OnJoin Fire event problem

So whenever the player joins it gets the value that is datasaved and it checks if it is true then it sends a romote event. It works for the first 3 values, but when I add more it does not work. When I remove the local axe = axes:waiforchild(“axe”) besides the first 3 of them it does not work?
There is also no error message aswell, and it is not ifnot axe then return end, because I tried removing them and it still does not work…

local rp = game:GetService("ReplicatedStorage")
local plr = game:GetService("Players")
local re = game.ReplicatedStorage.OnJoin.Normalaxe
local rr = game.ReplicatedStorage.OnJoin.Diamondaxe
local rt = game.ReplicatedStorage.OnJoin.Lumberjackaxe
local ry = game.ReplicatedStorage.OnJoin.Executioneraxe
local ru = game.ReplicatedStorage.OnJoin.Doubleaxe
local ri = game.ReplicatedStorage.OnJoin.Steampunkaxe
local ro = game.ReplicatedStorage.OnJoin.Voidaxe

plr.PlayerAdded:Connect(function(player: Player)
	local axes = player:WaitForChild("axes")  -- I'm assuming this is some folder in player 
	if not axes then player:Kick("Data could not load, please rejoin.") end 

	local normalAxe = axes:WaitForChild("Normalaxe")
	local diamondAxe = axes:WaitForChild("Diamondaxe")
	local lumberjackAxe = axes:WaitForChild("Lumerjackaxe")
	local ExecutionerAxe = axes:WaitForChild("Executioneraxe")
	local DoubleAxe = axes:WaitForChild("Doubleaxe")
	local SteampunkAxe = axes:WaitForChild("Steampunkaxe")
	local VoidAxe = axes:WaitForChild("Voidaxe")
	
	if not normalAxe then return end
	if not diamondAxe then return end
	if not lumberjackAxe then return end
	if not ExecutionerAxe then return end
	if not DoubleAxe then return end
	if not SteampunkAxe then return end
	if not VoidAxe then return end
	
	wait(0.01)
	
	if  normalAxe.Value == true then
		re:FireClient(player)
		print("aa")
	end	
	if  diamondAxe.Value == true then
		rr:FireClient(player)
		print("100")
	end	
	if lumberjackAxe.Value == true then
		rt:FireClient(player)
	end	
	if ExecutionerAxe.Value == true then
		ry:FireClient(player)
	end	
	if DoubleAxe.Value == true then
		ru:FireClient(player)
	end	
	if SteampunkAxe.Value == true then
		ri:FireClient(player)
	end	
	if VoidAxe.Value == true then
		ro:FireClient(player)
	end	
end)