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LOAD_NARRATIVE ambushEnd;
ENTITY_POSITION_AT "Bob" "BobEnd";
ENTITY_POSITION_AT "Teeka" "TeekaEnd";
ENTITY_POSITION_AT "Galdov" "GaldovEnd";
ENTITY_LOOK_AT "Galdov" "Bob";
ENTITY_LOOK_AT "Bob" "Galdov";
ENTITY_LOOK_AT "Teeka" "Galdov";
CAMERA_POSITION_AT "CameraLocation2";
CAMERA_LOOK_AT "Galdov";
CAMERA_MOVE_TO "CameraLocation3" 0.2;
WAIT 200;
SHOW_NARRATIVE 800;
WAIT 100;
CAMERA_LOOK_AT "Bob";
WAIT 100;
SHOW_NARRATIVE 400;
WAIT 100;
SHOW_NARRATIVE 600;
WAIT 100;
CAMERA_LOOK_AT "Galdov";
WAIT 100;
ENTITY_VANISH "Galdov" "GaldovRetreat";
WAIT 100;
CAMERA_LOOK_AT "CameraExitLocation" 0.2;
CAMERA_MOVE_TO "CameraExitLocation" 0.2;
WAIT 50;
BARRIER_STATE "ambushExitBarrier" 0;
WAIT 200;
CAMERA_STOP;
WAIT 100;
CAMERA_POSITION_AT "GaldovAppear";
ENTITY_MOVE_TO "Bob" "CameraExitLocation" 0.5;
ENTITY_MOVE_TO "Teeka" "CameraExitLocation" 0.5;
SHOW_NARRATIVE 1200;
WAIT 100;
@END@
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