Offset(x00050000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000003BD)
//Remove the previous line if you wish text to compile directly after instructions.

UnitAnim(x00,x00,x02,x00,x00)
{49}()
UnitPresent(x04,x00,x00)
UnitPresent(x07,x00,x00)
AddUnitStart()
WarpUnit(x04,x00,001,004,x00,x03)
WarpUnit(x07,x00,007,009,x00,x00)
{63}(rA9)
SpriteMove(x80,x00,+00006,+00000,-00005,x00,x01,+00001)
WaitSpriteMove(x80,x00)
SpriteMove(x81,x00,-00004,+00000,-00004,x00,x01,+00001)
WaitSpriteMove(x81,x00)
SpriteMove(x82,x00,+00000,+00000,-00008,x00,x01,+00001)
WaitSpriteMove(x82,x00)
UnitAnim(x00,x00,x02,x00,x00)
Camera(+01176,+00115,+00504,+00606,+03616,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
Camera(+01064,+00115,+00392,+00350,+03616,+00000,+04096,+00160)
{4D}(r3C)
AddUnitEnd()
LoadEVTCHR(x01,x08,x00)
WaitForInstruction(x34,x00)
WaitForInstruction(x04,x00)
Wait(00060)
SaveEVTCHR(x01)
BlockStart()
Wait(00008)
UnitAnim(x80,x00,x59,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x5B,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x5C,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x5D,x02,x00)
BlockEnd()
DisplayMessage(x10,x91,x0001,x80,x00,x00,+00000,+00004,+00000,x13)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00008)
UnitAnim(x81,x00,x60,x02,x00)
Wait(00008)
UnitAnim(x81,x00,x61,x02,x00)
Wait(00040)
UnitAnim(x81,x00,x60,x02,x00)
Wait(00008)
UnitAnim(x81,x00,x62,x02,x00)
Wait(00008)
UnitAnim(x81,x00,x63,x02,x00)
Wait(00008)
BlockStart()
Wait(00016)
UnitAnim(x80,x00,x5B,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x59,x02,x00)
BlockEnd()
DisplayMessage(x10,x11,x0002,x81,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
BlockStart()
UnitAnim(x80,x00,x02,x00,x00)
Wait(00004)
UnitAnim(x80,x00,x67,x02,x00)
Wait(00004)
UnitAnim(x80,x00,x66,x02,x00)
Wait(00010)
UnitAnim(x80,x00,x5E,x02,x00)
BlockEnd()
ZERO(x0057)
ADD(x0057,x0000)
DisplayMessage(x10,x91,x0003,x80,x00,x00,+00000,+00002,+00000,x13)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
BlockStart()
UnitAnim(x82,x00,x6E,x02,x00)
Wait(00010)
UnitAnim(x82,x00,x6F,x02,x00)
Wait(00006)
UnitAnim(x82,x00,x70,x02,x00)
Wait(00010)
UnitAnim(x82,x00,x71,x02,x00)
BlockEnd()
DisplayMessage(x10,x92,x0004,x82,x00,x00,+00024,+00000,-00008,x13)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
BlockStart()
UnitAnim(x82,x00,x70,x02,x00)
Wait(00008)
UnitAnim(x82,x00,x6F,x02,x00)
Wait(00006)
UnitAnim(x82,x00,x6E,x02,x00)
Wait(00008)
UnitAnim(x82,x00,x02,x00,x00)
BlockEnd()
BlockStart()
{7E}(r57004200)
UnitAnim(x80,x00,x5D,x02,x00)
Wait(00004)
UnitAnim(x80,x00,x02,x00,x00)
Wait(00008)
UnitAnim(x80,x00,x6C,x02,x00)
Wait(00030)
UnitAnim(x80,x00,x02,x00,x00)
BlockEnd()
CloseDialog(x01,x0005,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Sound(x0078)
Wait(00016)
{63}(rA2)
Camera(+01176,+00128,+00504,+00350,+03616,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00016)
SpriteMove(x84,x00,+00000,+00000,+00006,x00,x01,+00028)
WaitSpriteMove(x84,x00)
Wait(00030)
BlockStart()
UnitAnim(x84,x00,x73,x02,x00)
Wait(00004)
Sound(x0030)
UnitAnim(x84,x00,x75,x02,x00)
Wait(00004)
UnitAnim(x84,x00,x76,x02,x00)
Wait(00004)
UnitAnim(x84,x00,x77,x02,x00)
Wait(00006)
UnitAnim(x84,x00,x78,x02,x00)
Wait(00006)
UnitAnim(x84,x00,x79,x02,x00)
Wait(00008)
UnitAnim(x84,x00,x7A,x02,x00)
BlockEnd()
Draw(x01,x00)
Draw(x04,x00)
Draw(x07,x00)
Wait(00008)
DisplayMessage(x10,x11,x0006,x84,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
RotateUnit(x80,x00,x08,x00,x01,000)
UnitAnim(x84,x00,x77,x02,x00)
Wait(00004)
RotateUnit(x81,x00,x08,x00,x01,000)
SpriteMove(x82,x00,+00000,+00000,+00000,x02,x0C,+00032)
Wait(00002)
UnitAnim(x84,x00,x76,x02,x00)
RotateUnit(x83,x00,x08,x00,x01,000)
{63}(rAA)
Focus(x01,x00,x01,x00,x01)
Camera(+00021,-06910,+00001,+00382,+04608,+00000,+04096,+00128)
Wait(00008)
UnitAnim(x02,x01,x02,x00,x00)
Wait(00032)
Background(072,104,136,064,104,064,008,x00)
SpriteMove(x80,x00,+00000,+00000,+00000,x02,x0A,+00016)
Wait(00004)
SpriteMove(x81,x00,+00000,+00000,+00000,x02,x0A,+00016)
SpriteMove(x82,x00,+00000,+00000,+00000,x02,x0A,+00020)
Wait(00004)
SpriteMove(x84,x00,+00000,+00000,+00000,x02,x0A,+00020)
WaitForInstruction(x04,x00)
Wait(00040)
DisplayMessage(x10,x70,x0007,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00040)
{1C}(r02)
{63}(r4A)
{1D}()
Camera(+00648,+00115,+00616,+00462,+04192,+00000,+04096,+00080)
Camera(+00648,+00115,+00616,+00302,+03584,+00000,+04096,+00090)
{1E}()
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
WaitForInstruction(x04,x00)
Camera(+00648,+00115,+00616,+00302,+03584,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
March(x00,x00,004)
WaitForInstruction(x04,x00)
{1C}(r01)
Wait(00020)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Knight{br}
{font:00}Then you've heard? About the Order?{br}
They mean to strike us for true.{end}

//Message x02
{font:08}Archer{br}
{font:00}Aye, I've heard. So...what's to{br}
become of us?{end}

//Message x03
{font:08}Knight{br}
{font:00}I say we forget this business and run.{br}
There's naught for it.{end}

//Message x04
{font:08}Knight{br}
{font:00}Agreed. If we follow Wiegraf, he will{br}
lead us only to our graves.{end}

//Message x05
{font:08}Knight{br}
{font:00}Aye, that much is plain.{br}
{br}
Gods be good, Gustav's ransom of the{br}
marquis will fatten our purses enough{br}
that we can quit this life for good and all.{end}

//Message x06
{font:08}Watchman{br}
{font:00}The Order...they're here!{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}We must silence this watch before{br}
they can raise the alarm!{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}These sand rats are long in the slaying. It is well{br}
no others have found us while we tarried here.{end}

//Message x09

