summaryrefslogblamecommitdiff
path: root/npc/jobs/3-1/archbishop.txt
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//===== rAthena Script =======================================
//= Arch Bishop Job Quest
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
//= [Aegis Conversion]
//= Job change script fr Third class (Arch Bishop)
//= Does not entirely support changing to Baby Third Class.
//===== Additional Comments: =================================
//= 1.0 First version.
//= 1.1 Fixed class checks for arch bishops.
//============================================================

prt_church,103,88,3	script	Praying Minister#arch	60,{
	if (BaseJob != Job_Priest) {
		if (Class == Job_Archbishop || Class == Job_Archbishop_H || Class == Job_Baby_Bishop) {
			mes "[Praying Minister]";
			mes "Ah! An Archbishop.";
			mes "You have reached the state of light.";
			mes "I hope you give happiness and honor to people during your adventures.";
			close;
		}
		else {
			mes "[Praying Minister]";
			mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
			next;
			mes "[Praying Minister]";
			mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
			next;
			mes "[Praying Minister]";
			mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
			next;
			mes "[Praying Minister]";
			mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
			next;
			mes "[Praying Minister]";
			mes "They give out a special aura so you can easily recognize them.";
			mes "I'm going to make them ministers worthy of serving Odin.";
			close;
		}
	}
	else {
		if (Upper == 4) {
			mes "[Praying Minister]";
			mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
			next;
			mes "[Praying Minister]";
			mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
			next;
			mes "[Praying Minister]";
			mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
			next;
			mes "[Praying Minister]";
			mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
			next;
			mes "[Praying Minister]";
			mes "They give out a special aura so you can easily recognize them.";
			mes "I'm going to make them ministers worthy of serving Odin.";
			close;
		}
		if ((BaseLevel == 99) && (JobLevel > 49)) {
			if (job_arch == 0) {
				if (SkillPoint) {
					mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
					close;
				}
				mes "[Praying Minister]";
				mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
				next;
				mes "[Praying Minister]";
				mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
				next;
				mes "[Praying Minister]";
				if (Sex == 1)
					mes "Brother, how has your life been?";
				else
					mes "Sister, how has your life been?";
				mes "Have you lived it to it's fullest?";
				mes "Have you served your life in the light of Odin?";
				next;
				mes "[Praying Minister]";
				mes "We are ministers and our behavior is seen as acts of the Gods.";
				mes "We should always be mindful of this.";
				next;
				mes "[Praying Minister]";
				mes "We should always tell the truth.";
				mes "We should not fall prey to lies and deceit.";
				next;
				mes "[Praying Minister]";
				if (Sex == 1)
					mes "Brother...";
				else 
					mes "Sister...";
				mes "Even though we serve Odin, we are normal people.";
				mes "We can be degraded in spite of ourselves and we must realize that.";
				next;
				mes "[Praying Minister]";
				mes "We always try to keep our original intention in mind and spread Odin's rule.";
				next;
				select("How do I become like that?");
				mes "[Praying Minister]";
				mes "That's a good question.";
				mes "We have lots of methods.";
				mes "But, I recommend this.";
				next;
				mes "[Praying Minister]";
				mes "Have you ever heard of a";
				mes "^3131FFHoly Pilgrimage^000000?";
				mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
				next;
				mes "[Praying Minister]";
				mes "When you pray to Odin in the holy place, you will feel that you are born again.";
				next;
				mes "[Praying Minister]";
				mes "What do you think?";
				mes "Would you like to do a Holy Pilgrimage?";
				next;
				switch(select("Yes I want to.:I'll think about it.")) {
				case 1:
					mes "[Praying Minister]";
					mes "That's the correct attitude.";
					mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
					next;
					mes "[Praying Minister]";
					mes "There is a small village named Umbala far from here.";
					mes "That village is a where a tribe lives in harmony with nature.";
					next;
					mes "[Praying Minister]";
					mes "Go there and find Priest Dayan.";
					mes "Tell him exactly, ''^3131FFI'm here for the Holy Pilgrimage^000000.''";
					next;
					mes "[Praying Minister]";
					mes "He's very old so he is hard of hearing.";
					mes "You have to speak loud and clearly. You got it?";
					mes "I hope that this paves the way for you to live in the light of Odin......";
					set job_arch,1;
					setquest 2187;
					close;
				case 2:
					mes "[Praying Minister]";
					mes "A Holy Pilgrimage isn't that difficult.";
					mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
					next;
					mes "[Praying Minister]";
					mes "Feel free to visit me if you change your mind.";
					mes "I'll always be here for you.";
					close;
				}
			}
			else {
				mes "[Praying Minister]";
				mes "How's it going?";
				mes "Did you meet Priest Dayan in Umbala?";
				close;
			}
		}
		else {
			mes "[Praying Minister]";
			mes "In front of the Almighty God Odin, there shall be no person smarter than him, and there will be no person more merciful than him.";
			next;
			mes "[Praying Minister]";
			mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
			next;
			mes "[Praying Minister]";
			mes "Thesedays, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
			next;
			mes "[Praying Minister]";
			mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
			next;
			mes "[Praying Minister]";
			mes "They give out a special aura so you can easily recognize them.";
			mes "I'm going to make them ministers worthy of serving Odin.";
			close;
		}
	}
}

umbala,137,227,5	script	Utan Boy#arch	787,{
	mes "[Utan Boy]";
	mes "........";
	close;
}

umbala,139,227,3	script	Priest#arch	60,{
	if (job_arch < 1) {
		mes "[Priest]";
		mes "Un...ba... Unba?";
		close;
	}
	else if (job_arch == 1) {
		mes "[Priest]";
		mes "Un...ba... Umba?";
		next;
		mes "[Utan Boy]";
		mes "...............";
		next;
		mes "[Priest]";
		mes "Is that... right?";
		mes "Hmm... so...";
		mes "Um...ma? Umau...ma?";
		emotion e_swt,"Priest#arch";
		next;
		mes "[Utan Boy]";
		mes "...............";
		next;
		mes "[Priest]";
		mes "Huuuuuu......";
		mes "Oh, dear . I feel heavy.";
		mes "hohohoho.";
		next;
		mes "- mumbling~ -";
		next;
		mes "[Priest]";
		mes "hahahahaha.";
		mes "huhuhuhu. humhum.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Hello. are you... Priest Dayan?";
		next;
		mes "[Priest]";
		mes "Huh?";
		next;
		mes "He turns his head towards you.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Aren't you Priest Dayan?";
		next;
		mes "[Priest]";
		mes "muttering...";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Priest! Da~yan! Right!?";
		next;
		mes "[Priest Dayan]";
		mes "Ah~, yes.";
		mes "Yes, I am.";
		if (Sex == 1)
			mes "I'm Dayan. Nice to meet you Brother.";
		else
			mes "I'm Dayan. Nice to meet you Sister.";
		next;
		mes "The old priest gives you an ear to ear grin. ";
		next;
		mes "[Priest Dayan]";
		mes "I forgot to wear my hearing aid. hehe.";
		mes "Anyway, why have you come here?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Hmm, I wanted to tell you...";
		next;
		input .@input$;
		mes "["+strcharinfo(0)+"]";
		mes ""+.@input$+"";
		next;
		set .@urans$,.@input$;
		set .@myans$,"I'm here for the Holy Pilgrimage";
		set .@sungzi,compare(.@urans$,.@myans$);
		if (.@sungzi == 0) {
			mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
			next;
			mes "[Priest]";
			mes "Eh? Say what?";
			close;
		}
		mes "[Priest Dayan]";
		mes "..............?";
		next;
		mes "He cups his ears towards you.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
		mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
		mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
		mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
		next;
		mes "[Priest Dayan]";
		mes "Eh... are you?";
		mes "A pilgrimage to the Holy Land...";
		mes "It has been a long time since I've seen such a devout minister.";
		if (Sex == 1)
			mes "Welcome. Brother.";
		else
			mes "Welcome. Sister.";
		next;
		mes "The old priest gives you a gracious smile.";
		next;
		mes "[Priest Dayan]";
		mes "See this village with the huge forest surrounding it.";
		mes "Can you see a giant tree?";
		next;
		mes "[Priest Dayan]";
		mes "That big tree is called The ^3131FFYggdrasil^000000.";
		mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune Midgard.";
		next;
		mes "[Priest Dayan]";
		mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
		next;
		mes "[Priest Dayan]";
		mes "The roots head to Nifflheim where you can find Hvergelmir spring.";
		mes "In Rune Midgard there is Mimir's spring. And in Asgard, the world of the Gods, there is the Word spring.";
		next;
		mes "[Priest Dayan]";
		mes "Mimir spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
		next;
		mes "[Priest Dayan]";
		if (Sex == 1)
			mes "Brother.";
		else
			mes "Sister.";
		mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
		next;
		mes "[Priest Dayan]";
		mes "Enter the Yggdrasil.";
		mes "You may be assaulted by creatures in there but be mindful that their intentions are only to protect the Yggdrasil.";
		next;
		mes "[Priest Dayan]";
		mes "Follow your steps with purpose.";
		mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
		mes "When you arrive there, find a quiet place.";
		next;
		mes "[Priest Dayan]";
		mes "Pray for a life of faith and expiate your sins with a pious mind.";
		next;
		mes "[Priest Dayan]";
		mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
		mes "^3131FFFeel free to ask me about how to pray^000000.";
		next;
		mes "[Priest Dayan]";
		mes "Lets see, go to the place of the most famous creature from Odin.";
		next;
		mes "[Priest Dayan]";
		mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
		next;
		mes "- Priest Dayan smiles again. -";
		set job_arch,2;
		changequest 2187,2188;
		close;
	}
	else if (job_arch == 2) {
		mes "[Priest Dayan]";
		mes "This place is the holiest place in the world, Yggdrasil.";
		mes "This holy ceremony will brighten your soul.";
		next;
		switch(select("How should I pray?:Cancel.")) {
		case 1:
			mes "[Priest Dayan]";
			mes "Through prayer, we can follow four paths.";
			mes "Remember what I say to you now.";
			next;
			mes "[Priest Dayan]";
			mes "The 1st way is the ^3131FFway of meditation^000000.";
			mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
			next;
			mes "[Priest Dayan]";
			mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
			next;
			mes "[Priest Dayan]";
			mes "The 2nd is the ^3131FFway of agony^000000.";
			mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
			next;
			mes "[Priest Dayan]";
			mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
			next;
			mes "[Priest Dayan]";
			mes "The 3rd way is the ^3131FFway of joy^000000.";
			mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
			next;
			mes "[Priest Dayan]";
			mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
			mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
			next;
			mes "[Priest Dayan]";
			mes "The last way is the ^3131FFway of light^000000.";
			mes "You are free from all sin because you were blessed from all creation.";
			next;
			mes "[Priest Dayan]";
			mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
			next;
			mes "[Priest Dayan]";
			mes "After finishing all of these prayers, just stand up with a pious mind.";
			mes "If your prayer is truthful, Odin will lend you his wisdom.";
			next;
			mes "[Priest Dayan]";
			mes "Are you ready?";
			mes "Okay, it's time to leave and exculpate yourself.";
			mes "If your prayer is finished, let's talk.";
			close;
		case 2:
			mes "[Priest Dayan]";
			mes "I hope that my prayer can weaken your agony...";
			close;
		}
		close;
	}
	else if (job_arch == 3) {
		mes "[Priest Dayan]";
		mes "Oh, you've come back.";
		mes "I can feel that you have a fresh energy. Maybe you did pray truthfully.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "I feel light-hearted. Like I was just reborn...";
		next;
		mes "[Priest Dayan]";
		mes "Your faith gives you confidence and courage.";
		mes "A smile from a peaceful mind will easily rid people of their wariness.";
		mes "Please, inspire people with love and energy.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Thanks for your kind words.";
		next;
		mes "[Priest Dayan]";
		if (Sex == 1)
			mes "Brother.";
		else
			mes "Sister.";
		mes "Now, there is a place you should go to.";
		next;
		mes "[Priest Dayan]";
		mes "That place is Hugel in Schwaltzvalt.";
		mes "There is a Nun praying there named Vinue, she is a true minister who prays for the suffering people in the world.";
		mes "But the last time I saw her she seemed sad.";
		next;
		mes "[Priest Dayan]";
		mes "Can you convince her to make a pilgrimage to Yggdrasil?";
		mes "I think she is exhausted due to praying too much. I hope the air of Yggdrasil will be helpful to her.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Don't worry.";
		mes "I'll go and meet her.";
		next;
		mes "[Priest Dayan]";
		if (Sex == 1)
			mes "Feel free to visit here when you want to pray, brother.";
		else
			mes "Feel free to visit here when you want to pray, sister.";
		mes "A visit from a friend always makes me happy.";
		set job_arch,4;
		changequest 2188,2189;
		close;
	}
	else {
		mes "[Dayan]";
		mes "Did you find Vinue in Hugel?";
		close;
	}
}

yggdrasil01,220,47,0	script	#A pilgrimage to the Ho	139,5,5,{
OnTouch:
	if (job_arch == 2) {
		mes "["+strcharinfo(0)+"]";
		mes "Is it the spring of Hvergelmir.";
		mes "This place is a very vivid and peaceful place.";
		mes "It's proper to pray.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Time to genuflect...";
		mes "Hmm, what did that priest say to me?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Hmm... What is the first way?";
		next;
		switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
		case 1:
			mes "["+strcharinfo(0)+"]";
			mes "";
			mes "I don't think so.";
			close;
		case 2:
			mes "["+strcharinfo(0)+"]";
			mes "The way of confession...?";
			mes "I don't think so.";
			close;
		case 3:
			mes "["+strcharinfo(0)+"]";
			mes "The way of meditation...?";
			mes "Yes, it's the way of meditation.";
			next;
			break;
		}
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFThe 1st way is the way of meditation.^000000";
		mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
		next;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
		next;
		mes "- You close your eyes slowly and take a deep breath. -";
		next;
		mes "- * BLESSING! * -";
		specialeffect2 EF_BLESSING;
		next;
		mes "Your mind is refreshed with the blessing effect.";
		mes "You continue to meditate trying to rid your mind of any ill feelings.";
		next;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFThe 2nd is the way of agony^000000.";
		mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
		next;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Pain... What kind of faults have I had?";
		input .@input$;
		next;
		mes "["+strcharinfo(0)+"]";
		mes "I confess my guilt to the Almighty God Odin.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "^3131FF"+.@input$+".^000000";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
		mes "Please, lead the way and save a foolish minister with your wisdom.";
		next;
		mes "You ruminate about your confession and are lost in thought again.";
		next;
		mes ".............................";
		next;
		mes ".............................";
		mes ".........................";
		next;
		mes ".............................";
		mes ".........................";
		mes ".....................";
		next;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFThe 3rd way is the way of joy.^000000";
		mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
		next;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
		mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
		next;
		if (!countitem(523)) {
			mes "["+strcharinfo(0)+"]";
			mes "Oh no! I forgot to bring a Holy Water!";
			close;
		}
		mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
		next;
		mes "- * ASPERSIO ! * -";
		specialeffect2 EF_ASPERSIO;
		next;
		specialeffect2 EF_RECOVERY;
		mes ".............................";
		next;
		mes ".............................";
		mes ".........................";
		next;
		mes ".............................";
		mes ".........................";
		mes ".....................";
		next;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFThe last way is a way of light^000000.^000000.";
		mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
		next;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
		next;
		mes "- You breath in deep and start to sing a Gloria.";
		mes "A chord crashs out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
		specialeffect2 EF_GLORIA;
		next;
		mes "["+strcharinfo(0)+"]";
		mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
		mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "~The Curdan wolf protects me from all threats in the world.~";
		specialeffect2 EF_GLORIA;
		next;
		mes "["+strcharinfo(0)+"]";
		mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
		mes "~The father of light, the poet of wisdom, sing for me.~";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "~The host of a glittering glass, give me a holy prediction.~";
		specialeffect2 EF_GLORIA;
		next;
		mes "- After you finish the song, you feel light and strong with abundant devotion. -";
		specialeffect2 EF_BLESSING;
		specialeffect2 EF_RESURRECTION;
		next;
		mes "["+strcharinfo(0)+"]";
		mes "That was refreshing.";
		mes "I guess I should go back to Priest Dayan.";
		set job_arch,3;
		close2;
		warp "umbala",138,219;
		end;
	}
	else if (job_arch == 3) {
		mes "["+strcharinfo(0)+"]";
		mes "The song is over. It's time to go back to Priest Dayan.";
		close2;
		warp "umbala",138,219;
		end;
	}
}

hu_in01,205,204,7	script	Praying Nun#benew	79,{
	if (job_arch == 4) {
		mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
		next;
		switch(select("Talk to her.:Stay Quiet.")) {
		case 1:
			break;
		case 2:
			mes "- You don't feel like disturbing her -";
			close;
		}
		mes "["+strcharinfo(0)+"]";
		mes "Umm, hello sister?";
		next;
		mes "[Vinue]";
		mes "Ah, Welcome.";
		mes "It's not time to have a service yet...";
		if (Sex == 1)
			mes "Are you here to pray, brother?";
		else
			mes "Are you here to pray, sister?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "I came here to say hello from Priest Dayan from Prontera.";
		next;
		mes "[Vinue]";
		mes "Ah, Priest Dayan.";
		mes "Is he good?";
		mes "He is so cute even though he's old.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "He told me that he was worried because when he saw you last time, you seemed sad.";
		mes "He asks you to go on a Holy Pilgrimage.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Umbala has the vital power of nature!";
		next;
		mes "[Vinue]";
		mes "Ah...";
		if (Sex == 1)
			mes "He's very kind. As are you brother.";
		else
			mes "He's very kind. As are you sister.";
		next;
		mes "[Vinue]";
		mes "But don't worry.";
		mes "I'm just a little tired because of a bad dream.";
		next;
		mes "[Vinue]";
		mes "Evil is always watching for our souls.";
		mes "If you are indifferent to praying, it never misses an opportunity.";
		next;
		switch(select("A dream? What kind of dream?:Your soul should be fine.")) {
		case 1:
			break;
		case 2:
			mes "[Vinue]";
			mes "Oh but that's where you're wrong.";
			mes "My soul may be the most at risk.";
			mes "Thank you for delivering the message.";
			mes "I'll go back to my prayers.";
			close;
		}
		mes "[Vinue]";
		mes "That is...";
		mes "Actually I started to have a bad dream from the date I was appointed.";
		next;
		mes "[Vinue]";
		mes "At first, it was a dream that Valkyrie was sad and in darkness.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Valkyrie?";
		next;
		mes "[Vinue]";
		mes "Yeah...";
		mes "She was crying in a pitch-black room.";
		mes "Hanging down like a bird that had its wings cut.";
		next;
		mes "[Vinue]";
		mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
		next;
		mes "[Vinue]";
		mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "To have to see the death of Valkyrie, must be a tormenting dream.";
		next;
		mes "[Vinue]";
		mes "Is it just a nightmare?";
		mes "Or do you think it is an omen?";
		next;
		mes "[Vinue]";
		mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "The shrine?";
		mes "Nobody tried to subdue the evil?";
		next;
		mes "[Vinue]";
		mes "Unfortunely, I'm a nun who doesn't have any exorcism skill...";
		mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
		next;
		mes "[Vinue]";
		mes "Thesedays, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Is the dream related with the evil in the Odin shrine?";
		next;
		mes "[Vinue]";
		mes "Hum... well.";
		mes "I don't have any way to find out.";
		mes "I don't have a method, so I just pray.";
		next;
		switch(select("I'll investgate for you.:I'll pray with you.")) {
		case 1:
			break;
		case 2:
			mes "[Vinue]";
			mes "Thank you.";
			mes "I'll pray that the darkness stays away.";
			mes "I hope you have a good time with the festival here in Hugel.";
			close;
		}
		mes "[Vinue]";
		mes "Yeah?";
		mes "But, it'll be scary inside!";
		mes "There are lots of devils inside!";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "But I can't pretend to ignore a Sister who is in trouble?";
		mes "I'm a minister who copes with lots of asceticism!";
		mes "Entrust me.";
		next;
		mes "[Vinue]";
		mes "Ah... I'm so worried....";
		mes "I'll never forget your warm heart.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "How do I get to Odin shrine?";
		next;
		mes "[Vinue]";
		mes "There is a ferry on the right side of the church.";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Ok, wait for good news!";
		next;
		mes "[Vinue]";
		mes "I'll pray for your safe return.";
		mes "I hope that Odin gives you his protection as well.";
		set job_arch,5;
		changequest 2189,2190;
		close;
	}
	else if ((job_arch > 4) && (job_arch < 100)) {
		mes "[Vinue]";
		mes "I'll pray for your safe return.";
		close;
	}
	else {
		mes "[Vinue]";
		mes "I feel refreshed.";
		mes "It must be good news?";
		mes "Thanks the Gods.";
		close;
	}
}

odin_tem02,282,263,0	script	#find_val	-1,3,3,{
OnTouch:
	if ((job_arch > 4) && (job_arch < 100))
		enablenpc "Valkyrie Illusion#arch";
	end;
}

odin_tem02,281,275,3	script	Valkyrie Illusion#arch	403,{
	if ((job_arch > 4) && (job_arch < 100)) {
		mes "You can see Valkyrie who has a despairing face.";
		next;
		switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
		case 1:
			mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
			close2;
			specialeffect2 EF_CLOAKING;
			warp "job3_arch01",29,29;
			disablenpc "Valkyrie Illusion#arch";
			break;
		case 2:
			mes "Out of fear, you turn away from Valkyrie's illusion.";
			close2;
			disablenpc "Valkyrie Illusion#arch";
			break;
		}
	}
	end;

OnInit:
	disablenpc "Valkyrie Illusion#arch";
	end;
}

job3_arch01,29,34,3	script	Valkyrie#arch	403,{
	if (Upper == 4) {
		mes "[Valkyrie]";
		//Custom translation
		mes "You are only a child.";
		mes "My job is very difficult, I do not need to tollerate a child's joke. Away with you!";
		close;
	}
	if (!checkweight(1201,2)) {
		//Custom translation
		mes "- bags must be emptied before they can proceed. -";
		close;
	}
	if ((BaseLevel != 99) || (JobLevel < 50)) {
		warp "odin_tem02",282,263;
		end;
	}
	if (getmercinfo(0)) {
		mes "[Valkyrie]";
		mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
		close;
	}
	if (SkillPoint) {
		mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
		close;
	}
	if (BaseJob != Job_Priest) {
		warp "odin_tem02",282,263;
		end;
	}
	else {
		if (Class != Job_Archbishop || Class != Job_Archbishop_H || Class != Job_Baby_Bishop) {
			if (job_arch < 5) {
				warp "odin_tem02",282,263;
				end;
			}
			else if (job_arch == 5) {
				mes "[Valkyrie]";
				mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
				mes "Ah, I'm resentful! so regretful!";
				next;
				mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
				next;
				mes "[Valkyrie]";
				mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
				mes "Are you here to ridicule my grim fate?";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "No way!";
				mes "But it's true that I'm here for you.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "...me?";
				mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "I see, is your goal to enter Valhalla?";
				mes "If you do, it's the wrong place for you.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "I was already expelled from Asgard.";
				mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "It's not that kind of problem.";
				mes "But someone who perceives your painful situation has sent me here.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "Haha! You are going to help me?!";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "...................";
				next;
				mes "- Valkyrie gives you a fierce scowl. -";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "In fact, I can't do anything with my body now.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "Human, answer me. Are you here to sincerely help me?";
				next;
				switch(select("Yes:No")) {
				case 1:
					break;
				case 2:
					mes "[Valkyrie Anguhilde]";
					mes "I knew that I couldn't trust a human!";
					close2;
					warp "odin_tem02",282,263;
					end;
				}
				mes "[Valkyrie Anguhilde]";
				mes "Ok...";
				mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
				mes "I tried to do my best to protect this holy place.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "But one day, the devil started to gain influence on this island.";
				mes "I don't know why they came here and from where they came from.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "They seiged the temple and I exhausted my energy tring to fight them all myself.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "The holy shrine was tainted by the devils.";
				mes "How long do I have to be under this dishonorable fate!";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "Mortal one, what is your name?";
				next;
				mes "["+strcharinfo(0)+"]";
				mes "My name is "+strcharinfo(0)+".";
				next;
				mes "[Valkyrie Anguhilde]";
				mes ""+strcharinfo(0)+",";
				mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
				mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
				next;
				select("How can I do that?");
				mes "[Valkyrie Anguhilde]";
				mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "I'm going to give you a scroll of paper written in an ancient language.";
				mes "In that scroll, there is my impersonation.";
				mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
				mes "Maybe it'll be spread in the shrine...";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
				mes "And then I'm going to take care of the matter.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
				mes "But you have to be careful if an imeprsonation falls down.";
				next;
				mes "[Valkyrie Anguhilde]";
				mes "When you finish preparing to go on, talk to me again.";
				mes "It'll be a long journey...";
				set job_arch,6;
				close;
			}
			else if (job_arch == 6) {
				if ($@archbs== 0) {
					set $@archbs,1; //Global Variable
					mes "[Valkyrie Anguhilde]";
					mes ""+strcharinfo(0)+" Did you finish preparing for your way of asceticism?";
					next;
					set .@exampc,getmapusers("job3_arch02");
					if (.@exampc > 0) {
						mes "[Valkyrie Anguhilde]";
						//Custom translation
						mes "Ah, it seems someone is already combating the evil in the temple.";
						mes "I will go see who it is, please wait a moment.";
						set $@archbs,0; //Global Variable
						close;
					}
					else {
						mes "[Valkyrie Anguhilde]";
						mes "Ok. Now I'm going to send you there.";
						mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
						set $@archbs,0; //Global Variable
						close2;
						nude;
						if (countitem(2798))
							delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
						donpcevent "start#arch::OnEnable";
						set job_arch,7;
						changequest 2190,2191;
						warp "job3_arch02",119,49;
						disablenpc "Valkyrie#arch";
						end;
					}
				}
				else {
					mes "[Valkyrie Anguhilde]";
					//Custom translation
					mes "I am already talking to someone, please wait and talk to me again.";
					close;
				}
			}
			else if (job_arch == 7) {
				if (countitem(12381))
					delitem 12381,countitem(12381); //ValkyrieA_Scroll
				if (countitem(12382))
					delitem 12382,countitem(12382); //ValkyrieB_Scroll
				if ($@archbs == 0) {
					set $@archbs,1; //Global Variable
					mes "[Valkyrie Anguhilde]";
					mes "Are you ok human?";
					mes "It was not as easy as I expected.";
					mes "Will you challenge again?";
					next;
					set .@exampc,getmapusers("job3_arch02");
					if (.@exampc > 0) {
						set $@archbs,0; //Global Variable
						mes "[Valkyrie Anguhilde]";
						//Custom translation
						mes "Ah, it seems someone is already combating the evil in the temple.";
						mes "I will see who it is, please wait a moment.";
						close;
					}
					else {
						set $@archbs,0; //Global Variable
						mes "[Valkyrie Anguhilde]";
						mes "OK. now I'm going to send you there.";
						mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
						mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
						mes "But you have to be careful if an imeprsonation falls down.";
						close2;
						nude;
						if (countitem(2798))
							delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
						donpcevent "start#arch::OnEnable";
						set job_arch,7;
						warp "job3_arch02",119,49;
						disablenpc "Valkyrie#arch";
						end;
					}
				}
				else {
					mes "[Valkyrie Anguhilde]";
					//Custom translation
					mes "I am already talking to someone, please wait and talk to me again.";
					close;
				}
			}
		}
	}
	end;

Onbc:
	set $@archbs,0; //Global Variable
	//Custom translation
	mapannounce "job3_arch01", "Valkyrie's Cry: I hear the laughter of the devil, someone has fallen in the temple.",bc_map,"0xFFCE00";
	enablenpc "Valkyrie#arch";
	end;
}

job3_arch02,119,49,0	script	#arch_1_start	-1,6,6,{
OnTouch:
	if (!countitem(12381))
		getitem 12381,1; //ValkyrieA_Scroll
	mapannounce "job3_arch02", "Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
	disablenpc "#arch_1_start";
	end;
}

job3_arch02,112,73,0	script	#arch_1_01	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,94,123,0	script	#arch_1_02	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,93,173,0	script	#arch_1_03	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,114,186,0	script	#arch_1_04	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,134,201,0	script	#arch_1_05	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,154,211,0	script	#arch_1_06	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,175,227,0	script	#arch_1_07	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,201,240,0	script	#arch_1_08	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,223,252,0	script	#arch_1_09	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,255,268,0	script	#arch_1_10	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,269,302,0	script	#arch_1_11	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,245,289,0	script	#arch_1_12	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of the voice: They are close to you!",bc_map,"0xFFCE00"; //Custom translation
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,203,286,0	script	#arch_1_boss	-1,5,5,{
OnTouch:
	if (countitem(12381)) {
		delitem 12381,1; //ValkyrieA_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2037) { //VALKYRIE_A
			mapannounce "job3_arch02", "Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
			donpcevent "mob#arch_1::Onkill";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,390,390,1	script	#arch_redcell	844,{
	end;

OnInit:
	setcell "job3_arch02",276,290,280,294,cell_walkable,0;
	setcell "job3_arch02",276,290,280,294,cell_shootable,0;
	end;

Ongreen:
	setcell "job3_arch02",276,290,280,294,cell_walkable,1;
	setcell "job3_arch02",276,290,280,294,cell_shootable,1;
	end;

Onred:
	setcell "job3_arch02",276,290,280,294,cell_walkable,0;
	setcell "job3_arch02",276,290,280,294,cell_shootable,0;
	end;
}

job3_arch02,390,389,1	script	#arch_val01	844,{
	end;

OnEnable:
	areamonster "job3_arch02",108,322,118,332,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("job_arch02","#arch_val01::OnMyMobDead") < 1) {
		donpcevent "#arch_redcell::Ongreen";
		mapannounce "job3_arch02", "Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
		enablenpc "Valkyrie#arch_01";
		disablenpc "#arch_1_start";
		disablenpc "#arch_1_01";
		disablenpc "#arch_1_02";
		disablenpc "#arch_1_03";
		disablenpc "#arch_1_04";
		disablenpc "#arch_1_05";
		disablenpc "#arch_1_06";
		disablenpc "#arch_1_07";
		disablenpc "#arch_1_08";
		disablenpc "#arch_1_09";
		disablenpc "#arch_1_10";
		disablenpc "#arch_1_11";
		disablenpc "#arch_1_12";
		disablenpc "#arch_1_boss";
	}
	end;

Onkill:
	killmonster "job3_arch02","#arch_val01::OnMyMobDead";
	end;
}

job3_arch02,390,387,1	script	#arch_val02	844,{
	end;

OnEnable:
	areamonster "job3_arch02",239,41,249,51,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("job_arch02","#arch_val02::OnMyMobDead") < 1) {
		mapannounce "job3_arch02", "Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
		enablenpc "Valkyrie#arch_02";
		disablenpc "#arch_2_boss";
		viewpoint 1,279,234,1,0xFFFF99;
	}
	end;

Onkill:
	killmonster "job3_arch02","#arch_val02::OnMyMobDead";
	end;
}

job3_arch02,113,327,5	script	Valkyrie#arch_01	403,{
	if (getmercinfo(0)) {
		mes "[Valkyrie]";
		mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
		close;
	}
	mes "[Valkyrie Anguhilde]";
	mes "The devil always makes an effort to agitate people's mind.";
	mes "You don't have to care about their whisperings.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "Anyway I can feel my energy coming back.";
	mes "Show me the stuff that you found.";
	next;
	mes "- You show a golden piece of pipe to Valkyrie. -";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "Oh, It's a piece of pipe!";
	mes "If you collect pieces, you can ask other Valkyries for help.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "Because of a close battle, I could only get a little energy.";
	mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
	mes "It'll be helpful to find the rest of pieces.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "Then I look forward a good news.";
	close2;
	getitem 12382,1; //ValkyrieB_Scroll
	viewpoint 1,244,46,1,0xFFFF99;
	disablenpc "Valkyrie#arch_01";
	donpcevent "#arch_2_start::OnEnable";
	end;
}

job3_arch02,244,46,5	script	Valkyrie#arch_02	403,{
	mes "[Valkyrie Anguhilde]";
	mes "Did you find the rest of the pieces?";
	next;
	if (countitem(6154) < 2) {
		mes "[Valkyrie Anguhilde]";
		mes "Hum?";
		mes "I can see this one beside you.";
		getitem 6154,2; //Broken_Horn_Pipe
		next;
	}
	mes "[Valkyrie Anguhilde]";
	mes "OK.";
	mes "I'll complete the broken horn pipe!";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "But the battle is not finished yet.";
	mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
	mes "It'll be completed only when you use a horn pipe.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "I can feel the air around me is getting impure.";
	mes "And feel the coldness of the pitch-black darkness.";
	mes "This time will be dangerous.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "I give you a necklace as a present.";
	mes "But I'm not sure that It'll be helpful or not....";
	mes "Take care.";
	mes "Please, hurry up!";
	close2;
	getitem 2798,1; //Will_Of_Exhausted_Angel
	disablenpc "Valkyrie#arch_02";
	donpcevent "#arch_3_start::OnEnable";
	end;
}

job3_arch02,279,234,0	script	#arch_end	-1,7,7,{
OnInit:
	disablenpc "#arch_end";
	end;

OnTouch:
	donpcevent "#arch_3_01::Onkill";
	donpcevent "#arch_3_02::Onkill";
	donpcevent "#arch_3_03::Onkill";
	donpcevent "mob#arch_2::Onkill";
	enablenpc "Valkyrie Anguhilde#end";
	if (!checkweight(1201,1)) {
		mes "- Wait a moment! -";
		mes "- Currently you are carrying -";
		mes "- too many items with you. -";
		mes "- Please come back after -";
		mes "- you put some items into Kafra Storage. -";
		close;
	}
	if (countitem(6154) < 2) {
		mes "[Valkyrie Anguhilde]";
		mes "Did you collect all of the pieces of my horn pipe?";
		next;
		mes "[Valkyrie Anguhilde]";
		mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
		next;
		mes "[Valkyrie Anguhilde]";
		mes "It can be dangerous, so let's go back.";
		close;
		nude;
		if (countitem(2798))
			delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
		delitem 6154,countitem(6154); //Broken_Horn_Pipe
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	mes "[Valkyrie Anguhilde]";
	mes "Finally we finished all the preparations.";
	next;
	mes "Valkyrie holds the pipe and blows towards the sky.";
	next;
	mes "Booo - - - -";
	next;
	mes "Booo - - -";
	next;
	enablenpc "Valkyrie of the heavens";
	mes "[Valkyrie Anguhilde]";
	mes "Assistance of Odin! Soldiers of Valhalla!";
	mes "The holy place of the God Odin is tainted by darkness!";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Don't worry, Anguhilde.";
	mes "Your desire has reached Valhalla.";
	mes "The devils were removed by other Valkyries as you wanted.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "Valkyries! Then is it safe now?";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Yes Anguhilde.";
	mes "Even though you were expelled because of a incident before, Odin said that he is reconsidering your banishment.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "Ah! I can go back to Asgard!";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Don't make a hasty generalization.";
	mes "But I think that good news will be sent to you.";
	next;
	mes "[Valkyrie Anguhilde]";
	mes "Honor to Odin!";
	mes "I feel full of grace.";
	mes "So bright and warm....";
	next;
	mes "- Shoooo -";
	specialeffect EF_CLOAKING,"Valkyrie Anguhilde#end";
	disablenpc "Valkyrie Anguhilde#end";
	emotion e_omg,1;
	next;
	mes "[Valkyrie of the heavens]";
	mes "Set your mind at ease.";
	mes "She went to a place where she is supposed to be.";
	next;
	mes "[Valkyrie of the heavens]";
	mes "I think you don't get it.";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
	mes "Didn't you see a shrine covered by the devil?";
	mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
	mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
	next;
	mes "[Valkyrie of the heavens]";
	mes "But she is relieved by your favor.";
	mes "Even though It's different with reality but now she may be able to rest in peace.";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Human, the Valkyries are in your debt. Thank you.";
	mes "I can't invite you as I want, but the power given by Odin can help you.";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Now, go back to your world.";
	mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
	next;
	mes "[Valkyrie of the heavens]";
	mes "Don't forget an altruistic minister's spirit like today forever.";
	mes "I hope we see each other in Valhalla sometime.";
	nude;
	if (countitem(2798))
		delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
	delitem 6154,countitem(6154); //Broken_Horn_Pipe
	set job_arch,100;
	completequest 2191;
	getitem 5747,1; //Mitra
	getitem 2795,1; //Green_Apple_Ring
	jobchange Job_Archbishop,Upper;
	close;
}

job3_arch02,281,232,1	script	Valkyrie Anguhilde#end	403,{
	end;

OnInit:
	disablenpc "Valkyrie Anguhilde#end";
	end;
}

job3_arch02,273,235,5	script	Valkyrie of the heavens	811,{
	if (job_arch == 100) {
		mes "[Valkyrie of the heavens]";
		mes "Now, go back to your world.";
		mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
		next;
		mes "[Valkyrie of the heavens]";
		mes "Don't forget an altruistic minister's spirit like today forever.";
		mes "I hope we see each other in Valhalla sometime.";
		close2;
		mapwarp "job3_arch02","job_arch01",29,29;
	}
	end;

OnInit:
	disablenpc "Valkyrie of the heavens";
	end;
}

job3_arch02,132,323,0	script	#arch_2_01	-1,5,5,{
OnTouch:
	if (countitem(12382))
		mapannounce "job3_arch02", "Whispering of Valkyrie: I see a new ancient scroll!",bc_map,"0x000000";
	end;
}

job3_arch02,167,313,0	script	#arch_2_02	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,127,304,0	script	#arch_2_03	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,207,279,0	script	#arch_2_04	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,239,281,0	script	#arch_2_05	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,269,303,0	script	#arch_2_06	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,288,283,0	script	#arch_2_07	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,278,234,0	script	#arch_2_08	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,234,179,0	script	#arch_2_09	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,227,169,0	script	#arch_2_10	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,190,146,0	script	#arch_2_11	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) { //VALKYRIE_B
			set .@randht,rand(1,10);
			if (.@randht < 8)
				mapannounce "job3_arch02", "Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
			else if ((.@randht == 8) && (.@randht == 9))
				mapannounce "job3_arch02", "Embodiment of Sounds: Battle Stance!",bc_map,"0xFFCE00"; //Custom translation
			else
				mapannounce "job3_arch02", "Whispering of an impersonation: I can't leave you! Die!",bc_map,"0xFFCE00";
			end;
		}
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
			end;
		}
	}
}

job3_arch02,206,113,0	script	#arch_2_boss	-1,5,5,{
OnTouch:
	if (countitem(12382)) {
		delitem 12382,1; //ValkyrieB_Scroll
		mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
		mapwarp "job3_arch02","job_arch01",29,29;
		end;
	}
	else {
		if (getmercinfo(1) == 2038) //VALKYRIE_B
			mapannounce "job3_arch02", "A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
		else {
			mapannounce "job3_arch02", "Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
			mapwarp "job3_arch02","job_arch01",29,29;
		}
		end;
	}
}

job3_arch02,284,159,0	script	#arch_3_01	-1,20,20,{
OnInit:
	enablenpc "#arch_3_01";
	end;

OnTouch:
	if (BaseJob != Job_Priest) {
		mapannounce "job3_arch02", "Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
		areamonster "job3_arch02",239,41,249,51,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
	}
	disablenpc "#arch_3_01";
	end;

Onkill:
	killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
	end;

OnMyMobDead:
	end;
}

job3_arch02,307,200,0	script	#arch_3_02	-1,5,5,{
OnInit:
	enablenpc "#arch_3_02";
	end;

OnTouch:
	if (BaseJob == Job_Priest) {
		mapannounce "job3_arch02", "Skogul: You are my guest!",bc_map,"0xFF0000";
		areamonster "job3_arch02",306,199,308,201,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
	}
	disablenpc "#arch_3_02";
	end;

Onkill:
	killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
	end;

OnMyMobDead:
	end;
}

job3_arch02,296,216,0	script	#arch_3_03	-1,5,5,{
OnInit:
	disablenpc "#arch_3_03";
	end;

OnTouch:
	mapannounce "job3_arch02", "Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
	areamonster "job3_arch02",295,215,297,217,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
	disablenpc "#arch_3_03";
	end;

Onkill:
	killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
	end;

OnMyMobDead:
	end;
}

job3_arch02,389,390,1	script	mob#arch_1	844,{
OnEnable:
	areamonster "job3_arch02",99,101,101,103,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",89,130,91,132,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",90,169,92,171,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",103,182,105,184,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",137,204,139,206,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",160,214,162,216,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",164,214,166,216,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",200,235,202,237,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",217,249,219,251,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	areamonster "job3_arch02",253,292,255,294,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	end;

Onkill:
	killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
	end;

OnMyMobDead:
	end;
}

job3_arch02,389,389,1	script	mob#arch_2	844,{
OnEnable:
	areamonster "job3_arch02",155,320,157,322,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",169,304,171,306,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",182,292,184,294,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",199,286,201,288,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",255,292,257,294,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",285,283,287,285,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",277,235,279,237,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",291,184,293,186,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",280,169,282,171,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",226,165,228,167,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",189,145,191,147,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
	areamonster "job3_arch02",203,176,205,178,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	end;

Onkill:
	killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
	end;

OnMyMobDead:
	end;
}

job3_arch02,389,388,1	script	start#arch	844,{
	end;

OnInit:
	mapwarp "job3_arch02","job3_arch02",29,29;
	end;

OnEnable:
	mapwarp "job3_arch02","job3_arch02",29,29;
	enablenpc "#arch_1_start";
	enablenpc "#arch_1_01";
	enablenpc "#arch_1_02";
	enablenpc "#arch_1_03";
	enablenpc "#arch_1_04";
	enablenpc "#arch_1_05";
	enablenpc "#arch_1_06";
	enablenpc "#arch_1_07";
	enablenpc "#arch_1_08";
	enablenpc "#arch_1_09";
	enablenpc "#arch_1_10";
	enablenpc "#arch_1_11";
	enablenpc "#arch_1_12";
	enablenpc "#arch_1_boss";
	disablenpc "#arch_2_01";
	disablenpc "#arch_2_02";
	disablenpc "#arch_2_03";
	disablenpc "#arch_2_04";
	disablenpc "#arch_2_05";
	disablenpc "#arch_2_06";
	disablenpc "#arch_2_07";
	disablenpc "#arch_2_08";
	disablenpc "#arch_2_09";
	disablenpc "#arch_2_10";
	disablenpc "#arch_2_11";
	disablenpc "#arch_2_boss";
	disablenpc "#arch_3_01";
	disablenpc "#arch_3_02";
	disablenpc "#arch_3_03";
	donpcevent "#arch_3_01::Onkill";
	donpcevent "#arch_3_02::Onkill";
	donpcevent "#arch_3_03::Onkill";
	disablenpc "#arch_end";
	disablenpc "Valkyrie#arch_01";
	disablenpc "Valkyrie#arch_02";
	disablenpc "Valkyrie Anguhilde#end";
	disablenpc "Valkyrie of the heavens";
	donpcevent "#arch_redcell::Onred";
	donpcevent "mob#arch_1::Onkill";
	donpcevent "mob#arch_2::Onkill";
	donpcevent "start#arch::Ontimeoff";
	donpcevent "start#arch::Ontimeon";
	donpcevent "#arch_val01::Onkill";
	donpcevent "#arch_val02::Onkill";
	donpcevent "mob#arch_1::Onkill";
	donpcevent "mob#arch_2::Onkill";
	donpcevent "mob#arch_1::OnEnable";
	donpcevent "#arch_val01::OnEnable";
	end;

Ontimeon:
	initnpctimer;
	end;

Ontimeoff:
	stopnpctimer;
	end;

OnTimer60000:
OnTimer120000:
OnTimer180000:
OnTimer240000:
OnTimer300000:
OnTimer360000:
OnTimer420000:
OnTimer480000:
OnTimer540000:
	set .@mapcount,getmapusers("job3_arch02");
	if (.@mapcount == 0) {
		mapwarp "job3_arch02","job_arch01",29,29;
		donpcevent "Valkyrie#arch::Onbc";
		stopnpctimer;
	}
	end;

OnTimer600000:
	mapannounce "job3_arch02", "Demons cry: Too boring, can no longer imagine what will happen! Friends, we went to lessons learned that could fool arrogant guy, OK?",bc_map,"0xFF0000";
	end;

OnTimer605000:
	mapannounce "job3_arch02", "Valkyrie's voice: No! This can not be. I will send you back soon!",bc_map,"0xFFCE00";
	mapwarp "job3_arch02","job_arch01",29,29;
	donpcevent "Valkyrie#arch::Onbc";
	stopnpctimer;
	end;
}

job3_arch02,390,388,1	script	#arch_2_start	844,{
	end;

OnInit:
	disablenpc "#arch_2_01";
	disablenpc "#arch_2_02";
	disablenpc "#arch_2_03";
	disablenpc "#arch_2_04";
	disablenpc "#arch_2_05";
	disablenpc "#arch_2_06";
	disablenpc "#arch_2_07";
	disablenpc "#arch_2_08";
	disablenpc "#arch_2_09";
	disablenpc "#arch_2_10";
	disablenpc "#arch_2_11";
	disablenpc "#arch_2_boss";
	end;

OnEnable:
	enablenpc "#arch_2_01";
	enablenpc "#arch_2_02";
	enablenpc "#arch_2_03";
	enablenpc "#arch_2_04";
	enablenpc "#arch_2_05";
	enablenpc "#arch_2_06";
	enablenpc "#arch_2_07";
	enablenpc "#arch_2_08";
	enablenpc "#arch_2_09";
	enablenpc "#arch_2_10";
	enablenpc "#arch_2_11";
	enablenpc "#arch_2_boss";
	donpcevent "#arch_val02::OnEnable";
	donpcevent "mob#arch_2::OnEnable";
	end;
}

job3_arch02,390,386,1	script	#arch_3_start	844,{
	end;

OnEnable:
	enablenpc "#arch_3_01";
	enablenpc "#arch_3_02";
	enablenpc "#arch_3_03";
	enablenpc "#arch_end";
	enablenpc "#arch_end_eff";
	end;
}

job3_arch02,290,221,0	script	#arch_end_eff	139,5,5,{
OnTouch:
	specialeffect EF_MAPPILLAR2,"#arch_end";
	end;
}

job3_arch01,29,24,0	warp	#archout	1,1,odin_tem02,282,263

/*
job3_arch01,1,1,1	script	¿ØÖÆ#arch	844,{
	mes "[Íç¹̵ÄÊÞÈË]";
	mes "ÇëÊäÈëÃÜÂ롣";
	next;
	input .@input; //,0,9999;
	if (input == 1854) {
		set archglo,090219_archbs;
		mes "[ͨÐÐ]";
		mes "ÏÖÔڵÄȫ¾ֱäÁ¿ֵΪ";
		mes "" + archglo + "¡£";
		mes "ÄãÏëÐ޸ÄÂð?";
		next;
		switch(select("0:1")) {
		case 1:
			set $@archbs,0; //Global Variable
			enablenpc "Valkyrie#arch";
			break;
		case 2:
			set $@archbs,1; //Global Variable
			enablenpc "Valkyrie#arch";
			break;
		}
	}
	else {
		mes "[Íç¹̵ÄÊÞÈË]";
		mes "ÎҲ»ÊÇ˵¹ýÃÜÂëҪÊäÈëÕýȷÂ𣡣¡";
		close;
	}
}
*/

odin_tem02,30,181,0	script	#wherearch01	-1,10,10,{
OnTouch:
	if (job_arch == 5)
		viewpoint 1,282,263,1,0xFFFF99;
	end;
}

odin_tem02,30,335,0	script	#wherearch02	-1,10,10,{
OnTouch:
	if (job_arch == 5)
		viewpoint 1,282,263,1,0xFFFF99;
	end;
}