> For the complete documentation index, see [llms.txt](https://axiomemu.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://axiomemu.gitbook.io/docs/data/event/kanturu.md).

# Kanturu.dat

Kanturu runs as a four-phase pipeline: Battle Standby -> Battle of Maya -> Battle of Nightmare -> Tower of Refinement. Each phase has its own internal state machine loaded from this file. On failure at Maya or Nightmare the pipeline jumps straight to END; after END the event returns to NONE and the next cycle begins immediately on the next tick.

## File Location

```
Data/Event/Kanturu.dat
```

Loaded once at GameServer startup. Gated by [Event.dat](/docs/gameserver/event-dat.md#kanturu) `KanturuEvent`. Changes require a restart.

{% hint style="info" %}
This file is loaded five times by the engine: once for the outer pipeline and once each for the four sub-stage loaders (Standby, Battle of Maya, Battle of Nightmare, Tower of Refinement). Each pass only reads the sections it cares about and ignores all others.
{% endhint %}

## Sections

Each "state transition" section has the same three-column layout; the section number selects which state machine it drives. `Condition=1` rows use `Value` as seconds and auto-advance to the next state when that many seconds elapse. `Condition=0` rows never time out (the phase advances via a gameplay event, e.g., boss killed).

### Section 0 - Outer Pipeline State Machine

```
0
//State   Condition   Value
0         0           0
1         0           0
2         0           0
3         0           0
4         0           0
5         1           0
end
```

Drives the top-level Kanturu phase transitions. The outer pipeline transitions are event-driven (sub-stage completion), not timer-driven, so most rows are `Condition=0`.

| State | Name                  |
| ----- | --------------------- |
| 0     | NONE                  |
| 1     | BATTLE\_STANDBY       |
| 2     | BATTLE\_OF\_MAYA      |
| 3     | BATTLE\_OF\_NIGHTMARE |
| 4     | TOWER\_OF\_REFINEMENT |
| 5     | END                   |

### Section 1 - Battle Standby State Machine

```
1
//State   Condition   Value
0         0           0
1         1           200
2         1           60
3         0           0
end
```

Standby phase: `0=NONE`, `1=START` (timer, shipped 200s), `2=NOTIFY` (timer, shipped 60s, sends the "Kanturu event is about to begin" notice), `3=END`.

### Section 2 - Battle of Maya Outer Timing

```
2
//State   Condition   Value
0         1           900
1         1           900
2         1           1200
end
```

Per-scene Battle-of-Maya time budget (3 scenes in Maya's Hand fight). Shipped: 900s, 900s, 1200s.

### Section 3 - Battle of Maya Scene State Machine

```
3
//State   Condition   Value
0         0           0
1         1           120
2         1           15
...
end
```

Inner state machine for each Maya scene (entry timers, Maya hand spawn, hand-death pause, ice-storm wind-up, etc.). 19 state rows total (0-18). Only modify if you fully understand the scene flow; truncating rows will leave states with `Value=0` and break the scene.

### Section 4 - Maya Hand AI Change Times

```
4
//AIChangeTime
3
60
60
900
end
```

Four seconds-valued entries (converted to milliseconds on load). These are the AI-order switch delays for Maya's Hand during the fight. Each entry is consumed in sequence as the hand's AI escalates.

### Section 5 - Maya Hand AI Groups

```
5
//AIGroupNumber
20
21
22
end
```

AI group indices used by Maya's Hand. Shipped: 20, 21, 22 (one per Maya scene).

### Section 6 - Maya Hand Ice Storm Rate

```
6
//IceStormRate
60
end
```

Percent chance (0-100) that Maya's Hand triggers Ice Storm during the Battle of Maya scene. Shipped: 60. Despite the generic name this value is used only in the Battle of Maya phase, not in the Nightmare phase.

### Section 7 - Battle of Nightmare State Machine

```
7
//State   Condition   Value
0         0           0
1         1           5
2         1           10
3         1           1200
4         1           5
5         0           0
end
```

Nightmare phase: `0=NONE`, `1=IDLE`, `2=NOTIFY`, `3=START` (timer, shipped 1200s = 20 min fight window), `4=END`, `5=ENDCYCLE`. If the Nightmare boss dies before state 3's timer expires, the phase transitions to END with success and the pipeline proceeds to Tower of Refinement; otherwise it is a failure and the pipeline jumps to the outer END.

### Section 8 - Nightmare AI Group

```
8
//AIGroupNumber
23
end
```

Single AI group index for the Nightmare boss. Shipped: 23.

### Section 9 - Tower of Refinement State Machine

```
9
//State   Condition   Value
0         0           0
1         1           82500
2         1           300
3         1           2220
4         1           180
5         1           5
end
```

Tower of Refinement phase. State 1 timer is the "revitalization" window before the tower opens for entry (shipped 82500s). States 2-4 gate entry open, tower active, and shutdown windows. Shipped values yield a long idle period between Nightmare success and Tower being enterable.

### Section 10 - Moon Stone Check

```
10
//EnableCheckMoonStone
1
end
```

Toggle for the equipment check when entering the Kanturu battle zone: `1` requires a Moon Stone (item 13,38) in ring slot 10 or 11 with durability > 0; `0` skips the check.

## Cross-File Dependencies

| Value                                               | Related in                                                               |
| --------------------------------------------------- | ------------------------------------------------------------------------ |
| Enable flag                                         | [Event.dat](/docs/gameserver/event-dat.md) `KanturuEvent`                |
| AI group indices (sections 5 and 8)                 | [MonsterAIGroup.xml](/docs/data/monster/monsteraigroup.md)               |
| Kanturu-specific spawn sets                         | [KanturuMonsterSetBase.xml](/docs/data/monster/kanturumonstersetbase.md) |
| Maya Hand / Nightmare / Tower monsters              | [Monster.xml](/docs/data/monster/monster.md)                             |
| Maps Kanturu 1, Kanturu 2, Kanturu Boss (Nightmare) | [MapManager.xml](/docs/data/mapmanager.md)                               |

## Common Issues

* **Stage never transitions** - `Condition=0` on a row where the phase expects a timer; set `Condition=1` and provide `Value` in seconds
* **Event skips Maya or Nightmare** - outer pipeline advances to END on success/failure lookup from the sub-phase result; a sub-phase that never sets success will always be treated as failure and skip the following phase
* **Moon Stone unexpectedly required/ignored** - section 10 `EnableCheckMoonStone` mismatches intended behavior
* **Maya hand never changes tactics** - section 4 only has 1-2 rows or all values are very large; the hand exhausts its AI change slots and stays on the initial AI
* **Ice storm too rare/common** - section 6 `IceStormRate` away from shipped baseline 60
* **Tower of Refinement never becomes enterable** - section 9 row for state 1 has a very large value (shipped 82500s); reduce only with care, this timer gates a global cooldown
* **Bosses never appear** - AI group numbers in sections 5 or 8 do not exist in MonsterAIGroup.xml, or the Kanturu-specific spawn set is missing entries in KanturuMonsterSetBase.xml
