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LOAD_NARRATIVE ambushStart;
CAMERA_POSITION_AT "CameraLocation1";
CAMERA_LOOK_AT "ExitLocation";
WAIT 100;
ENTITY_MOVE_TO "Bob" "ExitLocation" 1.25;
ENTITY_MOVE_TO "Teeka" "ExitLocation" 1.25;
WAIT 350;
CAMERA_POSITION_AT "CameraLocation2";
CAMERA_LOOK_AT "ExitLocation";
CAMERA_FOLLOW "Bob";
WAIT 600;
CAMERA_FOLLOW "@NONE@";
CAMERA_POSITION_AT "CameraLocation3";
CAMERA_LOOK_AT "ExitLocation";
WAIT 50;
BARRIER_STATE "ambushExitBarrier" 1;
WAIT 200;
ENTITY_STOP "Bob";
ENTITY_STOP "Teeka";
WAIT 50;
ENTITY_JUMP "Teeka" 0.75;
WAIT 150;
CAMERA_POSITION_AT "CameraLocation6";
CAMERA_FOLLOW "Bob";
WAIT 100;
ENTITY_MOVE_TO "Bob" "RetreatLocation" 2;
ENTITY_MOVE_TO "Teeka" "RetreatLocation" 2;
WAIT 300;
CAMERA_POSITION_AT "CameraLocation4";
CAMERA_LOOK_AT "RetreatLocation";
CAMERA_FOLLOW "@NONE@";
BARRIER_STATE "ambushStartBarrier" 1;
WAIT 150;
ENTITY_STOP "Bob";
ENTITY_STOP "Teeka";
WAIT 50;
ENTITY_JUMP "Teeka" 0.75;
WAIT 200;
CAMERA_POSITION_AT "CameraLocation5";
CAMERA_LOOK_AT "GaldovAppear";
CAMERA_MOVE_TO "GaldovAppear" 0.5;
CAMERA_FOLLOW "@NONE@";
ENTITY_VANISH "Galdov" "GaldovAppear";
WAIT 150;
ENTITY_LOOK_AT "Bob" "Galdov";
ENTITY_LOOK_AT "Teeka" "Galdov";
WAIT 100;
SHOW_NARRATIVE 500;
WAIT 100;
CAMERA_POSITION_AT "CameraLocation6";
CAMERA_LOOK_AT "Bob";
CAMERA_MOVE_TO "Bob" 0.25;
CAMERA_FOLLOW "@NONE@";
SHOW_NARRATIVE 400;
WAIT 100;
SKIP;
ENTITY_POSITION_AT "Bob" "BobStart";
ENTITY_POSITION_AT "Teeka" "TeekaStart";
ENTITY_POSITION_AT "Galdov" "GaldovAppear";
BARRIER_STATE "ambushStartBarrier" 1;
BARRIER_STATE "ambushExitBarrier" 1;
@END@
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