;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 27 Scriptname QF_NQ27_00149517 Extends Quest Hidden ;BEGIN ALIAS PROPERTY Kena ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Kena Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Kraig ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Kraig Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Karymea ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Karymea Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Matrose3 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Matrose3 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Guard ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Guard Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Olfid ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Olfid Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Schuldschein ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Schuldschein Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Matrose4 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Matrose4 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY MarkerLeuchtturm ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_MarkerLeuchtturm Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Matrose1 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Matrose1 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Matrose5 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Matrose5 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Darius ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Darius Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY LetterLighthouse ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_LetterLighthouse Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Letter ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Letter Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_9 Function Fragment_9() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.Bolzerei() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_21 Function Fragment_21() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.EndDariusInJail() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_2 Function Fragment_2() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.SetUpSC01() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_7 Function Fragment_7() ;BEGIN CODE SetObjectiveCompleted(45) SetObjectiveDisplayed(50) SetObjectiveDisplayed(60) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_3 Function Fragment_3() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.StartSC01() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_6 Function Fragment_6() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.OpenLighthouseDoor() SetObjectiveCompleted(30) SetObjectiveDisplayed(40) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_5 Function Fragment_5() ;BEGIN CODE SetObjectiveCompleted(10) SetObjectiveCompleted(15) SetObjectiveDisplayed(20) SetObjectiveDisplayed(30) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_16 Function Fragment_16() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.StartSC02() SetObjectiveDisplayed(70) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_8 Function Fragment_8() ;BEGIN CODE SetObjectiveCompleted(60) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE SetObjectiveDisplayed(10) kmyQuest.OpenHouseDoor() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_24 Function Fragment_24() ;BEGIN CODE SetObjectiveCompleted(40) SetObjectiveDisplayed(45) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_20 Function Fragment_20() ;BEGIN CODE SetObjectiveCompleted(70) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_22 Function Fragment_22() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.EndKarymeaInJail() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_17 Function Fragment_17() ;BEGIN CODE SetObjectiveCompleted(70) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_13 Function Fragment_13() ;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions Quest __temp = self as Quest _00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions ;END AUTOCAST ;BEGIN CODE kmyQuest.MoveDariusToJail() SetObjectiveCompleted(50) if !IsObjectiveCompleted(60) SetObjectiveFailed(60) endif if IsObjectiveCompleted(20) SetCurrentStageID(100) endif ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment