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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  Joseph
//= Copyright (C)  Euphy
//= Copyright (C)  Masao
//= Copyright (C)  Gepard
//= Copyright (C)  L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Arch Bishop Job Quest
//================= Description ===========================================
//= Job change Quest from Priest / High Priest -> Arch Bishop.
//================= Current Version =======================================
//= 1.9
//=========================================================================

prt_church,103,88,3	script	Praying Minister#arch	1_M_PASTOR,{
	if (BaseJob != Job_Priest) {
		if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || 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;
		}
		mes "[Praying Minister]";
		mes "In front of the Almighty God Odin,";
		mes "there shall be no person smarter than him,";
		mes "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 "These days, 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,";
			mes "there shall be no person smarter than him,";
			mes "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 (Sex == SEX_MALE ? "Brother" : "Sister") +", how has your life been? Have you lived it to its 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]";
			mes (Sex == SEX_MALE ? "Brother" : "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 ^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,";
				mes "'^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.";
				job_arch = 1;
				setquest 2187;
				close;
			case 2:
				mes "[Praying Minister]";
				mes "Mmmm...";
				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;
			}
		}
		mes "[Praying Minister]";
		mes "How's it going?";
		mes "Did you meet Priest Dayan in Umbala?";
		close;
	}
	mes "[Praying Minister]";
	mes "In front of the Almighty God Odin,";
	mes "there shall be no person smarter than him,";
	mes "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 "These days, 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	4_M_UMKID,{
	mes "[Utan Boy]";
	mes "........";
	close;
}

umbala,139,227,3	script	Priest#arch	1_M_PASTOR,{
	if (job_arch == 0) {
		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;
		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.";
		mes "I'm Dayan. Nice to meet you "+ (Sex == SEX_MALE ? "Brother." : "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 .@inputstr$;
		mes "[" + strcharinfo(0) + "]";
		mes "" + .@inputstr$ + "";
		next;
		if (.@inputstr$ != "I'm here for the Holy Pilgrimage") {
			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.";
		mes "Welcome. "+ (Sex == SEX_MALE ? "Brother." : "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 Niflheim where you can find the Hvergelmir spring.";
		mes "In Rune-Midgard there is Mimir's spring.";
		mes "And in Asgard, the world of the Gods, there is the Word spring.";
		next;
		mes "[Priest Dayan]";
		mes "Mimir's 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]";
		mes Sex == SEX_MALE ? "Brother." : "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";
		mes "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. -";
		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;
		}
	} else if (job_arch == 3) {
		mes "[Priest Dayan]";
		mes "Oh, you've come back.";
		mes "I can feel that you have a fresh energy.";
		mes "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]";
		mes Sex == SEX_MALE ? "Brother." : "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,";
		mes "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.";
		mes "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]";
		mes "Thank you very much.";
		mes "Feel free to visit here when you want to pray, "+ (Sex == SEX_MALE ? "brother." : "sister.");
		mes "A visit from a friend always makes me happy.";
		job_arch = 4;
		changequest 2188,2189;
		close;
	}
	mes "[Dayan]";
	mes "Did you find Vinue in Hugel? How's she doing?";
	close;
}

yggdrasil01,220,47,0	script	#arch_pilgrimage	HIDDEN_WARP_NPC,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 "Time to start...";
		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 "The way of silence...?";
			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;
		}
		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 .@inputstr$;
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "I confess my guilt to the Almighty God Odin.";
		next;
		mes "[" + strcharinfo(0) + "]";
		mes "^3131FF" + .@inputstr$ + ".^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;
		mes "^3131FF[Priest Dayan]^000000";
		mes "^3131FFYou're drinking the Holy Water.^000000";
		next;
		if (countitem(Holy_Water) == 0) {
			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 crashes 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.";
		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;
	}
	end;
}

hu_in01,205,204,7	script	Praying Nun#benew	1_F_PRIEST,{
	if (job_arch == 4) {
		mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
		next;
		if(select("Talk to her.", "Stay Quiet.") == 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...";
		mes "Are you here to pray, "+ (Sex == SEX_MALE ? "brother" : "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...";
		mes "He's very kind. As are you "+ (Sex == SEX_MALE ? "brother" : "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;
		if(select("A dream? What kind of dream?", "Your soul should be fine.") == 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 "Unfortunately, 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 "These days, 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;
		if(select("I'll investgate for you.", "I'll pray with you.") == 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.";
		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;
	}
	mes "[Vinue]";
	mes "I feel refreshed.";
	mes "It must be good news?";
	mes "Thank the Gods.";
	close;
}

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

odin_tem02,281,275,3	script	Valkyrie Illusion#arch	4_F_VALKYRIE2,{
	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;
			hideonnpc "Valkyrie Illusion#arch";
			end;
		case 2:
			mes "Out of fear, you turn away from Valkyrie's illusion.";
			close2;
			hideonnpc "Valkyrie Illusion#arch";
			end;
		}
	}
	end;
OnInit:
	hideonnpc "Valkyrie Illusion#arch";
	end;
}

job3_arch01,29,34,3	script	Valkyrie#arch	4_F_VALKYRIE2,{
	if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
		mes "- Wait a Sec !! -";
		mes "- You are carrying too many items, -";
		mes "- you won't be able to obtain any new items. -";
		mes "- Please take off some items -";
		mes "- and come for the challenge again. -";
		close;
	}
	if ((BaseLevel < 99) || (JobLevel < 50) || (BaseJob != Job_Priest)) {
		warp "odin_tem02",282,263;
		end;
	}
	if (getmercinfo(1)) {
		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 (Class != Job_Priest && Class != Job_High_Priest && Class != Job_Baby_Priest) {
		warp "odin_tem02",282,263;
		end;
	} else if (Class != Job_Arch_Bishop && Class != Job_Arch_Bishop_T && 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;
			if(select("Yes", "No") == 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 sieged the temple and I exhausted my energy trying 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...";
			job_arch = 6;
			close;
		} else if (job_arch == 6) {
			if ($@archbs == 0) {
				$@archbs = 1;
				mes "[Valkyrie Anguhilde]";
				mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
				next;
				if (getmapusers("job3_arch02") > 0) {
					mes "[Valkyrie Anguhilde]";
					mes "Hmm, someone is battling the devil in the shrine right now.";
					mes "You just wait a minute while I'm finding who it is.";
					$@archbs = 0;
					close;
				}
				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.";
				$@archbs = 0;
				close2;
				nude;
				if (countitem(Will_Of_Exhausted_Angel))
					delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
				donpcevent "start#arch::OnEnable";
				job_arch = 7;
				changequest 2190,2191;
				warp "job3_arch02",119,49;
				hideonnpc "Valkyrie#arch";
				end;
			}
			mes "[Valkyrie Anguhilde]";
			mes "I'm talking with another person now, so give me a second.";
			close;
		} else if (job_arch == 7) {
			if (countitem(ValkyrieA_Scroll)) delitem ValkyrieA_Scroll,countitem(ValkyrieA_Scroll);
			if (countitem(ValkyrieB_Scroll)) delitem ValkyrieB_Scroll,countitem(ValkyrieB_Scroll);
			if ($@archbs == 0) {
				$@archbs = 1;
				mes "[Valkyrie Anguhilde]";
				mes "Are you ok human?";
				mes "It was not as easy as I expected.";
				mes "Will you challenge again?";
				next;
				if (getmapusers("job3_arch02") > 0) {
					$@archbs = 0;
					mes "[Valkyrie Anguhilde]";
					mes "Hmm, someone is battling the devil in the shrine right now.";
					mes "You just wait a minute while I'm finding who it is.";
					close;
				}
				$@archbs = 0;
				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 impersonation falls down.";
				close2;
				nude;
				if (countitem(Will_Of_Exhausted_Angel))
					delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
				donpcevent "start#arch::OnEnable";
				job_arch = 7;
				warp "job3_arch02",119,49;
				hideonnpc "Valkyrie#arch";
				end;
			}
			mes "[Valkyrie Anguhilde]";
			mes "I'm talking with another person now, so give me a second.";
			close;
		}
	}
	end;
OnBc:
	$@archbs = 0;
	mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00";
	hideoffnpc "Valkyrie#arch";
	end;
}

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

-	script	#arch_1_01_0::archbjcq	FAKE_NPC,{
OnTouch:
	if (countitem(ValkyrieA_Scroll)) {
		delitem ValkyrieA_Scroll,1;
		// fall through
	} else if (getmercinfo(1) == 2037) {
		if (strnpcinfo(0) == "#arch_1_10")
			viewpoint 1,113,327,1,0xFF9900;
		.@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","Whispering of an impersonation: They are coming!",bc_map,"0xFFCE00";
		end;
	}
	mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
	mapwarp "job3_arch02","job3_arch01",29,29;
	end;
}
job3_arch02,112,73,0	duplicate(archbjcq)	#arch_1_01	HIDDEN_WARP_NPC,5,5
job3_arch02,94,123,0	duplicate(archbjcq)	#arch_1_02	HIDDEN_WARP_NPC,5,5
job3_arch02,93,173,0	duplicate(archbjcq)	#arch_1_03	HIDDEN_WARP_NPC,5,5
job3_arch02,114,186,0	duplicate(archbjcq)	#arch_1_04	HIDDEN_WARP_NPC,5,5
job3_arch02,134,201,0	duplicate(archbjcq)	#arch_1_05	HIDDEN_WARP_NPC,5,5
job3_arch02,154,211,0	duplicate(archbjcq)	#arch_1_06	HIDDEN_WARP_NPC,5,5
job3_arch02,175,227,0	duplicate(archbjcq)	#arch_1_07	HIDDEN_WARP_NPC,5,5
job3_arch02,201,240,0	duplicate(archbjcq)	#arch_1_08	HIDDEN_WARP_NPC,5,5
job3_arch02,223,252,0	duplicate(archbjcq)	#arch_1_09	HIDDEN_WARP_NPC,5,5
job3_arch02,255,268,0	duplicate(archbjcq)	#arch_1_10	HIDDEN_WARP_NPC,5,5
job3_arch02,269,302,0	duplicate(archbjcq)	#arch_1_11	HIDDEN_WARP_NPC,5,5
job3_arch02,245,289,0	duplicate(archbjcq)	#arch_1_12	HIDDEN_WARP_NPC,5,5

job3_arch02,203,286,0	script	#arch_1_boss	HIDDEN_WARP_NPC,5,5,{
OnTouch:
	if (countitem(ValkyrieA_Scroll)) {
		delitem ValkyrieA_Scroll,1;
		// fall through
	} else if (getmercinfo(1) == 2037) {
		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;
	}
	mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
	mapwarp "job3_arch02","job3_arch01",29,29;
	end;
}

-	script	#arch_redcell	FAKE_NPC,{
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	CLEAR_NPC,{
	end;
OnEnable:
	areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
	end;
OnMyMobDead:
	if (mobcount("job3_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";
		hideoffnpc "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	CLEAR_NPC,{
	end;
OnEnable:
	areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
	end;
OnMyMobDead:
	if (mobcount("job3_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";
		hideoffnpc "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	4_F_VALKYRIE2,{
	if (getmercinfo(1)) {
		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 ValkyrieB_Scroll,1;
	viewpoint 1,244,46,1,0xFFFF99;
	hideonnpc "Valkyrie#arch_01";
	donpcevent "#arch_2_start::OnEnable";
	end;
}

job3_arch02,244,46,5	script	Valkyrie#arch_02	4_F_VALKYRIE2,{
	mes "[Valkyrie Anguhilde]";
	mes "Did you find the rest of the pieces?";
	next;
	if (countitem(Broken_Horn_Pipe) < 2) {
		mes "[Valkyrie Anguhilde]";
		mes "Hum?";
		mes "I can see this one beside you.";
		getitem Broken_Horn_Pipe,2;
		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 Will_Of_Exhausted_Angel,1;
	hideonnpc "Valkyrie#arch_02";
	donpcevent "#arch_3_start::OnEnable";
	end;
}

job3_arch02,279,234,0	script	#arch_end	HIDDEN_WARP_NPC,7,7,{
	end;
OnTouch:
	donpcevent "#arch_3_01::OnKill";
	donpcevent "#arch_3_02::OnKill";
	donpcevent "#arch_3_03::OnKill";
	donpcevent "mob#arch_2::OnKill";
	hideoffnpc "Valkyrie Anguhilde#end";
	if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) {
		mes "- Wait a Sec !! -";
		mes "- You are carrying too many items, -";
		mes "- you won't be able to obtain any new items. -";
		mes "- Please take off some items -";
		mes "- and come for the challenge again. -";
		close;
	}
	if (hascashmount()) {
		mes "You are on a riding pet,";
		mes "so you cannot change your job.";
		mes "Please unequip your riding pet and try again!";
		close;
	}
	if (countitem(Broken_Horn_Pipe) < 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.";
		close2;
		nude;
		if (countitem(Will_Of_Exhausted_Angel))
			delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
		delitem Broken_Horn_Pipe,countitem(Broken_Horn_Pipe);
		mapwarp "job3_arch02","job3_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;
	hideoffnpc "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 an 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,AREA,"Valkyrie Anguhilde#end";
	hideonnpc "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;
	if (SkillPoint) {
		mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
		close;
	}
	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(Will_Of_Exhausted_Angel))
		delitem Will_Of_Exhausted_Angel,countitem(Will_Of_Exhausted_Angel);
	delitem Broken_Horn_Pipe,countitem(Broken_Horn_Pipe);
	job_arch = 100;
	completequest 2191;
	getitem Mitra,1;
	getitem Green_Apple_Ring,1;
	jobchange roclass(eaclass()|EAJL_THIRD);
	close;
OnInit:
	disablenpc "#arch_end";
	end;
}

job3_arch02,281,232,1	script	Valkyrie Anguhilde#end	4_F_VALKYRIE2,{
	end;
OnInit:
	hideonnpc "Valkyrie Anguhilde#end";
	end;
}

job3_arch02,273,235,5	script	Valkyrie of the heavens	4_F_VALKYRIE,{
	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","job3_arch01",29,29;
		end;
	}
	end;
OnInit:
	hideonnpc "Valkyrie of the heavens";
	end;
}

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

-	script	#arch_2_02_0::archbjcq2	FAKE_NPC,{
OnTouch:
	if (countitem(ValkyrieB_Scroll)) {
		delitem ValkyrieB_Scroll,1;
		// fall through
	} else if (getmercinfo(1) == 2038) {
		.@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","Whispering of an impersonation: Combat readiness!",bc_map,"0xFFCE00";
		else
			mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you. Die!",bc_map,"0xFFCE00";
		end;
	}
	mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
	mapwarp "job3_arch02","job3_arch01",29,29;
	end;
}
job3_arch02,167,313,0	duplicate(archbjcq2)	#arch_2_02	HIDDEN_WARP_NPC,5,5
job3_arch02,127,304,0	duplicate(archbjcq2)	#arch_2_03	HIDDEN_WARP_NPC,5,5
job3_arch02,207,279,0	duplicate(archbjcq2)	#arch_2_04	HIDDEN_WARP_NPC,5,5
job3_arch02,239,281,0	duplicate(archbjcq2)	#arch_2_05	HIDDEN_WARP_NPC,5,5
job3_arch02,269,303,0	duplicate(archbjcq2)	#arch_2_06	HIDDEN_WARP_NPC,5,5
job3_arch02,288,283,0	duplicate(archbjcq2)	#arch_2_07	HIDDEN_WARP_NPC,5,5
job3_arch02,278,234,0	duplicate(archbjcq2)	#arch_2_08	HIDDEN_WARP_NPC,5,5
job3_arch02,234,179,0	duplicate(archbjcq2)	#arch_2_09	HIDDEN_WARP_NPC,5,5
job3_arch02,227,169,0	duplicate(archbjcq2)	#arch_2_10	HIDDEN_WARP_NPC,5,5
job3_arch02,190,146,0	duplicate(archbjcq2)	#arch_2_11	HIDDEN_WARP_NPC,5,5

/*
// Not in official script.
job3_arch02,252,267,0	script	#arch_2_12	HIDDEN_WARP_NPC,5,5,{
OnTouch:
	mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00";
	end;
}

job3_arch02,250,290,0	script	#arch_2_13	HIDDEN_WARP_NPC,5,5,{
OnTouch:
	mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00";
	end;
}
*/

job3_arch02,206,113,0	script	#arch_2_boss	HIDDEN_WARP_NPC,5,5,{
OnTouch:
	if (countitem(ValkyrieB_Scroll)) {
		delitem ValkyrieB_Scroll,1;
		// fall through
	} else if (getmercinfo(1) == 2038) {
		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";
		end;
	}
	mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
	mapwarp "job3_arch02","job3_arch01",29,29;
	end;
}

job3_arch02,284,159,0	script	#arch_3_01	HIDDEN_WARP_NPC,20,20,{
OnTouch:
	if (Class != 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",242,44,246,48,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
	}
	disablenpc "#arch_3_01";
	end;
OnMyMobDead:
	end;
OnKill:
	killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
	end;
//OnInit:
//	enablenpc "#arch_3_01";
//	end;
}

job3_arch02,307,200,0	script	#arch_3_02	HIDDEN_WARP_NPC,5,5,{
OnTouch:
	if (BaseJob == Job_Priest) {
		mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000";
		monster "job3_arch02",307,200,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
	}
	disablenpc "#arch_3_02";
	end;
OnMyMobDead:
	end;
OnKill:
	killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
	end;
//OnInit:
//	enablenpc "#arch_3_02";
//	end;
}

job3_arch02,296,216,0	script	#arch_3_03	HIDDEN_WARP_NPC,5,5,{
OnTouch:
	mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
	monster "job3_arch02",296,216,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
	disablenpc "#arch_3_03";
	end;
OnMyMobDead:
	end;
OnKill:
	killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
	end;
OnInit:
	disablenpc "#arch_3_03";
	end;
}

job3_arch02,389,390,1	script	mob#arch_1	CLEAR_NPC,{
	end;
OnEnable:
	monster "job3_arch02",100,102,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",90,131,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",91,170,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",104,183,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",138,205,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",161,215,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",165,215,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",201,236,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",218,250,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	monster "job3_arch02",254,293,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
	end;
OnMyMobDead:
	end;
OnKill:
	killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
	end;
}

job3_arch02,389,389,1	script	mob#arch_2	CLEAR_NPC,{
	end;
OnEnable:
	monster "job3_arch02",156,321,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",170,305,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",183,293,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",200,287,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",256,293,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",286,284,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",278,236,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",292,185,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",281,170,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",227,166,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",190,146,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
	monster "job3_arch02",204,177,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
	end;
OnMyMobDead:
	end;
OnKill:
	killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
	end;
}

job3_arch02,389,388,1	script	start#arch	CLEAR_NPC,{
	end;
OnInit:
	mapwarp "job3_arch02","job3_arch01",29,29;
	end;
OnEnable:
	mapwarp "job3_arch02","job3_arch01",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";
	hideonnpc "Valkyrie#arch_01";
	hideonnpc "Valkyrie#arch_02";
	hideonnpc "Valkyrie Anguhilde#end";
	hideonnpc "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:
	if (getmapusers("job3_arch02") == 0) {
		mapwarp "job3_arch02","job3_arch01",29,29;
		donpcevent "Valkyrie#arch::OnBc";
		stopnpctimer;
	}
	end;
OnTimer600000:
	mapannounce "job3_arch02","Valkyrie's Nightmare: I can't stand anymore!",bc_map,"0xFF0000";
	end;
OnTimer605000:
	mapannounce "job3_arch02","Whispering of Valkyrie: No way! I can't let you guys do that. Go back!",bc_map,"0xFFCE00";
	mapwarp "job3_arch02","job3_arch01",29,29;
	donpcevent "Valkyrie#arch::OnBc";
	stopnpctimer;
	end;
}

job3_arch02,390,388,1	script	#arch_2_start	CLEAR_NPC,{
	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	CLEAR_NPC,{
	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	HIDDEN_WARP_NPC,5,5,{
OnTouch:
	specialeffect EF_MAPPILLAR2,"#arch_end";
	end;
}

/*
job_arch01,26,25,0	script	#archremove	HIDDEN_WARP_NPC,3,3,{
OnTouch:
	if (countitem(Broken_Horn_Pipe)) delitem Broken_Horn_Pipe, countitem(Broken_Horn_Pipe);
	if (countitem(ValkyrieA_Scroll)) delitem ValkyrieA_Scroll, countitem(ValkyrieA_Scroll);
	if (countitem(ValkyrieB_Scroll)) delitem ValkyrieB_Scroll, countitem(ValkyrieB_Scroll);
	if (countitem(Will_Of_Exhausted_Angel)) delitem Will_Of_Exhausted_Angel, countitem(Will_Of_Exhausted_Angel);
	end;
}
*/

job3_arch01,1,1,1	script	control#arch	CLEAR_NPC,{
	callfunc "F_GM_NPC";
	mes "[Troll]";
	mes "Password please.";
	next;
	if (callfunc("F_GM_NPC",1854,0) == 1) {
		mes "[Transit]";
		mes "The GlobalVar is";
		mes $@archbs + ".";
		mes "Do you want to change it?";
		next;
		switch(select("0", "1")) {
		case 1:
			$@archbs = 0;
			hideoffnpc "Valkyrie#arch";
			close;
		case 2:
			$@archbs = 1;
			hideoffnpc "Valkyrie#arch";
			close;
		}
	} else {
		mes "[Troll]";
		mes "Enter the correct password!";
		close;
	}
}

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

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