SCENE 3600, castle, SCENE, "Northern Gate"
#include include.txt
SET c2katadynexit, north
GOTO LINK 0, 15
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3601, castle, SCENE, "To the Archers Training Camp"
#include include.txt
GOTO LINK 143, 0
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3602, castle, SCENE, "Eastern Gate"
#include include.txt
SET c2katadynexit, east
GOTO LINK 0, 15
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3603, castle, SCENE, "Southern Gate"
#include include.txt
SET c2katadynexit, south
GOTO LINK 0, 15
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3604, forest1, SCENE, "Pet Arena"
#include include.txt
ACTOR 1, Beastmaster, human48, 1, 25, 95
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Beastmaster", #<spEvent.Name>-humans, 48, 25, 95
@nextStepAfterHalloweenActors
1: Welcome, adventurer.
WAIT 1.4
@menu1
SOUND sword1.wav
MENU "Enter now=@pass", "Listen the intro=@intro"
GOTO @menu1

@intro
SOUND sword1.wav
1: You are about to enter the arena of Katadyn1: Pets can fight and hurt humans.
1: All the spells are allowed.

1: Have fun!
WAIT 1.5
@pass
SOUND sword1.wav
GOTO LINK 37, 0
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3606, katadyn1, SCENE, Armory
#include include.txt
ACTOR 1, Eflidh, human29, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Eflidh", #<spEvent.Name>-humans, 29, 25, 90
@nextStepAfterHalloweenActors
1: Everything for the well-dressed adventurer!
OFFER 250, 254, 258, 262, 266, 200, 209, 213, 217, 221, 565, 569, 573, 578, 582
END
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3607, katadyn1, SCENE, Weapons
#include include.txt
ACTOR 1, Sifflinn, human30, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Sifflinn", #<spEvent.Name>-humans, 30, 25, 90
@nextStepAfterHalloweenActors
OFFER 384, 389, 393, 397, 401
IF Z580+Z290.20 @tempestbow1
1: The best bows in all Athelias!
END

@tempestbow1
1: Woo!
1: A witch's hat!
1: Listen, adventurer: I'll exchange it and the twenty trunks you have for this magical Tempest Bow.
1: Sounds good?
@tempestbow1ask
ASK 30
IF YES @tempestbow1YES
IF NO @tempestbow1NO
1: Sorry?
GOTO @tempestbow1ask

@tempestbow1NO
1: Come back if you change your mind...
END

@tempestbow1YES
1: Great!
1: Here is the bow.
SOUND foundItem.wav
HOST_TAKE Z580
HOST_TAKE Z290.20
HOST_GIVE I1143
END
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3608, katadyn1, SCENE, "Temple"
IF T3971 @antigods
#include include.txt
ACTOR 1, Merdenaz, human19, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@antigods
FIGHT 812
IF WIN @antigodswin
END

@antigodswin
HOST_TAKE T3971
HOST_GIVE Z812
SOUND trophyFound.wav
END

@halloweenActors
ACTOR 1, "Merdenaz", #<spEvent.Name>-humans, 19, 25, 90
@nextStepAfterHalloweenActors
OFFER 37
GIVE L1
GIVE H5000
GIVE M5000
1: Welcome to the temple, adventurer.
1: Please, stay and relax.
END
;
;--------------------------------------------------------------------------------------------------------------------------
;
SCENE 3609, "forest1", SCENE, "Master Archer"
#include include.txt
ACTOR 1, "Master Archer", human30, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Master Archer", #<spEvent.Name>-humans, 30, 25, 90
@nextStepAfterHalloweenActors
IF C61 @start
1: Hello, %L.
END

@start
IF -S73 @spellzzz
IF -S74 @spellzzz
COMPARE #<num.hostLevel>, "24"
IF> @cmp1
GOTO @spellzzz

@spellzzz
1: You should come back when you're more advanced in training.
1: There are some things I'll teach you then.
1: Although, I can ever teach you some spells that any archer should know.
WAIT 2
HOST_GIVE S73
HOST_GIVE S74
SOUND bell2.wav
1: Here you go.
1: May your journey be safe
END

@cmp1
IF -T53 @pet1
COMPARE #<num.hostLevel>, "49"
IF> @cmp2
1: You should come back when you're more advanced in training.
END

@cmp2
IF -T54 @pet2
COMPARE #<num.hostLevel>, "74"
IF> @cmp3
1: You should come back when you're more advanced in training.
END

@cmp3
IF S264 @spell
COMPARE #<num.hostLevel>, "89"
IF> @cmp4
1: You should come back when you're more advanced in training.
END

@cmp4
IF -T55 @pet3
1: Welcome back, %L.
1: I am sorry but there's nothing more I can teach you.
1: May your journey be safe, hero.
END

@pet1
IF Z271 @reward1
IF T76 @hurry
1: If you want to prove me your worth, bring me a %Z271.
HOST_GIVE T76
END

@reward1
H: I have the %271.
1: Good.
1: You deserve a good pet to help you.
1: Here is a wolf for you.
HOST_GIVE I1003
HOST_GIVE T53
HOST_TAKE Z271
SOUND FoundItem.wav
END

@hurry
1: You should hurry and find a %Z271.
END

@hurrybis
1: You should hurry and find a %Z298.
END

@hurry2
1: You should hurry and find an %Z282.
END

@hurry3
1: You should hurry and find %Z493.
END

@pet2
IF Z298 @reward2
IF T76 @hurrybis
1: If you want to prove me your worth, bring me an %Z298.
HOST_GIVE T76
END

@reward2
H: I have the %Z298.
1: Good.
1: You deserve a good pet to help you.
1: Here is a wolf for you.
HOST_GIVE I1004
HOST_GIVE T54
HOST_TAKE T76
HOST_TAKE Z298
SOUND FoundItem.wav
END

@pet3
IF Z493 @reward4
IF T76 @hurry3
1: If you want to prove me your worth, bring me %Z493.
HOST_GIVE T76
END

@reward3
H: I have the %Z282.
1: Good.
1: Here is a new spell for you.
1: You can now summon an eagle to help you during battles.
HOST_GIVE S264
HOST_TAKE I704
HOST_TAKE T76
END

@spell
IF I704 @reward3
IF T76 @hurry
1: If you want to prove me your worth, bring me an %Z282.
HOST_GIVE T76
END

@reward4
H: I have the %Z493.
1: Good.
1: You deserve a good pet to help you.
1: Here is a wolf for you.
HOST_GIVE I1005
HOST_TAKE T76
HOST_GIVE T55
HOST_TAKE Z493
SOUND FoundItem.wav
END
;
;----------------------------------------------------------------------------------------------------
;
SCENE 3610,tavern1 , SCENE, "Tavern"
#include include.txt
ACTOR 1, Massil, wom10, 1, 30, 89
ACTOR 2, Soltunie, elf14, 1, 85, 85
FACE 2, 0
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Massil", #<spEvent.Name>-wom, 10, 30, 89
ACTOR 2, Soltunie, #<spEvent.Name>-elf, 14, 85, 85
@nextStepAfterHalloweenActors
1: Hello.
1: What do you want to drink?
OFFER 2, 34
IF V99 @comparemerc.firsttime
@normalV99
END

@comparemerc.firsttime
COMPARE #<merc.firstTime>, 1
IF= @normalV99
GOTO @mercfirstime.txt

#include merc-firsttime.txt

@eventActorClick2
SOUND sword1.wav
SET temp.currentMerc, 2912
#include merc-alreadyHired.txt
@nextstepaftermercalreadyhired2912
ACTOR 20, , merc2912, 0, 50, 50
ACTOR 21, , hire, 0, 40, 75
ACTOR 22, , cancel, 0, 60, 75
END

#include merc-hire.txt
;
;-------------------------------------------------------------------------------
;
SCENE 3651, weapons2, SCENE, "Smithy"
#include include.txt
ACTOR 1, Filuz, human81, 1, 40, 95
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Filuz", #<spEvent.Name>-humans, 81, 40, 95
@nextStepAfterHalloweenActors
COMPARE #<c5talkedtoblacksmith>, 0
IF= @firsttimeblacksmith.txt
1: Hello, adventurer.
1: Toss me the item you want to upgrade.
OFFER 132, 134, 135
END

#include blacksmith.txt
;
;-------------------------------------------------------------------------------
;
SCENE 3653, alchemy, SCENE, "Alchemist"
#include include.txt
ACTOR 1, Ghareth, human116, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Gareth", #<spEvent.Name>-humans, 116, 25, 90
@nextStepAfterHalloweenActors
1: Welcome.
OFFER 1, 3, 4, 7, 13, 29, 30, 31, 32, 33, 36, 38, 39, 12
END 
;
;-------------------------------------------------------------------------------
;
