next;
+		if (countitem(7761) > 0) {
+			delitem 7761,1;
+			mes "[Baba Yaga, the Horrible]";
+			mes "Anyway, give me the bottle and";
+			mes "think about";
+			mes "what to do, cough!";
+			next;
+		}else{
+			mes "[Baba Yaga, the Horrible]";
+			mes "Where is the Gourd Bottle?";
+			mes "I can't do anything without it.";
+			mes "Cough, cough!";
+			close;
+		}
+		mes "[Baba Yaga, the Horrible]";
+		mes "This bottle will be";
+		mes "used later and now,";
+		mes "the last step remains";
+		mes "to complete the work.";
+		mes "Pass me the book.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "My abilities are deteriorating";
+		mes "and magic should only be";
+		mes "done by a single person.";
+		mes "So, you must compound the materials yourself,";
+		mes "kaaaaak!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "I know it is hard to do,";
+		mes "but it is the magic that";
+		mes "embodies and reveals";
+		mes "people's desires.";
+		mes "It is useless unless you put your";
+		mes "full effort into it, cough!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ok, you see that book??";
+		mes "The letters on the book ";
+		mes "are illegible,";
+		mes "But you'll be able to read it 'cuz";
+		mes "I added comments under the lines for you.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Read carefully and just follow what";
+		mes "it tells you.";
+		mes "The magic is complete.";
+		mes "Do your best,";
+		mes "Cough!";
+		set mos_nowinter,15;
+		close;
+	}
+	else if (mos_nowinter == 15 || mos_nowinter == 16) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Magic does not come from";
+		mes "something mysterious.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "It is your effort";
+		mes "that makes magic.";
+		mes "There is a saying,";
+		mes "if you really want it,";
+		mes "it will happen, cough!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Here, according to the book";
+		mes "put the materials in the pot and";
+		mes "boil them for some time.";
+		close;
+	}
+	else if (mos_nowinter == 17) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Ehmmm...";
+		mes "Don't you think that";
+		mes "something is wrong?";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Well, try it again.";
+		mes "We still have enough materials.";
+		set mos_nowinter,16;
+		close;
+	}
+	else if (mos_nowinter == 18) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Let me see, hmm!";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Hmm, this might be your first time, but";
+		mes "this is good.";
+		mes "You may be talented, kkkk.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Now then, we are in the final step.";
+		mes "I'll put the medicine in the bottle,";
+		mes "you break it by dropping it";
+		mes "in the center of the town.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "If you do this, what the viallagers want";
+		mes "will be happeing,";
+		mes "forever.";
+		set mos_nowinter,19;
+		getitem 7765,1;
+		close;
+	}
+	else if (mos_nowinter == 19) {
+		mes "[Baba Yaga, the Horrible]";
+		mes "You just drop the bottle";
+		mes "in the middle of the village";
+		mes "to break it.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "And then,";
+		mes "It doesn't matter to me";
+		mes "if you tell the whole town or";
+		mes "report to the Csar to be praised.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "But, don't come back to me, cough, cough.";
+		close;
+	}
+	else {
+		mes "[Baba Yaga, the Horrible]";
+		mes "Hey,";
+		mes "I told you";
+		mes "to never come back, cough.";
+		next;
+		mes "[Baba Yaga, the Horrible]";
+		mes "Stop disturbing me.";
+		close;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Book
+//----------------------------------------------------------------------------
+mosk_in,217,45,0	script	#book_russia	111,{
+	if (mos_nowinter == 15) {
+		mes "-Beside the pot,";
+		mes "There is an unusually large book.";
+		mes "The letters are in disarray and";
+		mes "some of them, I can't understand.";
+		mes "The comments by Baba Yaga";
+		mes "help me read some of them.-";
+		next;
+		mes "-Ok, time to read it.-";
+		next;
+		mes "...Therefore, this spell is";
+		mes "particularly good among our mighty ones.";
+		mes "Usually, the magic is considered";
+		mes "as a contract with evil.";
+		mes "But, the following is not the power";
+		mes "of Hell but of Nature and the spirit of humans.";
+		mes "I already told you that this spell";
+		mes "has 2 features as follows.";
+		mes "First, it changes natural phenomenon.";
+		mes "Unlike the idea from foolish scholars,";
+		mes "this world is composed of invisable and precise orders.";
+		mes "The things that people call";
+		mes "miracles are made by stimulating";
+		mes "them or simply altering their arrangement.";
+		mes "Most of the spells for weather";
+		mes "changing are included in them and";
+		mes "they require a high level of comprehension.";
+		mes "The orders of this world are not simply aligned.";
+		mes "It is amost impossible to observe";
+		mes "the smallest and detailed part of";
+		mes "them and completely understand their structure";
+		mes "However, it is not that difficult";
+		mes "to repeat the spells that are already made.";
+		mes "This thick spell book is for that purpose.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "That? That's just the preface?!";
+		next;
+		mes "...The second feature is";
+		mes "This spell book represents the desire of mankind.";
+		mes "Their spirit is so great,";
+		mes "sometimes flames in their hearts";
+		mes "are embodied and become reality.";
+		mes "Now, practice one of the spells for weather.";
+		mes "You have to go to a damp and deserted place,";
+		mes "and have a pot of melting materials";
+		mes "along with the spirit of the caster.";
+		mes "The next spells should be conducted";
+		mes "through the exact process.";
+		mes "If you realize that something is";
+		mes "wrong, you'd MUST stop immediately.";
+		mes "To prevent the ordinary from";
+		mes "abusing the magic,";
+		mes "the narratives of the materials are metaphors,";
+		mes "but, whoever understands this can";
+		mes "read everything in it.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "It just accounts for the spell.";
+		mes "What a long preface.";
+		mes "I'll mark this spot.";
+		mes "so I can easily find the mixing";
+		mes "process next time...";
+		set mos_nowinter,16;
+		next;
+		mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+		mes "First of all, you need to put and";
+		mes "mix the first 3 things in a pre-heated pot.";
+		mes "The extended arms of those who stalk at night,";
+		mes "The rotten mixture of plants and animals,";
+		mes "and the limbs of one going forward,";
+		mes "who wants to run backward.";
+		mes "This first stage should be complete.";
+		mes "Just after this stage, the mixture";
+		mes "will barely show any alteration.";
+		mes "After this, you must add the liquid";
+		mes "that aids all life and stir 20 times.";
+		mes "At this point you will certainly";
+		mes "see its color and smell changing.";
+		mes "Remember that if you realize that";
+		mes "something is wrong, you must stop and start over.";
+		mes "Following these precise steps are";
+		mes "most important when working on magic.";
+		mes "Next, 2 things must be put in the pot.";
+		mes "First, objects that are seen when";
+		mes "looking at the night sky.";
+		mes "Second the pretty mass of earth,";
+		mes "slipping through even when watered.";
+		mes "You should check if it's smell has changed.";
+		mes "Then stir it well 15 times.";
+		mes "It's color will change.";
+		mes "The final ingredients will be those";
+		mes "that contain heat.";
+		mes "You must follow the order.";
+		mes "Stones that have the attribute of sun,";
+		mes "brains of a marine sphere,";
+		mes "the organ of passion,";
+		mes "and a stone that cannot be cut.";
+		mes "Once the final ingredient is placed in the pot,";
+		mes "It will be over.";
+		mes "The solution must be sprinkled at";
+		mes "the place where you want to affect,";
+		mes "the changing of the seasons.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "I'll mark this page so that I";
+		mes "know where to read next time.";
+		close;
+	}
+	else if (mos_nowinter == 16) {
+		if(select("Read from the preface.:Read from the marked page.") == 1) {
+			mes "...Therefore, this spell is";
+			mes "particularly good among our mighty ones.";
+			mes "Usually, the magic is considered";
+			mes "as a contract with evil.";
+			mes "But, the following is not the power";
+			mes "of Hell but of Nature and the spirit of humans.";
+			mes "I already told you that this spell";
+			mes "has 2 features as follows.";
+			mes "First, it changes natural phenomenon.";
+			mes "Unlike the idea from foolish scholars,";
+			mes "this world is composed of invisable and precise orders.";
+			mes "The things that people call";
+			mes "miracles are made by stimulating";
+			mes "them or simply altering their arrangement.";
+			mes "Most of the spells for weather";
+			mes "changing are included in them and";
+			mes "they require a high level of comprehension.";
+			mes "The orders of this world are not simply aligned.";
+			mes "It is amost impossible to observe";
+			mes "the smallest and detailed part of";
+			mes "them and completely understand their structure";
+			mes "However, it is not that difficult";
+			mes "to repeat the spells that are already made.";
+			mes "This thick spell book is for that purpose.";
+			next;
+			mes "...The second feature is";
+			mes "This spell book represents the desire of mankind.";
+			mes "Their spirit is so great,";
+			mes "sometimes flames in their hearts";
+			mes "are embodied and become reality.";
+			mes "Now, practice one of the spells for weather.";
+			mes "You have to go to a damp and deserted place,";
+			mes "and have a pot of melting materials";
+			mes "along with the spirit of the caster.";
+			mes "The next spells should be conducted";
+			mes "through the exact process.";
+			mes "If you realize that something is";
+			mes "wrong, you'd MUST stop immediately.";
+			mes "To prevent the ordinary from";
+			mes "abusing the magic,";
+			mes "the narratives of the materials are metaphors,";
+			mes "but, whoever understands this can";
+			mes "read everything in it.";
+			next;
+			mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+			mes "First of all, you need to put and";
+			mes "mix the first 3 things in a pre-heated pot.";
+			mes "The extended arms of those who stalk at night,";
+			mes "The rotten mixture of plants and animals,";
+			mes "and the limbs of one going forward,";
+			mes "who wants to run backward.";
+			mes "This first stage should be complete.";
+			mes "Just after this stage, the mixture";
+			mes "will barely show any alteration.";
+			mes "After this, you must add the liquid";
+			mes "that aids all life and stir 20 times.";
+			mes "At this point you will certainly";
+			mes "see its color and smell changing.";
+			mes "Remember that if you realize that";
+			mes "something is wrong, you must stop and start over.";
+			mes "Following these precise steps are";
+			mes "most important when working on magic.";
+			mes "Next, 2 things must be put in the pot.";
+			mes "First, objects that are seen when";
+			mes "looking at the night sky.";
+			mes "Second the pretty mass of earth,";
+			mes "slipping through even when watered.";
+			mes "You should check if it's smell has changed.";
+			mes "Then stir it well 15 times.";
+			mes "It's color will change.";
+			mes "The final ingredients will be those";
+			mes "that contain heat.";
+			mes "You must follow the order.";
+			mes "Stones that have the attribute of sun,";
+			mes "brains of a marine sphere,";
+			mes "the organ of passion,";
+			mes "and a stone that cannot be cut.";
+			mes "Once the final ingredient is placed in the pot,";
+			mes "It will be over.";
+			mes "The solution must be sprinkled at";
+			mes "the place where you want to affect,";
+			mes "the changing of the seasons.";
+			close;
+		}
+		mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
+		mes "First of all, you need to put and";
+		mes "mix the first 3 things in a pre-heated pot.";
+		mes "The extended arms of those who stalk at night,";
+		mes "The rotten mixture of plants and animals,";
+		mes "and the limbs of one going forward,";
+		mes "who wants to run backward.";
+		mes "This first stage should be complete.";
+		mes "Just after this stage, the mixture";
+		mes "will barely show any alteration.";
+		mes "After this, you must add the liquid";
+		mes "that aids all life and stir 20 times.";
+		mes "At this point you will certainly";
+		mes "see its color and smell changing.";
+		mes "Remember that if you realize that";
+		mes "something is wrong, you must stop and start over.";
+		mes "Following these precise steps are";
+		mes "most important when working on magic.";
+		mes "Next, 2 things must be put in the pot.";
+		mes "First, objects that are seen when";
+		mes "looking at the night sky.";
+		mes "Second the pretty mass of earth,";
+		mes "slipping through even when watered.";
+		mes "You should check if it's smell has changed.";
+		mes "Then stir it well 15 times.";
+		mes "It's color will change.";
+		mes "The final ingredients will be those";
+		mes "that contain heat.";
+		mes "You must follow the order.";
+		mes "Stones that have the attribute of sun,";
+		mes "brains of a marine sphere,";
+		mes "the organ of passion,";
+		mes "and a stone that cannot be cut.";
+		mes "Once the final ingredient is placed in the pot,";
+		mes "It will be over.";
+		mes "The solution must be sprinkled at";
+		mes "the place where you want to affect,";
+		mes "the changing of the seasons.";
+		close;
+	}
+	else if (mos_nowinter > 14) {
+		mes "-This book is the magic book that";
+		mes "helped me make the medicine, but,";
+		mes "I never want to read it again.-";
+		close;
+	}
+	else {
+		mes "-It's an unusually large book laid down, open.-";
+		close;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Mixing Pot
+//----------------------------------------------------------------------------
+mosk_in,221,43,0	script	#bowl	111,{
+	if (mos_nowinter == 16) {
+		mes "-It is a very dirty pot.";
+		mes "Something is boiling";
+		mes "Baba Yaga might have done something";
+		mes "with it.";
+		mes "Well, let's get it started.-";
+		next;
+		while(1) {
+			mes "-Something is still being boiled in the pot.";
+			mes "What am I going to do?-";
+			next;
+			switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+			case 1:
+				switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
+				case 1:
+					if (.@bat > 0) {
+						mes "-I put the Powder Of Wing Of Bat in the pot.";
+						mes "Its smell slightly changes.-";
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+					}else{
+						mes "-I put the Powder Of Wing Of Bat in the pot.";
+						mes "It's color slightly changes.-";
+						specialeffect EF_SMOKE;
+						set .@bat,.@bat+1;
+						set .@maho,.@maho+1;
+						set .@nankai,.@nankai+1;
+					}
+					next;
+					break;
+				case 2:
+					if (.@mush > 0) {
+						mes "-I put the Liquid Of Spawn in the pot.";
+						mes "Its smell slightly changes.-";
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+					}else{
+						mes "-I put the Liquid Of Spawn in the pot.";
+						mes "It's color slightly changes.-";
+						specialeffect EF_SMOKE;
+						set .@mush,.@mush+1;
+						set .@maho,.@maho+1;
+						set .@nankai,.@nankai+1;
+					}
+					next;
+					break;
+				case 3:
+					if (.@locker > 0) {
+						mes "-I put the Grasshopper's Leg in the pot.";
+						mes "Its smell slightly changes.-";
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+					}else{
+						mes "-I put the Grasshopper's Leg in the pot.";
+						mes "It's color slightly changes.-";
+						specialeffect EF_SMOKE;
+						set .@locker,.@locker+1;
+						set .@maho,.@maho+1;
+						set .@nankai,.@nankai+1;
+					}
+					next;
+					break;
+				case 4:
+					specialeffect EF_POISONHIT;
+					set .@nankai,.@nankai+1;
+					mes "-I put the Starsand Of Witch in the pot.";
+					mes "Its smell slightly changes.-";
+					next;
+					break;
+				case 5:
+					specialeffect EF_POISONHIT;
+					set .@nankai,.@nankai+1;
+					mes "-I put the Fine Grit in the pot.";
+					mes "Its smell slightly changes.-";
+					next;
+					break;
+				}
+				break;
+			case 2:
+				specialeffect EF_POISONHIT;
+				set .@nankai,.@nankai+1;
+				mes "-I pour water in the pot a little.";
+				mes "The liquid has become thin.";
+				mes "No other remarkable changes";
+				mes "have happened.-";
+				next;
+				break;
+			case 3:
+				specialeffect EF_POISONHIT;
+				set .@nankai,.@nankai+1;
+				mes "-I stir it up";
+				mes "with a stick several times.";
+				mes "No other remarkable changes";
+				mes "have happened.-";
+				next;
+				break;
+			case 4:
+				specialeffect EF_POISONATTACK;
+				mes "["+strcharinfo(0)+"]";
+				mes "I will tell Baba Yaga that";
+				mes "the work has been done.";
+				set mos_nowinter,17;
+				close;
+			}
+		if (.@nankai == 3) {
+			}
+		}
+		specialeffect EF_BUBBLE;
+		mes "-The liquid has been changed";
+		mes "and is now bubbling.";
+		mes "It seems to have shrunk,";
+		mes "but not by much.-";
+		next;
+		mes "-Anyway, the first step is done";
+		mes "let's go on the next stage.-";
+		next;
+		while(1) {
+			mes "-Well, What am I going to do?-";
+			next;
+			switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+			case 1:
+				switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
+				case 1:
+					specialeffect EF_POISONHIT;
+					set .@nankai,.@nankai+1;
+					mes "-I put the Powder Of Wing Of Bat in it.";
+					mes "It's smell drastically changes.-";
+					next;
+					break;
+				case 2:
+					specialeffect EF_POISONHIT;
+					set .@nankai,.@nankai+1;
+					mes "-I put the Liquid Of Spawn in the pot.";
+					mes "It's smell drastically changes.-";
+					next;
+					break;
+				case 3:
+					specialeffect EF_POISONHIT;
+					set .@nankai,.@nankai+1;
+					mes "-I put the Grasshopper's Leg in the pot.";
+					mes "It's smell drastically changes.-";
+					next;
+					break;
+				case 4:
+					if (.@nankai == 5 || .@nankai == 6) {
+						if (.@star > 0) {
+							specialeffect EF_POISONHIT;
+							mes "-I put the Starsand Of Witch in the pot.";
+							mes "Its color slightly changes.-";
+							next;
+						}else{
+							mes "-I put the Starsand Of Witch in the pot.";
+							mes "Its smell slightly changes.-";
+							specialeffect EF_SMOKE;
+							set .@maho,.@maho+1;
+							set .@star,.@star+1;
+							next;
+						}
+					}else{
+						specialeffect EF_POISONHIT;
+						mes "-I put the Starsand Of Witch in the pot.";
+						mes "Its color slightly changes.-";
+						set .@star,.@star+1;
+						next;
+					}
+					set .@nankai,.@nankai+1;
+					break;
+				case 5:
+					if (.@nankai == 5 || .@nankai == 6) {
+						if (.@sand > 0) {
+							specialeffect EF_POISONHIT;
+							mes "-I put the Fine Grit in the pot.";
+							mes "Its color slightly changes.-";
+							next;
+						}else{
+							mes "-I put the Fine Grit in the pot.";
+							mes "Its smell slightly changes.-";
+							specialeffect EF_SMOKE;
+							set .@sand,.@sand+1;
+							set .@maho,.@maho+1;
+							next;
+						}
+					}else{
+						specialeffect EF_POISONHIT;
+						mes "-I put the Fine Grit in the pot.";
+						mes "Its color slightly changes.-";
+						set .@sand,@sand+1;
+						next;
+					}
+					set .@nankai,.@nankai+1;
+				}
+				break;
+			case 2:
+				if (.@nankai == 3) {
+					mes "-I pour water in the pot a little.";
+					mes "The boiling sounds stronger as if";
+					mes "something in the cloudy liquid";
+					mes "has changed.-";
+					specialeffect EF_DRAGONSMOKE;
+					set .@maho,.@maho+1;
+					set .@nankai,.@nankai+1;
+					next;
+				}else{
+					specialeffect EF_POISONHIT;
+					mes "-I pour water in the pot and, the liquid gets thin.-";
+					set .@nankai,.@nankai+1;
+					next;
+				}
+				break;
+			case 3:
+				if (.@nankai == 4) {
+					mes "["+strcharinfo(0)+"]";
+					mes "Ok, I will stir it up this time.";
+					mes "How many times should I..?";
+					next;
+					input .@input;
+					if (.@input == 20) {
+						mes "-It must be 20 times.-";
+						next;
+						specialeffect EF_WIND;
+						mes "-Stirring up makes it";
+						mes "brighter and";
+						mes "its smell gets";
+						mes "more bearable.";
+						set .@maho,.@maho+1;
+						set .@nankai,.@nankai+1;
+						next;
+					}
+					else if (.@input == 0) {
+						mes "-I won't stir it up.-";
+						next;
+					}
+					else if (.@input > 100) {
+						mes "-It won't be able";
+						mes "to stir so many times.";
+						mes "Let me think again.-";
+						next;
+					}
+					else {
+						mes "-Yes, it must be " + .@input + " times.-";
+						next;
+						mes "-I stir it up really hard.";
+						mes "It is boiled.-";
+						set .@nankai,.@nankai+1;
+						next;
+					}
+				}else{
+					mes "-Bubble, bubble-";
+					next;
+					mes "["+strcharinfo(0)+"]";
+					mes "Something changed?";
+					set .@nankai,.@nankai+1;
+					next;
+				}
+				break;
+			case 4:
+				mes "["+strcharinfo(0)+"]";
+				mes "I will tell Baba Yaga that";
+				mes "it has been done.";
+				set mos_nowinter,17;
+				specialeffect EF_POISONATTACK;
+				close;
+			}
+		if (.@nankai == 7) {
+			}
+		}
+		mes "-I am sure that the book told me";
+		mes "to wait for some time.-";
+		next;
+		mes "............";
+		next;
+		mes "............";
+		next;
+		mes "-The smell of the liquid boiling in";
+		mes "the pot has changed enough.";
+		mes "Let's go on to the next stage.-";
+		next;
+		while(1) {
+			mes "-Well, What am I going to do?-";
+			next;
+			switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
+			case 1:
+				if (.@nankai != 11) {
+					switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart")) {
+					case 1:
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+						mes "-I put the Starsand Of Witch in the pot.";
+						mes "Its smell slightly changes.-";
+						next;
+						break;
+					case 2:
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+						mes "I put the Fine Grit in the pot.";
+						mes "Its smell slightly changes.-";
+						next;
+						break;
+					case 3:
+						if (.@nankai == 9) {
+							mes "-I put the Detonator in the pot.";
+							mes "The smell has been changed a little.-";
+							specialeffect EF_SMOKE;
+							set .@maho,.@maho+1;
+							set .@nankai,.@nankai+1;
+							next;
+						}else{
+							specialeffect EF_POISONHIT;
+							mes "-I put the Detonator in the pot.";
+							mes "The smell gets worse.-";
+							set .@nankai,.@nankai+1;
+							next;
+						}
+						break;
+					case 4:
+						if (.@nankai == 8) {
+							mes "-I put the Boody Red in the pot.-";
+							mes "The smell has been changed a little.-";
+							specialeffect EF_SMOKE;
+							set .@maho,.@maho+1;
+							set .@nankai,.@nankai+1;
+							next;
+						}else{
+							specialeffect EF_POISONHIT;
+							mes "-I put the Boody Red in the pot.";
+							mes "The smell gets worse.-";
+							set .@nankai,.@nankai+1;
+							next;
+						}
+						break;
+					case 5:
+						if (.@nankai == 10) {
+							mes "-I put the Burning Heart in the pot.";
+							mes "The smell has been changed a little.-";
+							specialeffect EF_SMOKE;
+							set .@maho,.@maho+1;
+							set .@nankai,.@nankai+1;
+							next;
+						}else{
+							specialeffect EF_POISONHIT;
+							mes "-I put the Burning Heart in the pot.";
+							mes "The smell gets worse.-";
+							set .@nankai,.@nankai+1;
+							next;
+						}
+					}
+				}else{
+					switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart:Piece Of Diamond")) {
+					case 1:
+						set .@nankai,.@nankai+1;
+						specialeffect EF_POISONHIT;
+						mes "-I put the Starsand Of Witch in the pot.";
+						mes "The smell gets worse.-";
+						next;
+						break;
+					case 2:
+						set .@nankai,.@nankai+1;
+						specialeffect EF_POISONHIT;
+						mes "I put the Fine Grit in the pot.";
+						mes "The smell gets worse.-";
+						next;
+						break;
+					case 3:
+						mes "-I put the Detonator in the pot.";
+						mes "The smell gets worse.-";
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+						next;
+						break;
+					case 4:
+						mes "-I put the Boody Red in the pot.";
+						mes "The smell gets worse.-";
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+						next;
+						break;
+					case 5:
+						mes "-I put the Burning Heart in the pot.";
+						mes "The smell gets better.-";
+						specialeffect EF_POISONHIT;
+						set .@nankai,.@nankai+1;
+						next;
+						break;
+					case 6:
+						mes "-I put a Piece Of Diamond in the pot.";
+						mes "The solution alters in color.-";
+						specialeffect EF_SMOKE;
+						set .@maho,.@maho+1;
+						set .@nankai,.@nankai+1;
+						next;
+						break;
+					}
+				}
+				break;
+			case 2:
+				set .@nankai,.@nankai+1;
+				mes "-I pour water in the pot a little.";
+				mes "The smell gest better.-";
+				next;
+				break;
+			case 3:
+				if (.@nankai == 7) {
+					mes "["+strcharinfo(0)+"]";
+					mes "Ok, I will stir it up this time.";
+					mes "How many times should I...?";
+					next;
+					input .@input;
+					if (.@input == 15) {
+						mes "-It must be 15 times.-";
+						next;
+						specialeffect EF_WIND;
+						mes "-Stirring up makes it";
+						mes "brighter.-";
+						set .@maho,.@maho+1;
+						set .@nankai,.@nankai+1;
+						next;
+					}
+					else if (.@input == 0) {
+						mes "-I won't stir it up.-";
+						next;
+					}
+					else if (.@input > 100) {
+						mes "-It won't be to";
+						mes "stir so many times.";
+						mes "Let me think again.-";
+						next;
+					}
+					else {
+						mes "-Yes, it must be " + .@input + " times.-";
+						next;
+						mes "-I stir it up really hard.";
+						mes "It is boiled.-";
+						set .@nankai,.@nankai+1;
+						next;
+					}
+				}else{
+					mes "-Bubble, bubble-";
+					next;
+					mes "["+strcharinfo(0)+"]";
+					mes "Something changed?";
+					set .@nankai,.@nankai+1;
+					next;
+				}
+				break;
+			case 4:
+				if (.@maho == 12) {
+					mes "-It seems that the work is over.";
+					mes "I need to show this to Baba Yaga.-";
+					set mos_nowinter,18;
+					specialeffect EF_GASPUSH;
+					close;
+				}else{
+					mes "-It seems that the work is over.";
+					mes "I need to show this to Baba Yaga.-";
+					specialeffect EF_POISONATTACK;
+					set mos_nowinter,17;
+					close;
+				}
+			}
+		}
+	}
+}
+
+//----------------------------------------------------------------------------
+// Center of Town
+//----------------------------------------------------------------------------
+moscovia,224,190,0	script	#nowinterplz	844,{
+	if (mos_nowinter == 19) {
+		if (countitem(7765) > 0) {
+			mes "["+strcharinfo(0)+"]";
+			mes "This place must be";
+			mes "the center of town...";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "Ok, let's do it!";
+			next;
+			mes "-I drop the magic bottle";
+			mes "containing Baba Yaga's";
+			mes "Secret Medicine.-";
+			delitem 7765,1;
+			specialeffect EF_BARRIER;
+			set mos_nowinter,20;
+			next;
+			mes "-You feel like your";
+			mes "body is heating up.";
+			mes "It's much hotter";
+			mes "than before.-";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "I'm sure that the season has changed";
+			mes "But how can I confirm this?";
+			next;
+			mes "["+strcharinfo(0)+"]";
+			mes "First I'm going to see the Csar.";
+			mes "He would like to hear about this.";
+			close;
+		}else{
+			mes "["+strcharinfo(0)+"]";
+			mes "Ah, where did I place";
+			mes "the magic bottle that Baba Yaga gave to me...";
+			close;
+		}
+	}else{
+		end;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Villagers
+//----------------------------------------------------------------------------
+moscovia,252,203,5	script	A Little Girl#mos1	958,{
+	if (mos_nowinter == 10) {
+		if (mos_kid == 1) {
+			mes "[Yosefina]";
+			mes "Baba Yaga, the Horrible Cannibal";
+			mes "is living outside the town.";
+			next;
+			mes "[Yosefina]";
+			mes "My mom told me.";
+			mes "that she is real.";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			select("Do you like the warm weather, little girl?");
+			if (.@kid > 70) {
+				mes "[Yosefina]";
+				mes "Yes, I like it very much~";
+				mes "I never want it to leave. I don't want winter to come.";
+				specialeffect2 EF_SUMMONSLAVE;
+				set mos_kid,1;
+				if (mos_middle == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Yosefina]";
+				mes "Yes, I like it very much~";
+				mes "But, as soon as the sun sets I must go back home.";
+				next;
+				mes "[Yosefina]";
+				mes "Baba Yaga kidnaps";
+				mes "bad kids wandering";
+				mes "in the night, I heard.";
+				close;
+			}
+		}
+	}else{
+		mes "[Yosefina]";
+		mes "Baba Yaga, the Horrible Cannibal";
+		mes "is living outside the town.";
+		next;
+		mes "[Yosefina]";
+		mes "My mom told me.";
+		mes "that she is real.";
+		close;
+	}
+}
+
+moscovia,233,204,3	script	A Young Man#mos2	968,{
+	if (mos_nowinter == 10) {
+		if (mos_middle == 1) {
+			mes "[Fedor]";
+			mes "Finally, winter is over.";
+			mes "Spring is coming";
+			mes "to my mind...";
+			close;
+		}else{
+			select("You don't like winter, do you?");
+			set .@kid,rand(1,100);
+			if (.@kid > 70) {
+				mes "[Fedor]";
+				mes "No, I don't like the cold winter.";
+				mes "And I get angry when";
+				mes "seeing couples.";
+				specialeffect2 EF_SUMMONSLAVE;
+				set mos_middle,1;
+				if (mos_kid == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Fedor]";
+				mes "Huuuu, I wish I could have a girlfriend";
+				mes "I would be able to enjoy the warm sunlight better...";
+				next;
+				mes "[Fedor]";
+				mes "Who are you?";
+				mes "Don't make matters worse!";
+				close;
+			}
+		}
+	}else{
+		mes "[Fedor]";
+		mes "Finally, winter is over.";
+		mes "Spring is coming";
+		mes "to my mind...";
+		close;
+	}
+}
+
+moscovia,219,229,5	script	A Middle-Aged Man#mos3	964,{
+	if (mos_nowinter == 10) {
+		if (mos_elder == 1) {
+			mes "[Viktor]";
+			mes "Our people are very, very";
+			mes "proud of their strength and";
+			mes "invincible spirits.";
+			next;
+			mes "[Viktor]";
+			mes "It doesn't matter to us";
+			mes "how cold the winter is!";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			select("Who ever likes the winter?");
+			if (.@kid > 70) {
+				mes "[Viktor]";
+				mes "Tell me about it!";
+				mes "Everyone will be sad";
+				mes "when it comes again.";
+				mes "I don't want winter to come.";
+				specialeffect2 EF_SUMMONSLAVE;
+				set mos_elder,1;
+				if (mos_kid == 1 && mos_middle == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Viktor]";
+				mes "Hmm, do you think so...";
+				mes "I am too familar with both";
+				mes "summer and winter to care much for";
+				mes "one over the other.";
+				close;
+			}
+		}
+	}else{
+		mes "[Viktor]";
+		mes "Our people are very, very";
+		mes "proud of their strength and";
+		mes "invincible spirits.";
+		next;
+		mes "[Viktor]";
+		mes "It doesn't matter to us";
+		mes "how cold the winter is!";
+		close;
+	}
+}
+
+moscovia,255,203,3	script	A Little Boy#mos4	962,{
+	if (mos_nowinter == 10) {
+		if (mos_kid == 1) {
+			mes "[Vasili]";
+			mes "Wow, he is";
+			mes "an adventurer, an adventurer!!";
+			next;
+			mes "[Vasili]";
+			mes "Tell me your exciting story.";
+			mes "Have you fought a dragon?";
+			mes "Where is your gold-shining sword and shield?";
+			mes "Where?";
+			close;
+		}else{
+			mes "[Vasili]";
+			mes "Wow, he is";
+			mes "an adventurer, an adventurer!!";
+			next;
+			mes "[Vasili]";
+			mes "Why did you come here?";
+			mes "Don't you have any colleague?";
+			mes "I heard that the heroes in epics were tall,";
+			mes "but, why are you so small?";
+			mes "Where is your gold-shining sword?";
+			mes "I heard that the armor gliterred white,";
+			mes "but, why don't you have on the armor?";
+			mes "Won't you go for aonther adventure?";
+			mes "How can you do it in the cold and snowy winter?";
+			next;
+			set .@kid,rand(1,100);
+			select("I will go if it gets warm.");
+			if (.@kid > 70) {
+				mes "[Vasili]";
+				mes "Will you? I will also";
+				mes "go out for adventures";
+				mes "with shining armor and";
+				mes "a long and heavy sword";
+				mes "some day.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Vasili]";
+				mes "If winter is gone,";
+				mes "it is much easier to go on adventures.";
+				set mos_kid,1;
+				if (mos_middle == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Vasili]";
+				mes "Ah, when are you leaving?";
+				mes "Where are you going this time?";
+				next;
+				mes "[Vasili]";
+				mes "Will you go to slay the dragon,";
+				mes "that breathes fire and can";
+				mes "exterminates 10 men by flapping";
+				mes "its wings once?";
+				close;
+			}
+		}
+	}else{
+		mes "[Vasili]";
+		mes "Wow, he is";
+		mes "an adventurer, an adventurer!!";
+		next;
+		mes "[Vasili]";
+		mes "Tell me your exciting story.";
+		mes "Have you fought a dragon?";
+		mes "Where is your gold-shining sword and shield?";
+		mes "Where?";
+		close;
+	}
+}
+
+moscovia,204,188,5	script	A Lady#mos5	959,{
+	if (mos_nowinter == 10) {
+		if (mos_middle == 1) {
+			mes "[Katya]";
+			mes "The spring has come~";
+			next;
+			mes "[Katya]";
+			mes "A million sunflowers are blooming~";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			select("You look good today.");
+			if (.@kid > 70) {
+				mes "[Katya]";
+				mes "Yes, I feel good.";
+				mes "When it gets warm, sunflowers bloom.";
+				mes "The sunflower is the symbol";
+				mes "of this province.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Katya]";
+				mes "I wish that winter never comes back and";
+				mes "I could see sunflowers everyday.";
+				set mos_middle,1;
+				if (mos_kid == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Katya]";
+				mes "Yes, I feel good.";
+				mes "When it gets warm, sunflowers bloom.";
+				mes "The sunflower is the symbol";
+				mes "of this province.";
+				close;
+			}
+		}
+	}else{
+		mes "[Katya]";
+		mes "The spring has come~";
+		next;
+		mes "[Katya]";
+		mes "A million sunflowers are blooming~";
+		close;
+	}
+}
+
+moscovia,167,97,3	script	A Lady#mos6	961,{
+	if (mos_nowinter == 10) {
+		if (mos_elder == 1) {
+			mes "[Roza]";
+			mes "Naughty children get too";
+			mes "excited in the warm days.";
+			next;
+			mes "[Roza]";
+			mes "Where is the sun?";
+			mes "Where is it hiding?";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			select("The weather is getting warmer.");
+			if (.@kid > 70) {
+				mes "[Roza]";
+				mes "Yes, kids like it and";
+				mes "flowers are blooimg.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Roza]";
+				mes "Who ever likes the cold and dark winter?";
+				mes "I hope this weather last forever.";
+				set mos_elder,1;
+				if (mos_kid == 1 && mos_middle == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Roza]";
+				mes "In the warm days,";
+				mes "I'm in trouble.";
+				mes "It's too hard to control";
+				mes "the children.";
+				next;
+				mes "[Roza]";
+				mes "I think";
+				mes "I need winter again.";
+				close;
+			}
+		}
+	}else{
+		mes "[Roza]";
+		mes "Naughty children get too";
+		mes "excited in the warm days.";
+		next;
+		mes "[Roza]";
+		mes "Where is the sun?";
+		mes "Where is it hiding?";
+		close;
+	}
+}
+
+moscovia,202,102,3	script	A Little Boy#mos7	962,{
+	if (mos_nowinter == 10) {
+		if (mos_kid == 1) {
+			mes "[Feliks]";
+			mes "This is the story";
+			mes "about a terrible dragon.";
+			next;
+			mes "[Feliks]";
+			mes "It is sleeping";
+			mes "in its lair,";
+			mes "but, it destroys everything";
+			mes "around it when it awakes.";
+			next;
+			mes "[Feliks]";
+			mes "This came from my grandma's";
+			mes "grandma's grandma's";
+			mes "grandma's grandma's";
+			mes "grandma's grandma.";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			select("Do you like mysterious stories?");
+			if (.@kid > 70) {
+				mes "[Feliks]";
+				mes "Yes, I love them.";
+				mes "But, in winter,";
+				mes "nobody comes out of their homes.";
+				mes "So its not very fun.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Feliks]";
+				mes "If winter never comes";
+				mes "I can have";
+				mes "fun all the time...";
+				set mos_kid,1;
+				if (mos_middle == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Feliks]";
+				mes "Yes, my Grandma told me";
+				mes "fairy-tales.";
+				mes "The winter is cold, but";
+				mes "it is fun to hear them.";
+				close;
+			}
+		}
+	}else{
+		mes "[Feliks]";
+		mes "This is the story";
+		mes "about a terrible dragon.";
+		next;
+		mes "[Feliks]";
+		mes "It is sleeping";
+		mes "in its lair,";
+		mes "but, it destroys everything";
+		mes "around it when it awakes.";
+		next;
+		mes "[Feliks]";
+		mes "This came from my grandma's";
+		mes "grandma's grandma's";
+		mes "grandma's grandma's";
+		mes "grandma's grandma.";
+		close;
+	}
+}
+
+moscovia,220,172,3	script	A Young Man#mos8	968,{
+	if (mos_nowinter == 10) {
+		if (mos_middle == 1) {
+			mes "[Ilyav]";
+			mes "I am going to adventure";
+			mes "to experience new worlds";
+			mes "as you do.";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			mes "[Ilyav]";
+			mes "I am going to adventure";
+			mes "to experience new worlds";
+			mes "as you do.";
+			next;
+			select("When do you feel good?");
+			if (.@kid > 70) {
+				mes "[Ilyav]";
+				mes "When the weather is as good as recently";
+				mes "I feel an impulse to adventure";
+				mes "many times a day.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Ilyav]";
+				mes "But, I don't want to in the cold winter.";
+				mes "Hu, if the weather everday was as good as lately,";
+				mes "I would like to go out a lot more.";
+				mes "I hate winter...";
+				set mos_middle,1;
+				if (mos_kid == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Ilyav]";
+				mes "Well...";
+				mes "I don't know.";
+				mes "I just am sometimes.";
+				close;
+			}
+		}
+	}else{
+		mes "[Ilyav]";
+		mes "I am going to adventure";
+		mes "to experience new worlds";
+		mes "as you do.";
+		close;
+	}
+}
+
+moscovia,253,175,3	script	A Man#mos9	964,{
+	if (mos_nowinter == 10) {
+		if (mos_elder == 1) {
+			mes "[Orek]";
+			mes "The present Csar is a bit strict and";
+			mes "terrible, but";
+			mes "he actually loves";
+			mes "his people.";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			select("What do you usually do in winter?");
+			if (.@kid > 70) {
+				mes "[Orek]";
+				mes "It is too cold in winter so I don't go outside.";
+				mes "There's so much snow that it makes it hard to go";
+				mes "around here and there.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Orek]";
+				mes "In winter, fishing is more difficult,";
+				mes "anyway, it is bad for us.";
+				mes "I think it would be ok if we never had winter again.";
+				set mos_elder,1;
+				if (mos_kid == 1 && mos_middle == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Orek]";
+				mes "It snows a lot in winter and";
+				mes "gets too cold.";
+				mes "So, we don't go outside";
+				mes "without a particular reason.";
+				next;
+				mes "[Orek]";
+				mes "My family just sits beside the pechka and talks,";
+				mes "hoping that winter passes by soon.";
+				close;
+			}
+		}
+	}else{
+		mes "[Orek]";
+		mes "The present Csar is a bit strict and";
+		mes "terrible, but";
+		mes "he actually loves";
+		mes "his people.";
+		close;
+	}
+}
+
+moscovia,168,135,3	script	A Lady#mos10	961,{
+	if (mos_nowinter == 10) {
+		if (mos_elder == 1) {
+			mes "[Kyra]";
+			mes "I've seen many people";
+			mes "from other provinces recently.";
+			next;
+			mes "[Kyra]";
+			mes "This used to not";
+			mes "be a tourist town.";
+			mes "What happend...?";
+			close;
+		}else{
+			mes "[Kyra]";
+			mes "I've seen many people";
+			mes "from other provinces recently.";
+			next;
+			mes "[Kyra]";
+			mes "This used to not";
+			mes "be a tourist town.";
+			mes "What happend...?";
+			next;
+			select("Here it is warm and good.");
+			set .@kid,rand(1,100);
+			if (.@kid > 70) {
+				mes "[Kyra]";
+				mes "Hohoho, that may be true now.";
+				mes "But, you don't even know how cold it gets here in winter.";
+				mes "You wouldn't even want to go outside.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Kyra]";
+				mes "It is good to stay with my family, but";
+				mes "nobody likes the cold winter.";
+				set mos_elder,1;
+				if (mos_kid == 1 && mos_middle == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Kyra]";
+				mes "Hohoho, that may be true now.";
+				mes "But, you don't even know how cold it gets here in winter.";
+				mes "You wouldn't even want to go outside.";
+				close;
+			}
+		}
+	}else{
+		mes "[Kyra]";
+		mes "I've seen many people";
+		mes "from other provinces recently.";
+		next;
+		mes "[Kyra]";
+		mes "This used to not";
+		mes "be a tourist town.";
+		mes "What happend...?";
+		close;
+	}
+}
+
+moscovia,192,80,3	script	A Lady#mos11	959,{
+	if (mos_nowinter == 10) {
+		if (mos_middle == 1) {
+			mes "[Sabina]";
+			mes "Sunflowers are squeezed for oil and";
+			mes "their bodies are used for medicianl purposes.";
+			mes "They are very useful.";
+			close;
+		}else{
+			mes "[Sabina]";
+			mes "Sunflowers are squeezed for oil and";
+			mes "their bodies are used for medicianl purposes.";
+			mes "They are very useful.";
+			next;
+			select("When do sunflowers bloom?");
+			set .@kid,rand(1,100);
+			if (.@kid > 70) {
+				mes "[Sabina]";
+				mes "They start to bloom";
+				mes "from the late summer.";
+				mes "You cannot help being";
+				mes "attracted to sunflowers,";
+				mes "if you see the spectacluar scene";
+				mes "of a field filled up with them.";
+				next;
+				mes "[Sabina]";
+				mes "If the summmer continues to last,";
+				mes "I can see them all the time...";
+				specialeffect2 EF_SUMMONSLAVE;
+				set mos_middle,1;
+				if (mos_kid == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Sabina]";
+				mes "They start to bloom";
+				mes "from the late summer.";
+				mes "You cannot help being";
+				mes "attracted to sunflowers,";
+				mes "if you see the spectacluar scene";
+				mes "of a field filled up with them.";
+				close;
+			}
+		}
+	}else{
+		mes "[Sabina]";
+		mes "Sunflowers are squeezed for oil and";
+		mes "their bodies are used for medicianl purposes.";
+		mes "They are very useful.";
+		close;
+	}
+}
+
+moscovia,211,215,5	script	A Young Man#mos12	967,{
+	if (mos_nowinter == 10) {
+		if (mos_middle == 1) {
+			mes "[Izlof]";
+			mes "There is a old saying,";
+			mes "'an opportunity is a chance.'";
+			next;
+			mes "[Izlof]";
+			mes "It is best to confess";
+			mes "to ladies in the warm weather,";
+			mes "when their minds wander";
+			mes "like right now!";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			mes "[Izlof]";
+			mes "There is a old saying,";
+			mes "'an opportunity is a chance.'";
+			next;
+			mes "[Izlof]";
+			mes "It is best to confess";
+			mes "to ladies in the warm weather,";
+			mes "when their minds wander";
+			mes "right now!";
+			next;
+			select("It's good to have warm weather.");
+			if (.@kid > 70) {
+				mes "[Izlof]";
+				mes "Of course.";
+				mes "From now on, it is my golden age of apportunity!";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Izlof]";
+				mes "If it is the summer all the time,";
+				mes "my life will be in an amorous mood.";
+				mes "Hahaha!";
+				mes "I don't want winter to come.";
+				set mos_middle,1;
+				if (mos_kid == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Izlof]";
+				mes "Of course.";
+				mes "The cold winter has gone.";
+				mes "From now on, it is my golden age!";
+				close;
+			}
+		}
+	}else{
+		mes "[Izlof]";
+		mes "There is a old saying,";
+		mes "'an opportunity is a chance.'";
+		next;
+		mes "[Izlof]";
+		mes "It is best to confess";
+		mes "to ladies in the warm weather,";
+		mes "when their minds wander";
+		mes "right now!";
+		close;
+	}
+}
+
+moscovia,149,112,3	script	A Man#mos13	964,{
+	if (mos_nowinter == 10) {
+		if (mos_elder == 1) {
+			mes "[Lev]";
+			mes "I was once like you,";
+			mes "with a hot heart and cool reason,";
+			mes "adventuring everywhere and";
+			mes "coping with all the troubles...";
+			close;
+		}else{
+			mes "[Lev]";
+			mes "I was once like you,";
+			mes "with a hot heart and cool reason,";
+			mes "adventuring everywhere and";
+			mes "coping with all the troubles...";
+			next;
+			set .@kid,rand(1,100);
+			select("You need to take a rest.");
+			if (.@kid > 70) {
+				mes "[Lev]";
+				mes "Yes, under the warm sunlight,";
+				mes "I like to rest.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Lev]";
+				mes "I hope that this warm weather";
+				mes "will last forever.";
+				mes "I hate the cold winter.";
+				set mos_elder,1;
+				if (mos_kid == 1 && mos_middle == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Lev]";
+				mes "Yes, under the warm sunlight,";
+				mes "I like to rest.";
+				next;
+				mes "[Lev]";
+				mes "But, I am still alive!";
+				mes "I don't want to hear talk";
+				mes "like that from you.";
+				close;
+			}
+		}
+	}else{
+		mes "[Lev]";
+		mes "I was once like you,";
+		mes "with a hot heart and cool reason,";
+		mes "adventuring everywhere and";
+		mes "coping with all the troubles...";
+		close;
+	}
+}
+
+moscovia,196,71,3	script	A Young Man#mos14	968,{
+	if (mos_nowinter == 10) {
+		if (mos_middle == 1) {
+			mes "[Fredek]";
+			mes "The men here grow up";
+			mes "after going through tough waves in";
+			mes "the vast sea";
+			next;
+			mes "[Fredek]";
+			mes "Do you like";
+			mes "sailing?";
+			close;
+		}else{
+			mes "[Fredek]";
+			mes "The men here grow up";
+			mes "after going through tough waves in";
+			mes "the vast sea";
+			next;
+			select("However, if winter comes...");
+			set .@kid,rand(1,100);
+			if (.@kid > 70) {
+				mes "[Fredek]";
+				mes "Yes, in winter the";
+				mes "sea is frozen, so it";
+				mes "is impossible to sail.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Fredek]";
+				mes "I hope that winter never comes.";
+				mes "It is my dream.";
+				set mos_middle,1;
+				if (mos_kid == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Fredek]";
+				mes "Although I won't be able";
+				mes "to sail, my passion is not";
+				mes "cooled down from winter.";
+				close;
+			}
+		}
+	}else{
+		mes "[Fredek]";
+		mes "The men here grow up";
+		mes "after going through tough waves in";
+		mes "the vast sea";
+		next;
+		mes "[Fredek]";
+		mes "Do you like";
+		mes "sailing?";
+		close;
+	}
+}
+
+moscovia,234,168,5	script	A Man#mos15	964,{
+	if (mos_nowinter == 10) {
+		if (mos_elder == 1) {
+			mes "[Gavrel]";
+			mes "Don't you think that the castle is magnificent?";
+			mes "It was built by my great great grandfather.";
+			close;
+		}else{
+			mes "[Gavrel]";
+			mes "Don't you think that the castle is magnificent?";
+			mes "It was built by my great great grandfather.";
+			next;
+			mes "[Gavrel]";
+			mes "It is very strong and";
+			mes "it is warm inside of it.";
+			mes "I am very proud of it.";
+			next;
+			select("Is it cold much in winter?");
+			set .@kid,rand(1,100);
+			if (.@kid > 70) {
+				mes "[Gavrel]";
+				mes "Yes, it is very cold.";
+				mes "If you didn't prepare,";
+				mes "it would be hard for you.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Gavrel]";
+				mes "It would be a lot better";
+				mes "if winter never came again.";
+				mes "But, design of coldness is";
+				mes "winter itself, isn't it?";
+				set mos_elder,1;
+				if (mos_kid == 1 && mos_middle == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Gavrel]";
+				mes "Yes, it is very cold.";
+				mes "If you didn't prepare,";
+				mes "it would be hard for you.";
+				close;
+			}
+		}
+	}else{
+		mes "[Gavrel]";
+		mes "Don't you think that the castle is magnificent?";
+		mes "It was built by my great great grandfather.";
+		close;
+	}
+}
+
+moscovia,228,80,3	script	A Little Boy#mos16	962,{
+	if (mos_nowinter == 10) {
+		if (mos_kid == 1) {
+			mes "[Rurik]";
+			mes "It's hard to look up at you.";
+			mes "Come lower so I can see your eyes.";
+			next;
+			mes "[Rurik]";
+			mes "Hmm, that's better.";
+			mes "Children are the future.";
+			mes "I won't have a future if I fall";
+			mes "back and hurt my neck";
+			mes "while looking up at you.";
+			close;
+		}else{
+			set .@kid,rand(1,100);
+			select("Do you like summer?");
+			if (.@kid > 70) {
+				mes "[Rurik]";
+				mes "Ah, move a bit to the side.";
+				mes "a bit more... Yes.";
+				mes "Ah, stop there.";
+				next;
+				mes "[Rurik]";
+				mes "I certainly like the summer.";
+				mes "Unless the sunlight is too strong,";
+				mes "it is much better than the cold winter.";
+				next;
+				specialeffect2 EF_SUMMONSLAVE;
+				mes "[Rurik]";
+				mes "By the way, what is this for?";
+				mes "It is natural to like the summer.";
+				mes "Do you think";
+				mes "the winter should come again?";
+				set mos_kid,1;
+				if (mos_middle == 1 && mos_elder == 1) {
+					set mos_nowinter,11;
+				}
+				close;
+			}else{
+				mes "[Rurik]";
+				mes "Sure, I like the summer.";
+				mes "Why are you asking";
+				mes "such a question so suddenly?";
+				close;
+			}
+		}
+	}else{
+		mes "[Rurik]";
+		mes "It's hard to look up at you.";
+		mes "Come lower so I can see your eyes.";
+		next;
+		mes "[Rurik]";
+		mes "Hmm, that's better.";
+		mes "Children are the future.";
+		mes "I won't have a future if I fall";
+		mes "back and hurt my neck";
+		mes "while looking up at you.";
+		close;
+	}
+}
+
+//----------------------------------------------------------------------------
+// Magic Bottle
+//----------------------------------------------------------------------------
+mosk_dun03,225,233,0	script	Pile of skeletons#mosk	111,{
+	if (mos_nowinter == 8) {
+		mes "-There are ugly skulls";
+		mes "all over here but, ";
+		mes "this is the only place that I can stay.-";
+		next;
+		mes "-Get closer to see";
+		mes "more carefully.-";
+		close;
+	}else{
+		mes "-The ugly skulls are gathered.-";
+		close;
+	}
+}
+
+mosk_dun03,225,233,0	script	#Magic_Bottle	-1,5,5,{
+	end;
+	
+OnTouch:
+	if (mos_nowinter == 8) {
+		mes "-She said that the Magic Gourd Bottle that";
+		mes "can hold people's speech";
+		mes "is around here.-";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "This is probably the only place";
+		mes "where the bottle is hidden,";
+		mes "but there are bones all over.";
+		next;
+		mes "["+strcharinfo(0)+"]";
+		mes "Anyway, why am I here?";
+		mes "It would be trouble if";
+		mes "the dragon came back...";
+		next;
+		while(1) {
+			if(select("Look for it.:I will try next time.") == 1) {
+				set .@findout,rand(1,20);
+				if (Class == THIEF || Class == THIEF_H || Class == ROGUE || Class == ROGUE_H || Class == ASSASSIN || Class == ASSASSIN_H) {
+					mes "["+strcharinfo(0)+"]";
+					mes "Here it is.";
+					mes "That was easy to find.";
+					set mos_nowinter,9;
+					getitem 7761,1;
+					close;
+				}else{
+					if (.@findout > 14) {
+						mes "["+strcharinfo(0)+"]";
+						mes "Ah, I got it!";
+						mes "I better get out of here quickly.";
+						set mos_nowinter,9;
+						getitem 7761,1;
+						close;
+					}else{
+						mes "............";
+						next;
+						mes "["+strcharinfo(0)+"]";
+						mes "Where the hell is it?!";
+						mes "It has to be in here somewhere!";
+						next;
+					}
+				}
+			}
+			mes "["+strcharinfo(0)+"]";
+			mes "I will try later.";
+			close;
+		}
+	}
+}
+
+//----------------------------------------------------------------------------
+// Csar Alexsay III
+//----------------------------------------------------------------------------
+mosk_in,131,92,3	script	#Csar	-1,7,7,{
+	if (mos_nowinter == 12) {
+		mes "[Csar Alexsay III]";
+		mes "You!!!";
+		mes "So many people saw you";
+		mes "meet with Baba Yaga!";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "The guilt which must be felt, when";
+		mes "meeting secretly with a witch...";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "For that, we indict capital";
+		mes "punishment without any just trial!";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "But you are a stranger to these";
+		mes "lands... So I will hold you in special trial.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "If you have anything to say...";
+		mes "spare me no detail.";
+		next;
+		select("Explain the circumstances.");
+		mes "-Talk about what happened with Baba";
+		mes "Yaga, and move forward with the plan.-";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Hm-hm, that's an embarrassing story...";
+		mes "But if you are telling the";
+		mes "truth, my people will be pleased.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "Okay, Bring to me";
+		mes "any evidence, to believe";
+		mes "what you are saying.";
+		next;
+		mes "[Csar Alexsay III]";
+		mes "You killed the Baba Yaga!!";
+		mes "If this is true, bring";
+		mes "me Yaga's Pestles.";
+		mes "If you do, I will make";
+		mes "sure no one ever doubts you.";
+		next;
+		if (countitem(7762) > 39) {
+			if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
+				mes "[" + PcName + "]";
+				mes "Yes, Here you are.";
+				next;
+				mes "-Offered the Yaga's Pestles.-";
+				delitem 7762,40;
+				next;
+				mes "[Csar Alexsay III]";
+				mes "Hm.. You do have them.";
+				mes "For the time being, I will admit";
+				mes "that you are coming and going to";
+				mes "hunt Baba Yaga.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "But do not engage in doubtable";
+				mes "behavior that would instigate my";
+				mes "people to act in a strange way!";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "If you do that, I will arrest you immediately!";
+				mes "So take care of yourself.";
+				next;
+				mes "[Csar Alexsay III]";
+				mes "And, when you succeed in";
+				mes "banishing winter with magic,";
+				mes "announce that to me immediately.";
+				set mos_nowinter,14;
+				close;
+			}
+			mes "[Csar Alexsay III]";
+			mes "I said to bring me";
+			mes "40 Yaga's Pestles";
+			mes "from the Baba Yaga.";
+			set mos_nowinter,13;
+			close;
+		}else{
+			mes "[Csar Alexsay III]";
+			mes "I said to bring me";
+			mes "40 Yaga's Pestles";
+			mes "from the Baba Yaga.";
+			set mos_nowinter,13;
+			close;
+		}
+	}
+}
+
+//============================================================================
+// Shafka Hat
+//============================================================================
+moscovia,211,93,3	script	Irina#edq	958,{
+	if (checkweight(1201,1) == 0 ) {
+		mes "Wait a moment!!";
+		mes "You have too many items.";
+		mes "You can't receive this.";
+		mes "Lighten your weight and";
+		mes "try again.";
+		close;
+	}
+	mes "[Irina]";
+	mes "Hello, foreign traveler!";
+	mes "Have you had good day";
+	mes "in Moscovia?";
+	next;
+	mes "[Irina]";
+	mes "A special souvenir for visiting Moscovia...?";
+	next;
+	mes "[Irina]";
+	mes "For you, let's make a Shafka hat.";
+	mes "The Shafka has practicality and";
+	mes "it's spruce! Do you want one?";
+	next;
+	if(select("Learn about the Shafka.:Make a Shafka hat.") == 1) {
+		mes "[Irina]";
+		mes "When I look at you, you seem to";
+		mes "want to put on something of a thick";
+		mes "fur hat on your head, out in this";
+		mes "temperature. A Shafka!";
+		next;
+		mes "[Irina]";
+		mes "If you've come here for the first";
+		mes "time, you might not know... that";
+		mes "winter here is famous for being so";
+		mes "long and cold in Moscovia.";
+		next;
+		mes "[Irina]";
+		mes "A Shafka hat is especially";
+		mes "necessary to live here during the";
+		mes "cold seasons. Without this hat, you";
+		mes "may not endure a winter!";
+		next;
+		mes "[Irina]";
+		mes "Now, the long, long winter has";
+		mes "ended and the sun is shining... But";
+		mes "someday the winter will come again.";
+		mes "So, for preparation, you should";
+		mes "keep a Shafka hat handy.";
+		next;
+		mes "[Irina]";
+		mes "Don't worry about keeping warm if";
+		mes "you're wearing a Shafka hat. Even";
+		mes "during the coldest weather... You";
+		mes "can roll around in the snow and the";
+		mes "Shafka still keeps you warm!";
+		close;
+	}
+	mes "[Irina]";
+	mes "Do you want to make a Shafka hat?";
+	mes "Heheh. Good idea!";
+	mes "That's a good task.";
+	mes "You will be grateful forever.";
+	next;
+	mes "[Irina]";
+	mes "If you bring the materials,";
+	mes "we can make one immediately!";
+	mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
+	next;
+	if (countitem(1022) > 19 && countitem(7038) > 9 && countitem(7166) > 9 && countitem(7065) > 19 && countitem(7217) > 0) {
+		mes "[Irina]";
+		mes "You did well.";
+		mes "Give me the materials. I will make the Shafka.";
+		next;
+		delitem 1022,20; //Fox_Tail
+		delitem 7038,10; //Yarn
+		delitem 7166,10; //Soft_Silk_Cloth
+		delitem 7065,20; //Sea_Otter_Leather
+		delitem 7217,1; //Spool
+		getitem 5243,1; //Chullos
+		mes "[Irina]";
+		mes "Good, I made it. So, how about it?";
+		mes "Do you like it?";
+		next;
+		mes "[Irina]";
+		mes "If you need a Shafka hat,";
+		mes "come to me whenever,";
+		mes "with the materials.";
+		mes "I will make it.";
+		next;
+		mes "[Irina]";
+		mes "Okay?";
+		mes "Okay, so... Bye-bye!~";
+		close;
+	}else{
+		mes "[Irina]";
+		mes "Ah... You lack some materials. We";
+		mes "can't make the Shafka hat with just";
+		mes "these materials.";
+		next;
+		mes "[Irina]";
+		mes "If you bring the right materials, I";
+		mes "will make a Shafka immediately.";
+		next;
+		mes "[Irina]";
+		mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
+		close;
+	}
 }

+ 1 - 1
npc/scripts_athena.conf

@@ -78,7 +78,7 @@ npc: npc/quests/quests_lighthalzen.txt
 npc: npc/quests/quests_louyang.txt
 npc: npc/quests/quests_lutie.txt
 npc: npc/quests/quests_morocc.txt
-//npc: npc/quests/quests_moscovia.txt
+npc: npc/quests/quests_moscovia.txt
 npc: npc/quests/quests_nameless.txt
 npc: npc/quests/quests_niflheim.txt
 npc: npc/quests/quests_payon.txt

+ 2 - 1
npc/scripts_monsters.conf

@@ -17,6 +17,7 @@ npc: npc/mobs/fields/louyang.txt
 npc: npc/mobs/fields/lutie.txt
 npc: npc/mobs/fields/mjolnir.txt
 npc: npc/mobs/fields/morocc.txt
+npc: npc/mobs/fields/moscovia.txt
 npc: npc/mobs/fields/niflheim.txt
 npc: npc/mobs/fields/payon.txt
 npc: npc/mobs/fields/prontera.txt
@@ -49,7 +50,7 @@ npc: npc/mobs/dungeons/lou_dun.txt
 npc: npc/mobs/dungeons/mag_dun.txt
 npc: npc/mobs/dungeons/mjo_dun.txt
 npc: npc/mobs/dungeons/moc_pryd.txt
-//npc: npc/mobs/dungeons/mosk_dun.txt
+npc: npc/mobs/dungeons/mosk_dun.txt
 npc: npc/mobs/dungeons/odin.txt
 npc: npc/mobs/dungeons/orcsdun.txt
 npc: npc/mobs/dungeons/pay_dun.txt

+ 0 - 2
npc/warps/cities/moscovia.txt

@@ -43,5 +43,3 @@ moscovia,205,98,0	warp	moskwarp1021	1,1,mosk_in,214,255
 mosk_in,214,252,0	warp	moskwarp1022	1,1,moscovia,203,96
 mosk_in,220,273,0	warp	moskwarp1023	1,1,mosk_in,152,275
 mosk_in,152,272,0	warp	moskwarp1024	1,1,mosk_in,220,270
-
-mosk_in,215,36,0	warp	moskwarp1025	1,1,mosk_dun02,53,217

+ 274 - 3
npc/warps/dungeons/mosk_dun.txt

@@ -1,9 +1,9 @@
 //===== eAthena Script =======================================
 //= Moscovia Dungeon Warp Script
 //===== By: ==================================================
-//= $ephiroth
+//= Kisuka, $ephiroth
 //===== Current Version: =====================================
-//= 1.2
+//= 1.3
 //===== Compatible With: =====================================
 //= Any Athena Version
 //===== Description: =========================================
@@ -11,8 +11,279 @@
 //===== Additional Comments: =================================
 //= 1.0 Initial version [$ephiroth]
 //= 1.1, 1.2 Updated from jA [$ephiroth]
+//= 1.3 Added warp npcs. Removed place holder warps. [Kisuka]
 //============================================================
 
 mosk_fild02,190,257,0	warp	moscoviawarp0401	1,1,mosk_dun01,189,45
-mosk_dun02,53,220,0	warp	moscoviawarp0101	1,1,mosk_in,215,41
 mosk_dun01,189,42,0	warp	moscoviawarp0501	1,1,mosk_fild02,190,254
+mosk_in,215,36,0	warp	babayagaout		1,1,mosk_dun02,53,217
+
+mosk_dun02,53,220,4	script	#babayagain	45,1,1,{
+	end;
+OnTouch:
+	if (mos_nowinter == 11) {
+		donpcevent "Soldier1#mos::OnEnable";
+		donpcevent "Soldier2#mos::OnEnable";
+		donpcevent "Soldier3#mos::OnEnable";
+		mes "[Soldier]";
+		mes "Halt right there!";
+		next;
+		mes "[Soldier]";
+		mes "We have information";
+		mes "that you've been secretly";
+		mes "communicating with";
+		mes "Baba Yaga, the Horrible.";
+		next;
+		mes "[Soldier]";
+		mes "If you have something to say,";
+		mes "speak to the Csar.";
+		mes "Come with us.";
+		close2;
+		donpcevent "Soldier1#mos::OnInit";
+		donpcevent "Soldier2#mos::OnInit";
+		donpcevent "Soldier3#mos::OnInit";
+		set mos_nowinter,12;
+		warp "mosk_in",125,92;
+		end;
+	}
+	else if (mos_nowinter == 12) {
+		donpcevent "Soldier1#mos::OnEnable";
+		donpcevent "Soldier2#mos::OnEnable";
+		donpcevent "Soldier3#mos::OnEnable";
+		mes "[Soldier]";
+		mes "We expected";
+		mes "that you would appear again.";
+		mes "What is your business with the Csar?";
+		next;
+		if(select("Run away.:Explain the situation.") == 1) {
+			mes "["+strcharinfo(0)+"]";
+			mes "I should get out of here...";
+			close2;
+			warp "mosk_dun02",100,100;
+			donpcevent "Soldier1#mos::OnInit";
+			donpcevent "Soldier2#mos::OnInit";
+			donpcevent "Soldier3#mos::OnInit";
+			end;
+		}
+		mes "-I explain what happend until now.-";
+		next;
+		mes "[Soldier]";
+		mes "If you have something to say, speak";
+		mes "to the Csar.";
+		mes "If you leave to this place,";
+		mes "you will be considered as our enemy.";
+		close2;
+		donpcevent "Soldier1#mos::OnInit";
+		donpcevent "Soldier2#mos::OnInit";
+		donpcevent "Soldier3#mos::OnInit";
+		end;
+	}
+	else if (mos_nowinter == 13) {
+		donpcevent "Soldier1#mos::OnEnable";
+		donpcevent "Soldier2#mos::OnEnable";
+		donpcevent "Soldier3#mos::OnEnable";
+		mes "[Soldier]";
+		mes "We expected";
+		mes "that you would appear again.";
+		mes "What is your business with the Csar?";
+		next;
+		if(select("Run away.:Explain the situation.") == 1) {
+			mes "["+strcharinfo(0)+"]";
+			mes "I should get out of here...";
+			close2;
+			warp "mosk_dun02",100,100;
+			donpcevent "Soldier1#mos::OnInit";
+			donpcevent "Soldier2#mos::OnInit";
+			donpcevent "Soldier3#mos::OnInit";
+			end;
+		}
+		mes "-I explain what happend until now.-";
+		next;
+		mes "[Soldier]";
+		mes "If you have something to say, speak";
+		mes "to the Csar.";
+		mes "If you leave to this place,";
+		mes "you will be considered as our enemy.";
+		close2;
+		donpcevent "Soldier1#mos::OnInit";
+		donpcevent "Soldier2#mos::OnInit";
+		donpcevent "Soldier3#mos::OnInit";
+		end;
+	}
+	else {
+		warp "mosk_in",215,41;
+		end;
+	}
+}
+
+mosk_dun02,53,215,3	script	Soldier1#mos	966,{
+	mes "[Soldier]";
+	mes "We're the Csar's soldiers.";
+	mes "We're called out for emergencies,";
+	mes "don't disturb us anymore.";
+	close;
+	
+OnInit:
+	hideonnpc "Soldier1#mos";
+	end;
+
+OnEnable:
+	hideoffnpc "Soldier1#mos";
+	end;
+}
+
+mosk_dun02,50,217,3	script	Soldier2#mos	966,{
+	mes "[Soldier]";
+	mes "We're the Csar's soldiers.";
+	mes "We're called out for emergencies,";
+	mes "don't disturb us anymore.";
+	close;
+	
+OnInit:
+	hideonnpc "Soldier2#mos";
+	end;
+
+OnEnable:
+	hideoffnpc "Soldier2#mos";
+	end;
+}
+
+
+mosk_dun02,56,217,5	script	Soldier3#mos	966,{
+	mes "[Soldier]";
+	mes "We're the Csar's soldiers.";
+	mes "We're called out for emergencies,";
+	mes "don't disturb us anymore.";
+	close;
+	
+OnInit:
+	hideonnpc "Soldier3#mos";
+	end;
+
+OnEnable:
+	hideoffnpc "Soldier3#mos";
+	end;
+}
+
+mosk_dun01,170,164,3	script	Milestone#1	111,{
+	mes "- There is writing on a big rock. -";
+	next;
+	mes "^3131FF- Those who serve the Sun will die, Go to the North. -^000000";
+	close;
+}
+
+mosk_dun01,207,276,3	script	Milestone#1-2	111,{
+	mes "- There is writing on a big rock. -";
+	next;
+	mes "^3131FF- Those who advance may get hurt but are courageous of heart and those who move back will remain safe.";
+	mes "If you have courage, step forward. Otherwise, step backward. -^000000";
+	next;
+	if(select("Step forward.:Stay.") == 1) {
+		mes "- You follow the way before you. -";
+		close2;
+		warp "mosk_dun02",165,30;
+		end;
+	}
+	mes "- You won't advance. -";
+	close;
+}
+
+mosk_dun01,164,191,3	script	Milestone#1-3	111,{
+	mes "- There is writing on a big rock. -";
+	next;
+	mes "^3131FF- Those who advance may get hurt but are brave of heart and those who move back will remain safe.";
+	mes "If you are brave, then take a step forward. Otherwise, step back. -^000000";
+	next;
+	if(select("Step forward.:Stay.") == 1) {
+		mes "- You follow the way before you. -";
+		close2;
+		warp "mosk_dun03",117,36;
+		end;
+	}
+	mes "- You decide to stay. -";
+	close;
+}
+
+mosk_dun02,168,28,3	script	Milestone#2-1	111,{
+	mes "- There is writing on a big rock. -";
+	next;
+	mes "^3131FF- Those who advance may get hurt but are valorous of heart and those who move back will remain safe.";
+	mes "If you valorous, then take a step forward. Otherwise, step back. -^000000";
+	next;
+	if(select("Go back.:Stay.") == 1) {
+		mes "- You sense danger and decide to go back -";
+		close2;
+		warp "mosk_dun01",201,269;
+		end;
+	}
+	mes "- You decided to stay. -";
+	close;
+}
+
+mosk_dun02,268,117,3	script	Milestone#2-3	111,{
+	mes "- There is writing on a big rock. -";
+	next;
+	mes "^3131FF- Those who step forward will gain honor but may die, those who step backward will have courage but may still get hurt.";
+	mes "If you are truly brave, step forward. Otherwise, step back -^000000";
+	next;
+	if(select("Step forward.:Stay.") == 1) {
+		mes "- You bravely step forward. -";
+		close2;
+		warp "mosk_dun03",32,135;
+		end;
+	}
+	mes "- You decided to stay. -";
+	close;
+}
+
+mosk_dun03,27,131,3	script	Milestone#3-2	111,{
+	mes "- There is writing on a big rock. -";
+	next;
+	mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
+	mes "Those who have courage will go back, otherwise step forward and stay. -^000000";
+	next;
+	if(select("Go back.:Stay.") == 1) {
+		mes "- You sense danger and decide to go back -";
+		close2;
+		warp "mosk_dun02",262,118;
+		end;
+	}
+	mes "- You decide to stay. -";
+	close;
+}
+
+mosk_dun03,119,46,3	script	Milestone#3-1	111,{
+	mes "There is writing on a big rock.";
+	next;
+	mes "^3131FF- Those who stay may die but will gain honor, those who go back may get hurt but will gain courage.";
+	mes "Those who are afraid of the death will go back, otherwise step forward and stay. -^000000";
+	next;
+	if(select("Go back.:Stay.") == 1) {
+		mes "- You sense danger and decide to go back -";
+		close2;
+		warp "mosk_dun01",257,190;
+		end;
+	}
+	mes "- You decided to stay. -";
+	close;
+}
+
+mosk_dun01,194,43,3	script	Milestone#1-1	111,{
+	mes "- There is writing on a big rock. -";
+	next;
+	mes "- If you want to protect your life, go back -";
+	close;
+}
+
+mosk_fild02,198,53,3	script	Ship#mos_dun	111,{
+	mes "- You find a ship at anchor. -";
+	next;
+	if(select("Take the ship and go back to the village.:Explore more.") == 1) {
+		mes "- You board the ship and pull at the oars. -";
+		close2;
+		warp "moscovia",140,54;
+		end;
+	}
+	mes "- That unknown area arouses your interest. -";
+	close;
+}