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@
