//===== rAthena Script =======================================
//= Instance Room of Consciousness.
//===== Description: =========================================
//- [Walkthrough conversion]
//- Require Banquet main quest.
//===== Changelogs: ==========================================
//= 1.0 First version. [Capuche]
//============================================================

1@mir,103,40,3	script	Fenrir#1mir	4_F_FENRIR,{
	if (is_party_leader() == false)	// it shouldn't happen
		end;
	cutin "fenrir_a",2;
	mes "[Fenrir]";
	mes "Sealed in the underground";
	mes "of the Prontera Castle...";
	mes "I didn't expect it to be this huge...";
	next;
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "What on earth is there inside?";
	next;
	cutin "fenrir_a",2;
	mes "[Fenrir]";
	mes "I don't know. Let's investigate the inside, first.";
	close2;
	cutin "",255;
	disablenpc instance_npcname("Iris#1mir");
	disablenpc instance_npcname("Fenrir#1mir");
	end;

OnInstanceInit:
	'map_name$ = instance_mapname("1@mir");
	'step = 0;

	disablenpc instance_npcname("Bijou#2mir");

	disablenpc instance_npcname("Fenrir#3mir");
	disablenpc instance_npcname("Iris#3mir");
	disablenpc instance_npcname("Bijou#3mir");
	disablenpc instance_npcname("Renovated Amdarais#3mir");

	disablenpc instance_npcname("Fenrir#4mir");
	disablenpc instance_npcname("Iris#4mir");
	disablenpc instance_npcname("Bijou#4mir");

	disablenpc instance_npcname("Fenrir#5mir");
	disablenpc instance_npcname("Iris#5mir");
	disablenpc instance_npcname("Bijou#5mir");
	disablenpc instance_npcname("Sarah#5mir");

	disablenpc instance_npcname("Fenrir#6mir");
	disablenpc instance_npcname("Iris#6mir");
	disablenpc instance_npcname("Bijou#6mir");
	disablenpc instance_npcname("Sarah#6mir");

	disablenpc instance_npcname("Fenrir#boss1a");
	disablenpc instance_npcname("Fenrir#boss1b");
	disablenpc instance_npcname("Fenrir#boss1c");
	disablenpc instance_npcname("Fenrir#boss1d");
	disablenpc instance_npcname("Iris#boss1a");
	disablenpc instance_npcname("Iris#boss1b");
	disablenpc instance_npcname("Iris#boss1c");
	disablenpc instance_npcname("Iris#boss1d");

	disablenpc instance_npcname("Fenrir#boss2a");
	disablenpc instance_npcname("Fenrir#boss2b");
	disablenpc instance_npcname("Fenrir#boss2c");
	disablenpc instance_npcname("Fenrir#boss2d");
	disablenpc instance_npcname("Iris#boss2a");
	disablenpc instance_npcname("Iris#boss2b");
	disablenpc instance_npcname("Iris#boss2c");
	disablenpc instance_npcname("Iris#boss2d");

	disablenpc instance_npcname("eq#mir2");
	disablenpc instance_npcname("eq#mir3");
	disablenpc instance_npcname("eq#mir4");
	disablenpc instance_npcname("eq#mir5");
	disablenpc instance_npcname("eq#mir6");
	end;
}

1@mir,100,94,7	script	Iris#2mir	4_F_IRIS,{
	if (is_party_leader() == false)	// it shouldn't happen
		end;
	if ('step != 0)
		end;
	mes "[Iris]";
	mes "This...this must be...";
	mes "Ymir's Heart!";
	next;
	cutin "fenrir_a",2;
	mes "[Fenrir]";
	mes "This...";
	mes "This is Ymir's Heart...";
	next;
	cutin "hero_iris_01",255;
	mes "~Rumbling~";
	next;
	specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "Why is this place shaking?!";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "~Grunts~ They must've started attacking this place, too.";
	next;
	enablenpc instance_npcname("Bijou#2mir");
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "~Grins~ Delighted to see you all.";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "!!";
	mes "You've got to be kidding me!";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "From this moment on, we the Immortal Legion by Lord Valkyrie Himelmez";
	mes "will take over here.";
	next;
	specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#2mir");
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "What? How dare you!";
	mes "I'm game. Bring it on!";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "~Grins~ Do I look like I have the time to deal with a petty thing like you, human?";
	mes "But, out of pure mercy, I'll let you taste the fearful power of the Immortal Legion just a little bit.";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "~Grunts~ When did all the legionnaires get here?";
	close2;
	cutin "",255;
	if ('step == 0) {
		'step = 1;
		donpcevent instance_npcname("eq#mir1") + "::OnEvent";
		disablenpc instance_npcname("Iris#2mir");
	}
	end;
}

1@mir,101,104,0	script	eq#mir1	HIDDEN_WARP_NPC,{
	end;
OnEvent:
	initnpctimer;
	end;
OnTimer200:
	disablenpc instance_npcname("Iris#1mir");
	disablenpc instance_npcname("Fenrir#1mir");
	disablenpc instance_npcname("Fenrir#2mir");
	disablenpc instance_npcname("Bijou#2mir");
	mapannounce 'map_name$, "Fenrir: The enemies will show up soon! Brace yourself!", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer2200:
	mapannounce 'map_name$, "Fenrir: The enemies are swarming in. We must get rid of them all!", bc_map,0xFFFF00,FW_NORMAL,12;
	// coords inaccurate
	monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
	monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
	monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SKELETON
	monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
	monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_SOLDIER_SKELETON
	monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
	monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead";// P_ARCHER_SKELETON
	'skeleton_wave[0] = 7;
	stopnpctimer;
	end;

OnMobDead:
	'skeleton_wave[0]--;
	if ('skeleton_wave[0] == 0) {
		mapannounce 'map_name$, "Iris: ~Exhales~ Did we knock out all the enemies now?", bc_map,0xFFFF00,FW_NORMAL,12;
		startnpctimer;
	}
	end;
OnTimer4200:
	mapannounce 'map_name$, "Fenrir: I don't think so. Some of the remnants are still here. Watch out!", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer6200:
	// coords inaccurate
	monster 'map_name$,83,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
	monster 'map_name$,91,51,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
	monster 'map_name$,111,67,"Enchanted Skeleton",3446,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SKELETON
	monster 'map_name$,92,69,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
	monster 'map_name$,109,50,"Enchanted Soldier Skeleton",3447,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_SOLDIER_SKELETON
	monster 'map_name$,109,47,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
	monster 'map_name$,90,48,"Enchanted Archer Skeleton",3445,1, instance_npcname("eq#mir1") + "::OnMobDead2";// P_ARCHER_SKELETON
	'skeleton_wave[1] = 7;
	stopnpctimer;
	end;

OnMobDead2:
	'skeleton_wave[1]--;
	if ('skeleton_wave[1] == 0 && 'step == 1) {
		'step = 2;
		mapannounce 'map_name$, "Fenrir: Phew! I think we've done here.", bc_map,0xFFFF00,FW_NORMAL,12;
		enablenpc instance_npcname("Fenrir#3mir");
		enablenpc instance_npcname("Iris#3mir");
		enablenpc instance_npcname("Bijou#2mir");
		disablenpc instance_npcname("eq#mir1");
	}
	end;
}

1@mir,103,85,1	script	Iris#3mir	4_F_IRIS,{
	if (is_party_leader() == false)	// it shouldn't happen
		end;
	if ('step != 2)
		end;
	mes "[Bijou]";
	mes "~Chuckles~ I think you're not that bad for a human.";
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "But do you think you can get away from this, again? Wake up, my underlings!";
	specialeffect EF_WARP,AREA, instance_npcname("Renovated Amdarais#3mir");
	sleep2 3000;
	specialeffect EF_ENTRY,AREA, instance_npcname("Renovated Amdarais#3mir");
	enablenpc instance_npcname("Renovated Amdarais#3mir");
	next;
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "What...what's up with this monster?!";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "Ah...";
	mes "I'll let you in on me before I go.";
	mes "I'm Bijou.";
	mes "I'm the adjutant to Lord Valkyrie Himelmez.";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "~Groans~";
	mes "No Valkyrie's subordinates ever disappointed me and neither did you.";
	mes "Ymir's Heart is a huge energy source. For what do you want to use it anyway?";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "......";
	mes "You don't need to know. You're going to be wiped out soon anyway.";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "I don't think you'd use it for any good cause.";
	mes "I'll stop Bijou from taking Ymir's Heart. You go ahead and take care of that huge monster!";
	close2;
	cutin "",255;
	if ('step == 2) {
		'step = 3;
		donpcevent instance_npcname("eq#mir2") + "::OnEvent";
	}
	end;
}

1@mir,101,104,0	script	eq#mir2	HIDDEN_WARP_NPC,{
	end;
OnEvent:
	enablenpc instance_npcname("eq#mir2");
	enablenpc instance_npcname("eq#mir3");
	disablenpc instance_npcname("Bijou#2mir");
	disablenpc instance_npcname("Fenrir#3mir");
	disablenpc instance_npcname("Iris#3mir");
	disablenpc instance_npcname("Renovated Amdarais#3mir");

	monster 'map_name$,101,95,"Renovated Amdarais",3448,1, instance_npcname("eq#mir2") + "::OnMobDead";// P_AMDARAIS
	'boss_id = $@mobid[0];
	'target_event = 1;	// Amdarais
	initnpctimer;
	end;
OnTimer1000:
	getunitdata 'boss_id, .@data;
	if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
		initnpctimer;
		end;
	}
	mapannounce 'map_name$, "Iris: Oh, this monster...I don't think its HP doesn't seem to drop no matter how many times I hit.", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer3000:
	mapannounce 'map_name$, "Bijou: ~Chuckles~ Amdarais won't get knocked down that easily.", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer5000:
	mapannounce 'map_name$, "Fenrir: This undead seems to be different from any other undeads.", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer7000:
	mapannounce 'map_name$, "Fenrir: Yes, it's the nucleus! Attack its nucleus to inflict huge damage!", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer9000:
	donpcevent instance_npcname("eq#mir3") + "::OnEvent";
	stopnpctimer;
	end;
OnMobDead:
	if ('step != 3)
		end;
	'step = 4;
	stopnpctimer;
	donpcevent instance_npcname("eq#mir3") + "::OnStop";
	if ('random_letter$ != "")
		donpcevent instance_npcname( "Fenrir#boss1" + 'random_letter$ ) + "::OnStop";
	disablenpc instance_npcname("eq#mir2");

	enablenpc instance_npcname("Fenrir#4mir");
	enablenpc instance_npcname("Iris#4mir");
	end;
}

1@mir,101,104,0	script	eq#mir3	HIDDEN_WARP_NPC,{
	end;
OnEvent:
	callsub S_Announce, true;
OnEvent2:
	callsub S_Announce, false;
S_Announce:
	setarray .@list$[0],"a","b","c","d";
	'random_letter$ = .@list$[ rand(4) ];
	donpcevent instance_npcname( "Fenrir#boss" + 'target_event + "" + 'random_letter$ ) + "::OnEvent";	// 1: P_AMDARAIS / 2: BIJOU
	if (getarg(0) == true)
		mapannounce 'map_name$, "Fenrir: Lure it to where I am!", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnStart:
	initnpctimer;
	end;
OnTimer25000:
	donpcevent instance_npcname("eq#mir3") + "::OnEvent";
	stopnpctimer;
	end;
OnStop:
	stopnpctimer;
	disablenpc instance_npcname("eq#mir3");
	end;
}

1@mir,103,80,3	script	Fenrir#boss1a	4_F_FENRIR,2,2,{
	end;
OnEvent:
	'fenrir_name$ = instance_npcname( strnpcinfo(0) );
	'iris_name$ = instance_npcname( "Iris#" + strnpcinfo(2) );
	enablenpc 'fenrir_name$;
	enablenpc 'iris_name$;
	end;

OnTouchNPC:
	if ('touch_mob == 0) {
		npctalk "Fenrir: Good work! Now it's on you, Iris!", 'fenrir_name$;
		'touch_mob = 1;
		initnpctimer;
	}
	end;
OnTimer2000:
	npctalk "Iris: Alright, let me do it! What I, Iris, want is...!", 'iris_name$;
	specialeffect EF_BEGINSPELL,AREA, 'iris_name$;
	end;
OnTimer4000:
	npctalk "Iris: Mabi Amulet! Go!!", 'iris_name$;
	if ('target_event == 1)
		unittalk 'boss_id, "Aaarrgghhh---!!";
	else
		unittalk 'boss_id, "Bijou: What the...!!";
	end;
OnTimer5000:
	npctalk "Iris: It worked!", 'iris_name$;
	end;
OnTimer7000:
	npctalk "Fenrir: So this is my turn, then. ~Spirited yell~", 'fenrir_name$;
	specialeffect EF_BEGINSPELL,AREA, 'fenrir_name$;
	specialeffect EF_TETRACASTING,AREA, 'fenrir_name$;
	progressbar_npc "000000",3;
	end;
OnTimer10000:
	npctalk "Fenrir: Take this!!", 'fenrir_name$;
	specialeffect EF_SUI_EXPLOSION,AREA, 'fenrir_name$;
	specialeffect EF_LORD,AREA, 'fenrir_name$;
	specialeffect EF_FLAMELAUNCHER,AREA, 'fenrir_name$;
	if ('target_event == 1)
		unittalk 'boss_id, "~Screams~";
	else
		unittalk 'boss_id, "Bijou: ~Groans~ More hurting than I thought...!";
	getunitdata 'boss_id, .@data;
	if (.@data[UMOB_HP] > 0) {
		.@damage = rand(700,1300) * 1000;
		if (.@damage >= .@data[UMOB_HP])
			.@mob_hp = 0;
		else
			.@mob_hp = .@data[UMOB_HP] - .@damage;
		setunitdata 'boss_id, UMOB_HP, .@mob_hp;
	}
	end;
OnTimer13000:
	npctalk "Fenrir: It's not perfect but I think we've caused a pretty significant amount of damage!", 'fenrir_name$;
	end;
OnTimer14500:
	npctalk "Fenrir: I've consumed magic too much. I'll take a short break. I'm counting on you, then!", 'fenrir_name$;
	end;
OnTimer16500:
	donpcevent instance_npcname("eq#mir3") + "::OnStart";
OnStop:
	stopnpctimer;
	disablenpc instance_npcname( strnpcinfo(0) );
	disablenpc instance_npcname( "Iris#" + strnpcinfo(2) );
	'touch_mob = 0;
	'random_letter$ = "";
	end;
}

1@mir,100,90,7	script	Iris#4mir	4_F_IRIS,{
	if (is_party_leader() == false)	// it shouldn't happen
		end;
	if ('step != 4)
		end;
	mes "[Iris]";
	mes "Was that it...? Has it gone now?";
	mes "So what's left now is...";
	next;
	enablenpc instance_npcname("Bijou#4mir");
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "Me...I'm the only one left...";
	next;
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "What?!";
	next;
	mes "~POW!~";
	specialeffect EF_SUI_EXPLOSION,AREA, instance_npcname("Iris#4mir");
	next;
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "Aaarrghhh---!!!";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "I must say it was rather unexpected. ~Chuckles~";
	mes "I didn't expect anyone to defeat Amdarais that I spent three good years to complete.";
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "You will pay";
	mes "for ruining my three-year efforts!!";
	mes "Slowly...";
	mes "And horribly painfully...!!";
	close2;
	cutin "",255;
	if ('step == 4) {
		'step = 5;
		donpcevent instance_npcname("eq#mir4") + "::OnEvent";
	}
	end;
}

1@mir,101,104,0	script	eq#mir4	HIDDEN_WARP_NPC,{
	end;
OnEvent:
	enablenpc instance_npcname("eq#mir4");
	disablenpc instance_npcname("Fenrir#4mir");
	disablenpc instance_npcname("Iris#4mir");
	disablenpc instance_npcname("Bijou#4mir");
	monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir4") + "::OnMobDead";// BIJOU
	'boss_id = $@mobid[0];
	initnpctimer;
	end;
OnTimer1000:
	getunitdata 'boss_id, .@data;
	if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
		initnpctimer;
		end;
	}
	donpcevent instance_npcname("eq#mir4") + "::OnMobDead";
	end;
OnMobDead:
	if ('step != 5)
		end;
	'step = 6;
	killmonster 'map_name$, instance_npcname("eq#mir4") + "::OnMobDead";
	stopnpctimer;
	enablenpc instance_npcname("Fenrir#5mir");
	enablenpc instance_npcname("Iris#5mir");
	enablenpc instance_npcname("Bijou#5mir");
	disablenpc instance_npcname("eq#mir4");
	end;
}

1@mir,103,90,1	script	Fenrir#5mir	4_F_FENRIR,{
	if (is_party_leader() == false)	// it shouldn't happen
		end;
	if ('step != 6)
		end;
	mes "[Fenrir]";
	mes "~Groans~ I can't believe nothing seems to work!";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "~Chuckles~";
	mes "I'll let you taste what despair feels like.";
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "Frost Diver!";
	specialeffect EF_LOCKON,AREA, instance_npcname("Fenrir#5mir");
	sleep2 3000;
	specialeffect EF_FREEZE,AREA, instance_npcname("Fenrir#5mir");
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "~Groans~";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "How does it feel? Painful, eh?";
	mes "You must become paralyzed by now.";
	mes "...But don't expect me to kill you that easily...";
	next;
	mes "[Bijou]";
	mes "I should take care of this downright annoying cleric gal first.";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "I...Iris!!";
	next;
	cutin "sarah_hero3",2;
	mes "[Sarah]";
	mes "......";
	enablenpc instance_npcname("Sarah#5mir");
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "Sarah...?";
	next;
	cutin "sarah_hero3",2;
	mes "[Sarah]";
	mes "So this is it...";
	mes "This is the underground of Prontera Castle.";
	mes "The place where the first Ymir's Heart is sealed.";
	next;
	mes "[Sarah]";
	mes "And that must be...";
	mes "Ymir's Heart...";
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "What brought you all the way up here?";
	mes "Sarah Irine.";
	mes "I didn't expect you would show up here.";
	next;
	cutin "sarah_hero3",2;
	mes "[Sarah]";
	mes "What do you think you're doing here, Bijou?";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "Yes, I was in the middle of taking care of the annoying bugs.";
	next;
	cutin "sarah_hero3",2;
	mes "[Sarah]";
	mes "What kind of answer is that, Bijou?";
	next;
	mes "[Sarah]";
	mes "My question was: what are you still doing here, totally goofing off, and, why didn't you break any sealing off of Ymir's Heart?";
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "Well, that's uh...I did break the 1st seal, though.";
	mes "This place will be cleaned up in no time. There is nothing for you to worry about, Sarah.";
	next;
	mes "[Bijou]";
	mes "Trust me and consider it done. Please be yourself as proud Valkyrie.";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "(~Scoffs~ What an uptight, pathetic Valkyrie she is! I can't believe a greenhorn like you are treated the same as Himelmez. That is so unfair.)";
	next;
	cutin "sarah_hero3_2",2;
	mes "[Sarah]";
	mes "You must be out of your mind, Bijou...There is no Himelmez here.";
	next;
	cutin "bijou_03",2;
	mes "[Bijou]";
	mes "....~Gasps~";
	mes "I'm out of breath!";
	next;
	cutin "sarah_hero3_2",2;
	mes "[Sarah]";
	mes "You'd better keep your mouth shut!";
	next;
	cutin "bijou_03",2;
	mes "[Bijou]";
	mes "~Coughs~";
	mes "~Keeps coughing~";
	next;
	cutin "sarah_hero3",2;
	mes "[Sarah]";
	mes "I can certainly do without a subordinate who wastes time for this kind of petty job.";
	mes "Let me take that Ymir's Heart...myself.";
	disablenpc instance_npcname("Sarah#5mir");
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "(She is Valkyrie, indeed. Oh, what can you do about that?)";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "The time is right!";
	mes "Frost Diver!";
	specialeffect EF_FREEZE,AREA, instance_npcname("Bijou#5mir");
	next;
	cutin "bijou_03",2;
	mes "[Bijou]";
	mes "What did you say?!";
	next;
	mes "[Bijou]";
	mes "Whoa...That was a close; call.";
	mes "How could this happen?";
	next;
	cutin "fenrir_a",2;
	mes "[Fenrir]";
	mes "This magic...";
	mes "This must be high-level magic as I expected. It's pretty tough to cast it.";
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "(What is this?! Did she just master the magic that I used on her?)";
	next;
	cutin "fenrir_a",2;
	mes "[Fenrir]";
	mes "Iris! This is a healing potion.";
	mes "Drink it and you'll come to your senses.";
	next;
	sleep2 500;
	specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "~Muffled sound~";
	next;
	sleep2 500;
	specialeffect EF_POTION1,AREA, instance_npcname("Iris#5mir");
	cutin "fenrir_a",2;
	mes "[Fenrir]";
	mes "Oh, you woke up now?";
	next;
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "Umm....";
	mes "~Vomiting sound~";
	mes "Yuck! Is this bitter!";
	mes "What the heck is this?!";
	mes "What did you give to me?";
	next;
	cutin "fenrir_a",2;
	mes "[Fenrir]";
	mes "So you woke up, Iris.";
	mes "I'm so relieved.";
	next;
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "~Sighs~ By the way, Fenrir!";
	mes "What about Ymir's Heart?";
	next;
	cutin "bijou_02",2;
	mes "[Bijou]";
	mes "(...Fenrir? I thought too much about Ymir's Heart and totally forgot about her. If my guess is right, she must be...!)";
	next;
	mes "[Bijou]";
	mes "~Exhales~ I see. That's right.";
	mes "That beast's blood flowing through your body...That was the answer!";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "Then, let me serve you the right way! ~Chuckles~";
	mes "I didn't expect to see the hero from a thousand years ago!";
	next;
	cutin "bijou_03",2;
	mes "[Bijou]";
	mes "Die!!";
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "...Be careful. She's about to attack!";
	close2;
	cutin "",255;
	if ('step == 6) {
		'step = 7;
		donpcevent instance_npcname("eq#mir5") + "::OnEvent";
	}
	end;
}

1@mir,101,104,0	script	eq#mir5	HIDDEN_WARP_NPC,{
	end;
OnEvent:
	enablenpc instance_npcname("eq#mir3");
	enablenpc instance_npcname("eq#mir5");
	disablenpc instance_npcname("Bijou#5mir");
	disablenpc instance_npcname("Fenrir#5mir");
	disablenpc instance_npcname("Iris#5mir");

	monster 'map_name$,102,95,"Bijou",3450,1, instance_npcname("eq#mir5") + "::OnMobDead";// BIJOU
	'boss_id = $@mobid[0];
	'target_event = 2;
	initnpctimer;
	end;
OnTimer1000:
	getunitdata 'boss_id, .@data;
	if (.@data[UMOB_HP] == .@data[UMOB_MAXHP]) {
		initnpctimer;
		end;
	}
	end;
OnTimer3000:
	mapannounce 'map_name$, "Iris: Let's fight together and we will win again!", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer5000:
	mapannounce 'map_name$, "Fenrir: I think so, too. This time, too, I'd like to ask you to lure it to where I am.", bc_map,0xFFFF00,FW_NORMAL,12;
	end;
OnTimer7000:
	mapannounce 'map_name$, "Bijou: ......", bc_map,0xFFFF00,FW_NORMAL,12;
	donpcevent instance_npcname("eq#mir3") + "::OnEvent2";
	donpcevent instance_npcname("eq#mir6") + "::OnTalk";
	stopnpctimer;
	end;
OnMobDead:
	if ('step != 7)
		end;
	'step = 8;
	stopnpctimer;
	donpcevent instance_npcname("eq#mir3") + "::OnStop";
	donpcevent instance_npcname("eq#mir6") + "::OnStop";
	if ('random_letter$ != "")
		donpcevent instance_npcname( "Fenrir#boss2" + 'random_letter$ ) + "::OnStop";
	disablenpc instance_npcname("eq#mir5");

	enablenpc instance_npcname("Fenrir#6mir");
	enablenpc instance_npcname("Iris#6mir");
	enablenpc instance_npcname("Bijou#6mir");
	end;
}

1@mir,101,104,0	script	eq#mir6	HIDDEN_WARP_NPC,{
	end;
OnTalk:
	enablenpc instance_npcname("eq#mir6");
	initnpctimer;
	end;
OnTimer20000:
	.@r = rand(3);
	if (.@r == 0)
		unittalk 'boss_id, "Bijou: To Lord Himelmez!";
	else if (.@r == 1)
		unittalk 'boss_id, "Bijou: Heh...You're still alive!";
	else
		unittalk 'boss_id, "Bijou: ~Chuckles~ Are you feeling the pain?";
	initnpctimer;
	end;
OnStop:
	stopnpctimer;
}

1@mir,100,95,5	script	Iris#6mir	4_F_IRIS,{
	if (is_party_leader() == false)	// it shouldn't happen
		end;
	if ('step != 8)
		end;
	mes "[Iris]";
	mes "~Grunts~";
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "~Evil laughter~ Die!";
	mes "Clerics deserve to die!";
	specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
	next;
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "Iris!!";
	mes "No! Stop!!";
	specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
	next;
	cutin "bijou_01",2;
	mes "[Bijou]";
	mes "~Chuckles~";
	mes "So you're looking for a partner, eh?";
	mes "Good idea, but...I think it's too late.";
	specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
	next;
	mes "[Bijou]";
	mes "Because...";
	mes "This will be the final, fatal blow to you. Wahahaha!";
	specialeffect EF_TETRACASTING,AREA, instance_npcname("Iris#6mir");
	next;
	sleep2 300;
	enablenpc instance_npcname("Sarah#6mir");
	cutin "bijou_03",2;
	mes "[Bijou]";
	mes "....~Sighs~";
	mes "Huh?...In my stomach...";
	mes "This knife...";
	mes "Sa...Sarah...? How?";
	specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
	next;
	cutin "bijou_death",4;
	mes "[Sarah]";
	mes "Is that all you want to say?";
	mes "Don't worry. I'll let Himelmez know of your brave contribution. Don't blame me, Bijou.";
	next;
	mes "[Bijou]";
	mes "Why...? Tell me why!";
	mes "...That...that little chick...Was that it? Because she's your sister? Was that it? Tell me, Sarah!";
	next;
	mes "[Bijou]";
	mes "~Groans~";
	specialeffect EF_HFLIMOON1,AREA, instance_npcname("Bijou#6mir");
	disablenpc instance_npcname("Bijou#6mir");
	next;
	mes "[Sarah]";
	mes "......";
	mes "Your soul has been set free, Bijou.";
	next;
	cutin "hero_iris_01",2;
	mes "[Iris]";
	mes "(Did she save me...?)";
	next;
	mes "[Iris]";
	mes "Sarah...";
	mes "It's Sarah, right?";
	mes "People say we parted when we were little...";
	next;
	mes "[Iris]";
	mes "...So what's your plan, huh? Why...why did you save me?!";
	mes "Don't you ever think this will ever change my belief! I will never, ever forgive you!";
	next;
	mes "[Iris]";
	mes "Mom...Dad...Every people in our town. I'm going to revenge!";
	next;
	cutin "sarah_hero3",2;
	mes "[Sarah]";
	mes "Shut that mouth!";
	mes "Don't be a drama queen as if you're the only victim here.";
	mes "They just paid the price for what they sinned. The sin that they committed by killing my mother 12 years ago.";
	next;
	mes "[Sarah]";
	mes "Do you want me to tell you the truth? Those 'loved ones' you're incessantly talking about...Our great elder and the people in our town were actually...";
	next;
	mes "[Sarah]";
	mes "......";
	mes "Stop it...";
	mes "Ymir's Heart comes first, no matter what.";
	next;
	mes "[Sarah]";
	mes "Mark my word.";
	mes "I didn't let you live.";
	mes "I will let you die soon.";
	mes "I make sure you no longer see the light of day the next time when we meet.";
	next;
	mes "[Sarah]";
	mes "Don't you ever let anyone kill you until then, Iris.";
	mes "I'd better bid farewell for today, then.";
	disablenpc instance_npcname("Sarah#6mir");
	next;
	specialeffect EF_SCREEN_QUAKE,AREA, instance_npcname("Iris#6mir");
	cutin "fenrir_b",2;
	mes "[Fenrir]";
	mes "~Grunts~ That Valkyrie destroyed the ceiling when taking Ymir's Heart!";
	next;
	mes "[Fenrir]";
	mes "We'd better get out of here, too! This place is too dangerous!";
	close2;
	if (banquet_main_quest == 21) {
		erasequest 7700;// Once More!
		setquest 7701;// Lost Imir Heart
		banquet_main_quest = 22;
	}
	warp "prt_lib_q",88,83;
	end;
}

1@mir,100,40,5	duplicate(dummy_npc)	Iris#1mir	4_F_IRIS
1@mir,103,94,1	duplicate(dummy_npc)	Fenrir#2mir	4_F_FENRIR
1@mir,102,98,3	duplicate(dummy_npc)	Bijou#2mir	4_F_BIJOU

1@mir,100,85,7	duplicate(dummy_npc)	Fenrir#3mir	4_F_FENRIR
1@mir,102,88,3	duplicate(dummy_npc)	Bijou#3mir	4_F_BIJOU
1@mir,101,95,1	duplicate(dummy_npc)	Renovated Amdarais#3mir	3448

1@mir,94,73,3	duplicate(Fenrir#boss1a)	Fenrir#boss1b	4_F_FENRIR,2,2
1@mir,112,73,3	duplicate(Fenrir#boss1a)	Fenrir#boss1c	4_F_FENRIR,2,2
1@mir,103,60,3	duplicate(Fenrir#boss1a)	Fenrir#boss1d	4_F_FENRIR,2,2

1@mir,100,80,5	duplicate(dummy_npc)	Iris#boss1a	4_F_IRIS
1@mir,91,73,5	duplicate(dummy_npc)	Iris#boss1b	4_F_IRIS
1@mir,109,73,5	duplicate(dummy_npc)	Iris#boss1c	4_F_IRIS
1@mir,100,60,5	duplicate(dummy_npc)	Iris#boss1d	4_F_IRIS

1@mir,103,76,3	duplicate(Fenrir#boss1a)	Fenrir#boss2a	4_F_FENRIR,2,2
1@mir,94,70,3	duplicate(Fenrir#boss1a)	Fenrir#boss2b	4_F_FENRIR,2,2
1@mir,112,70,3	duplicate(Fenrir#boss1a)	Fenrir#boss2c	4_F_FENRIR,2,2
1@mir,103,63,3	duplicate(Fenrir#boss1a)	Fenrir#boss2d	4_F_FENRIR,2,2

1@mir,100,76,5	duplicate(dummy_npc)	Iris#boss2a	4_F_IRIS
1@mir,91,70,5	duplicate(dummy_npc)	Iris#boss2b	4_F_IRIS
1@mir,109,70,5	duplicate(dummy_npc)	Iris#boss2c	4_F_IRIS
1@mir,100,63,5	duplicate(dummy_npc)	Iris#boss2d	4_F_IRIS

1@mir,102,95,3	duplicate(dummy_npc)	Bijou#4mir	4_F_BIJOU
1@mir,103,90,1	duplicate(dummy_npc)	Fenrir#4mir	4_F_FENRIR

1@mir,102,95,3	duplicate(dummy_npc)	Bijou#5mir	4_F_BIJOU
1@mir,99,95,5	duplicate(dummy_npc)	Sarah#5mir	4_F_SARAH
1@mir,100,90,7	duplicate(dummy_npc)	Iris#5mir	4_F_IRIS

1@mir,102,95,3	duplicate(dummy_npc)	Bijou#6mir	4_F_BIJOU
1@mir,104,95,3	duplicate(dummy_npc)	Sarah#6mir	4_F_SARAH
1@mir,103,90,1	duplicate(dummy_npc)	Fenrir#6mir	4_F_FENRIR
