diff --git a/_module/are/thekingsarms.are.json b/_module/are/thekingsarms.are.json
index 44cc4b06..61e867f4 100644
--- a/_module/are/thekingsarms.are.json
+++ b/_module/are/thekingsarms.are.json
@@ -2913,7 +2913,7 @@
   },
   "Version": {
     "type": "dword",
-    "value": 46
+    "value": 47
   },
   "Width": {
     "type": "int",
diff --git a/_module/dlg/convo_prossie.dlg.json b/_module/dlg/convo_prossie.dlg.json
index c6132cf4..4a03b0ff 100644
--- a/_module/dlg/convo_prossie.dlg.json
+++ b/_module/dlg/convo_prossie.dlg.json
@@ -296,7 +296,7 @@
         },
         "Script": {
           "type": "resref",
-          "value": ""
+          "value": "pro_dance"
         },
         "Sound": {
           "type": "resref",
@@ -596,7 +596,7 @@
         },
         "Script": {
           "type": "resref",
-          "value": "pro_dance"
+          "value": ""
         },
         "Sound": {
           "type": "resref",
diff --git a/_module/git/thekingsarms.git.json b/_module/git/thekingsarms.git.json
index e5b40955..18910629 100644
--- a/_module/git/thekingsarms.git.json
+++ b/_module/git/thekingsarms.git.json
@@ -8195,7 +8195,7 @@
         },
         "ChallengeRating": {
           "type": "float",
-          "value": 9.0
+          "value": 10.0
         },
         "ClassList": {
           "type": "list",
@@ -8722,7 +8722,7 @@
         },
         "ScriptSpawn": {
           "type": "resref",
-          "value": "x2_def_immobile"
+          "value": "nw_c2_default9pr"
         },
         "ScriptSpellAt": {
           "type": "resref",
@@ -8730,7 +8730,7 @@
         },
         "ScriptUserDefine": {
           "type": "resref",
-          "value": "x2_def_immobile"
+          "value": "nw_c2_default9pr"
         },
         "SkillList": {
           "type": "list",
@@ -9046,44 +9046,9 @@
           "type": "resref",
           "value": "prostitute"
         },
-        "VarTable": {
-          "type": "list",
-          "value": [
-            {
-              "__struct_id": 0,
-              "Name": {
-                "type": "cexostring",
-                "value": "X4_L_USE_AMBIENT_CIVILIZED"
-              },
-              "Type": {
-                "type": "dword",
-                "value": 1
-              },
-              "Value": {
-                "type": "int",
-                "value": 1
-              }
-            },
-            {
-              "__struct_id": 0,
-              "Name": {
-                "type": "cexostring",
-                "value": "X4_L_USE_AMBIENT_CHATTER"
-              },
-              "Type": {
-                "type": "dword",
-                "value": 1
-              },
-              "Value": {
-                "type": "int",
-                "value": 1
-              }
-            }
-          ]
-        },
         "WalkRate": {
           "type": "int",
-          "value": 2
+          "value": 4
         },
         "willbonus": {
           "type": "short",
diff --git a/_module/ncs/nw_c2_default9pr.ncs b/_module/ncs/nw_c2_default9pr.ncs
new file mode 100644
index 00000000..8f94bed6
Binary files /dev/null and b/_module/ncs/nw_c2_default9pr.ncs differ
diff --git a/_module/ncs/pro_dance.ncs b/_module/ncs/pro_dance.ncs
index 09b078b8..4c46ea89 100644
Binary files a/_module/ncs/pro_dance.ncs and b/_module/ncs/pro_dance.ncs differ
diff --git a/_module/ncs/pro_dance2.ncs b/_module/ncs/pro_dance2.ncs
new file mode 100644
index 00000000..06e4bbdb
Binary files /dev/null and b/_module/ncs/pro_dance2.ncs differ
diff --git a/_module/nss/nw_c2_default9pr.nss b/_module/nss/nw_c2_default9pr.nss
new file mode 100644
index 00000000..ee0fce5a
--- /dev/null
+++ b/_module/nss/nw_c2_default9pr.nss
@@ -0,0 +1,258 @@
+//:://////////////////////////////////////////////////
+//:: NW_C2_DEFAULT9
+/*
+ * Default OnSpawn handler with XP1 revisions.
+ * This corresponds to and produces the same results
+ * as the default OnSpawn handler in the OC.
+ *
+ * This can be used to customize creature behavior in three main ways:
+ *
+ * - Uncomment the existing lines of code to activate certain
+ *   common desired behaviors from the moment when the creature
+ *   spawns in.
+ *
+ * - Uncomment the user-defined event signals to cause the
+ *   creature to fire events that you can then handle with
+ *   a custom OnUserDefined event handler script.
+ *
+ * - Add new code _at the end_ to alter the initial
+ *   behavior in a more customized way.
+ */
+//:://////////////////////////////////////////////////
+//:: Copyright (c) 2002 Floodgate Entertainment
+//:: Created By: Naomi Novik
+//:: Created On: 12/11/2002
+//:://////////////////////////////////////////////////
+
+#include "x0_i0_anims"
+//#include "x0_i0_walkway" - in x0_i0_anims
+#include "x0_i0_treasure"
+
+void main()
+{
+    // ***** Spawn-In Conditions ***** //
+
+    // * REMOVE COMMENTS (// ) before the "Set..." functions to activate
+    // * them. Do NOT touch lines commented out with // *, those are
+    // * real comments for information.
+
+    // * This causes the creature to say a one-line greeting in their
+    // * conversation file upon perceiving the player. Put [NW_D2_GenCheck]
+    // * in the "Text Seen When" field of the greeting in the conversation
+    // * file. Don't attach any player responses.
+    // *
+    //SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
+
+    // * Same as above, but for hostile creatures to make them say
+    // * a line before attacking.
+    // *
+    // SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
+
+    // * This NPC will attack when its allies call for help
+    // *
+    // SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
+
+    // * If the NPC has the Hide skill they will go into stealth mode
+    // * while doing WalkWayPoints().
+    // *
+    // SetSpawnInCondition(NW_FLAG_STEALTH);
+
+    // * Same, but for Search mode
+    // *
+    // SetSpawnInCondition(NW_FLAG_SEARCH);
+
+    // * This will set the NPC to give a warning to non-enemies
+    // * before attacking.
+    // * NN -- no clue what this really does yet
+    // *
+    // SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
+
+    // * Separate the NPC's waypoints into day & night.
+    // * See comment on WalkWayPoints() for use.
+    // *
+    // SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
+
+    // * If this is set, the NPC will appear using the "EffectAppear"
+    // * animation instead of fading in, *IF* SetListeningPatterns()
+    // * is called below.
+    // *
+    //SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
+
+    // * This will cause an NPC to use common animations it possesses,
+    // * and use social ones to any other nearby friendly NPCs.
+    // *
+     //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
+
+    // * Same as above, except NPC will wander randomly around the
+    // * area.
+    // *
+     //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
+
+    // **** Animation Conditions **** //
+    // * These are extra conditions you can put on creatures with ambient
+    // * animations.
+
+    // * Civilized creatures interact with placeables in
+    // * their area that have the tag "NW_INTERACTIVE"
+    // * and "talk" to each other.
+    // *
+    // * Humanoid races are civilized by default, so only
+    // * set this flag for monster races that you want to
+    // * behave the same way.
+    // SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
+
+    // * If this flag is set, this creature will constantly
+    // * be acting. Otherwise, creatures will only start
+    // * performing their ambient animations when they
+    // * first perceive a player, and they will stop when
+    // * the player moves away.
+    // SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
+
+    // * Civilized creatures with this flag set will
+    // * randomly use a few voicechats. It's a good
+    // * idea to avoid putting this on multiple
+    // * creatures using the same voiceset.
+    // SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
+
+    // * Creatures with _immobile_ ambient animations
+    // * can have this flag set to make them mobile in a
+    // * close range. They will never leave their immediate
+    // * area, but will move around in it, frequently
+    // * returning to their starting point.
+    // *
+    // * Note that creatures spawned inside interior areas
+    // * that contain a waypoint with one of the tags
+    // * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically
+    // * have this condition set.
+    // SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
+
+
+    // **** Special Combat Tactics *****//
+    // * These are special flags that can be set on creatures to
+    // * make them follow certain specialized combat tactics.
+    // * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE.
+
+    // * Ranged attacker
+    // * Will attempt to stay at ranged distance from their
+    // * target.
+    // SetCombatCondition(X0_COMBAT_FLAG_RANGED);
+
+    // * Defensive attacker
+    // * Will use defensive combat feats and parry
+    // SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
+
+    // * Ambusher
+    // * Will go stealthy/invisible and attack, then
+    // * run away and try to go stealthy again before
+    // * attacking anew.
+    // SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
+
+    // * Cowardly
+    // * Cowardly creatures will attempt to flee
+    // * attackers.
+    // SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
+
+
+    // **** Escape Commands ***** //
+    // * NOTE: ONLY ONE OF THE FOLLOWING SHOULD EVER BE SET AT ONE TIME.
+    // * NOTE2: Not clear that these actually work. -- NN
+
+    // * Flee to a way point and return a short time later.
+    // *
+    // SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);
+
+    // * Flee to a way point and do not return.
+    // *
+    // SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);
+
+    // * Teleport to safety and do not return.
+    // *
+    // SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);
+
+    // * Teleport to safety and return a short time later.
+    // *
+    // SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);
+
+
+
+    // ***** CUSTOM USER DEFINED EVENTS ***** /
+
+
+    /*
+      If you uncomment any of these conditions, the creature will fire
+      a specific user-defined event number on each event. That will then
+      allow you to write custom code in the "OnUserDefinedEvent" handler
+      script to go on top of the default NPC behaviors for that event.
+
+      Example: I want to add some custom behavior to my NPC when they
+      are damaged. I uncomment the "NW_FLAG_DAMAGED_EVENT", then create
+      a new user-defined script that has something like this in it:
+
+      if (GetUserDefinedEventNumber() == 1006) {
+          // Custom code for my NPC to execute when it's damaged
+      }
+
+      These user-defined events are in the range 1001-1007.
+    */
+
+    // * Fire User Defined Event 1001 in the OnHeartbeat
+    // *
+     //SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
+
+    // * Fire User Defined Event 1002
+    // *
+    // SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);
+
+    // * Fire User Defined Event 1005
+    // *
+    // SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);
+
+    // * Fire User Defined Event 1006
+    // *
+    // SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);
+
+    // * Fire User Defined Event 1008
+    // *
+    // SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);
+
+    // * Fire User Defined Event 1003
+    // *
+    // SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT);
+
+    // * Fire User Defined Event 1004
+    // *
+    // SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
+
+
+
+    // ***** DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
+
+    // * Goes through and sets up which shouts the NPC will listen to.
+    // *
+    SetListeningPatterns();
+
+    // * Walk among a set of waypoints.
+    // * 1. Find waypoints with the tag "WP_" + NPC TAG + "_##" and walk
+    // *    among them in order.
+    // * 2. If the tag of the Way Point is "POST_" + NPC TAG, stay there
+    // *    and return to it after combat.
+    //
+    // * Optional Parameters:
+    // * void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
+    //
+    // * If "NW_FLAG_DAY_NIGHT_POSTING" is set above, you can also
+    // * create waypoints with the tags "WN_" + NPC Tag + "_##"
+    // * and those will be walked at night. (The standard waypoints
+    // * will be walked during the day.)
+    // * The night "posting" waypoint tag is simply "NIGHT_" + NPC tag.
+    //WalkWayPoints();
+
+
+    //* Create a small amount of treasure on the creature
+    CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
+
+
+    // ***** ADD ANY SPECIAL ON-SPAWN CODE HERE ***** //
+         //ExecuteScript("random_drop",OBJECT_SELF);
+         //ExecuteScript("prc_npc_death", OBJECT_SELF);
+}
diff --git a/_module/nss/pro_dance.nss b/_module/nss/pro_dance.nss
index 0a73a853..916e1ef3 100644
--- a/_module/nss/pro_dance.nss
+++ b/_module/nss/pro_dance.nss
@@ -1,41 +1,75 @@
 #include "x0_i0_anims"
+#include "x0_i0_position"
+
+void SetFacingObject(object oTarget)
+{
+vector vFace=GetPosition(oTarget);
+SetFacingPoint(vFace);
+}
 
 void main()
 {
 object oPC = OBJECT_SELF;
-object oClient = GetLastSpeaker();
+object oClient = GetPCSpeaker();
 
 ClearAllActions();
 AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY2));
 DelayCommand(3.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_TALK_LAUGHING, 2.0, 2.0)));
 DelayCommand(3.1, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
-
+DelayCommand(3.1, SetFacing(270.0));
 DelayCommand(5.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
-
+DelayCommand(5.1, SetFacing(240.0f));
 DelayCommand(5.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
-
+DelayCommand(5.6, SetFacing(220.0f));
 DelayCommand(6.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
-
-DelayCommand(6.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_WORSHIP, 2.0, 2.0)));
-
-DelayCommand(8.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, 0.1, 0.9)));
-DelayCommand(9.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_MID, 0.1, 0.9)));
-DelayCommand(10.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, 0.1, 0.9)));
-DelayCommand(11.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, 0.1, 0.9)));
+DelayCommand(6.7, SetFacing(120.0f));
+DelayCommand(6.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 2.0)));
+DelayCommand(8.7, SetFacing(80.0f));
+DelayCommand(8.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9)));
+DelayCommand(9.7, SetFacing(40.0f));
+DelayCommand(9.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9)));
+DelayCommand(10.7, SetFacing(20.0f));
+DelayCommand(10.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9)));
+DelayCommand(11.7, SetFacing(40.0f));
+DelayCommand(11.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9)));
+DelayCommand(12.7, SetFacing(80.0f));
 DelayCommand(12.7, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
-DelayCommand(12.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_STEAL)));
-DelayCommand(13.6, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
-DelayCommand(13.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
+DelayCommand(12.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
+DelayCommand(13.7, SetFacing(90.0f));
+DelayCommand(13.7, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
+DelayCommand(13.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
+DelayCommand(14.1, SetFacing(120.0f));
 DelayCommand(14.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
+DelayCommand(14.6, SetFacing(160.0f));
 DelayCommand(14.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
-DelayCommand(15.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 1.0, 3.0)));
-DelayCommand(18.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, -1.0, 3.0)));
-DelayCommand(21.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
-DelayCommand(21.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
+DelayCommand(15.1, SetFacing(180.0f));
+DelayCommand(15.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0)));
+DelayCommand(15.9, SetFacing(170.0f));
+DelayCommand(16.0, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0)));
+DelayCommand(17.0, SetFacing(160.0f));
+DelayCommand(17.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0)));
+DelayCommand(18.0, SetFacing(120.0f));
+DelayCommand(18.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0)));
+DelayCommand(19.0, SetFacing(90.0f));
+DelayCommand(19.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0)));
+DelayCommand(20.0, SetFacing(40.0f));
+DelayCommand(20.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0)));
+DelayCommand(21.0, SetFacing(20.0f));
+DelayCommand(21.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0)));
+DelayCommand(22.0, SetFacingObject(oPC));
 DelayCommand(22.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
-DelayCommand(22.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
-DelayCommand(23.1, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
-DelayCommand(23.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_BOW)));
-DelayCommand(32.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_GREETING)));
+DelayCommand(22.7, SetFacing(320.0f));
+DelayCommand(22.8, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
+DelayCommand(23.5, SetFacing(300.0f));
+DelayCommand(23.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
+DelayCommand(24.0, SetFacing(320.0f));
+DelayCommand(24.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
+DelayCommand(24.8, SetFacing(340.0f));
+DelayCommand(24.9, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
+DelayCommand(26.1, SetFacingObject(oPC));
+DelayCommand(26.2, AssignCommand(oPC, ClearAllActions()));
+DelayCommand(26.25, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
+DelayCommand(26.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_BOW)));
+DelayCommand(27.5, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_GREETING)));
 
 }
diff --git a/_module/nss/pro_dance2.nss b/_module/nss/pro_dance2.nss
new file mode 100644
index 00000000..ef50d0cc
--- /dev/null
+++ b/_module/nss/pro_dance2.nss
@@ -0,0 +1,23 @@
+void main()
+{
+ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_TALK_FORCEFUL,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_TALK_PLEADING,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT,1.0);
+ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2,1.0);
+ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0);
+}
diff --git a/_release/Aantioch [PRC-CEP3].7z b/_release/Aantioch [PRC-CEP3].7z
index fc6cd894..c60a6315 100644
Binary files a/_release/Aantioch [PRC-CEP3].7z and b/_release/Aantioch [PRC-CEP3].7z differ