Offset(x002C4000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x0000043B)
//Remove the previous line if you wish text to compile directly after instructions.

Erase(x03,x00)
Erase(x78,x00)
Erase(x79,x00)
Erase(x7A,x00)
Erase(x7B,x00)
Erase(x7C,x00)
Camera(+00872,+00019,+00728,+00238,+02208,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
UnitAnim(x00,x00,x02,x00,x00)
{63}(rAA)
Camera(+00584,-00172,+01064,+00430,+03584,+00000,+04096,+00180)
LoadEVTCHR(x01,x64,x00)
{4D}(r40)
WaitForInstruction(x04,x00)
Wait(00040)
DisplayMessage(x10,x11,x0001,x2B,x00,x00,+00006,+00008,+00000,x03)
WaitForInstruction(x01,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
WarpUnit(x03,x00,005,002,x00,x02)
Draw(x03,x00)
Draw(x78,x00)
Draw(x79,x00)
Draw(x7A,x00)
Draw(x7B,x00)
Draw(x7C,x00)
UnitAnim(x00,x01,x02,x00,x00)
Sound(x0078)
Wait(00100)
{47}(r2B00000503000001)
{48}()
SpriteMove(x64,x00,+00000,+00088,+00000,x00,x01,+00001)
WaitSpriteMove(x64,x00)
Draw(x64,x00)
{4E}(r640001)
RotateUnit(x2B,x00,x00,x00,x00,000)
Wait(00012)
RotateUnit(x80,x00,x00,x00,x00,000)
Wait(00006)
RotateUnit(x82,x00,x00,x00,x00,000)
Wait(00010)
RotateUnit(x84,x00,x00,x00,x00,000)
Wait(00004)
RotateUnit(x81,x00,x00,x00,x00,000)
Wait(00008)
RotateUnit(x83,x00,x00,x00,x00,000)
{63}(rCA)
Camera(+00728,+00067,+00392,+00462,+02496,+00000,+04096,+00064)
WaitForInstruction(x04,x00)
Wait(00030)
Effect(x021C,x64,005,003,x00)
DisplayMessage(x10,x92,x0002,x2B,x00,x00,+00000,+00010,-00002,x02)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0003,x03,x00,x00,+00000,+00000,+00002,x03)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0004,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0005,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0006,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00004)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00020)
EffectStart()
UnitAnim(x2B,x00,x58,x02,x00)
Wait(00006)
UnitAnim(x2B,x00,x59,x02,x00)
Wait(00008)
Sound(x0041)
UnitAnim(x2B,x00,x5A,x02,x00)
Wait(00016)
UnitAnim(x2B,x00,x59,x02,x00)
Wait(00008)
UnitAnim(x2B,x00,x5B,x02,x00)
Wait(00006)
UnitAnim(x2B,x00,x5C,x02,x00)
Wait(00006)
UnitAnim(x2B,x00,x5D,x02,x00)
Wait(00008)
UnitAnim(x2B,x00,x5E,x02,x00)
Wait(00010)
Sound(x0030)
UnitAnim(x2B,x00,x5D,x02,x00)
Wait(00006)
UnitAnim(x2B,x00,x5C,x02,x00)
Wait(00002)
UnitAnim(x2B,x00,x5F,x02,x00)
Wait(00002)
UnitAnim(x2B,x00,x60,x02,x00)
Wait(00004)
UnitAnim(x64,x00,x6D,x02,x00)
SpriteMove(x64,x00,-00028,-00089,+00118,x00,x01,+00001)
WaitSpriteMove(x64,x00)
BlockStart()
UnitAnim(x03,x00,x66,x02,x00)
Wait(00010)
UnitAnim(x03,x00,x67,x02,x00)
Wait(00008)
UnitAnim(x03,x00,x68,x02,x00)
Wait(00010)
UnitAnim(x03,x00,x67,x02,x00)
Wait(00008)
UnitAnim(x03,x00,x69,x02,x00)
Wait(00006)
UnitAnim(x03,x00,x6A,x02,x00)
Wait(00006)
UnitAnim(x03,x00,x6B,x02,x00)
Wait(00006)
BlockEnd()
BlockStart()
UnitAnim(x2B,x00,x61,x02,x00)
Wait(00006)
UnitAnim(x2B,x00,x62,x02,x00)
Wait(00008)
UnitAnim(x2B,x00,x63,x02,x00)
Wait(00024)
UnitAnim(x2B,x00,x62,x02,x00)
Wait(00008)
UnitAnim(x2B,x00,x61,x02,x00)
Wait(00006)
UnitAnim(x2B,x00,x64,x02,x00)
Wait(00006)
UnitAnim(x2B,x00,x65,x02,x00)
Wait(00008)
UnitAnim(x2B,x00,x02,x00,x00)
BlockEnd()
SpriteMove(x64,x00,-00023,-00093,+00104,x00,x01,+00008)
WaitSpriteMove(x64,x00)
SpriteMove(x64,x00,-00019,-00089,+00075,x00,x01,+00008)
WaitSpriteMove(x64,x00)
SpriteMove(x64,x00,-00014,-00074,+00049,x00,x01,+00008)
WaitSpriteMove(x64,x00)
SpriteMove(x64,x00,-00009,-00055,+00028,x00,x01,+00007)
WaitSpriteMove(x64,x00)
SpriteMove(x64,x00,-00004,-00029,+00013,x00,x01,+00006)
WaitSpriteMove(x64,x00)
SpriteMove(x64,x00,+00000,-00002,+00000,x00,x01,+00005)
WaitSpriteMove(x64,x00)
{1C}(r02)
EffectEnd()
Wait(00020)
Erase(x64,x00)
Wait(00050)
EffectStart()
{1C}(r01)
InflictStatus(x03,x00,x02,x0C,x00)
WaitForInstruction(x43,x00)
InflictStatus(x78,x00,x02,x0C,x00)
WaitForInstruction(x43,x00)
InflictStatus(x79,x00,x02,x0C,x00)
WaitForInstruction(x43,x00)
InflictStatus(x7A,x00,x02,x0C,x00)
WaitForInstruction(x43,x00)
InflictStatus(x7B,x00,x02,x0C,x00)
WaitForInstruction(x43,x00)
InflictStatus(x7C,x00,x02,x0C,x00)
WaitForInstruction(x43,x00)
Wait(00040)
RemoveUnit(x64,x00)
DisplayMessage(x10,x91,x0007,x03,x00,x00,+00012,+00000,-00008,x01)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0008,x2B,x00,x00,+00000,+00010,+00000,x01)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0009,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,x000A,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x000B,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,x000C,x00,x00)
WaitForInstruction(x01,x00)
Sound(x0041)
UnitAnim(x03,x00,x02,x00,x00)
Wait(00020)
CloseDialog(x01,x000D,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,x000E,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00030)
{1C}(r02)
Camera(+00504,-00268,+00952,+00302,+03584,+00000,+04096,+00128)
Wait(00030)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
Wait(00030)
DisplayConditions(x1C,090)
WaitForInstruction(x04,x00)
ColorUnit(x2B,x00,x04,+012,+020,+030,000)
Wait(00002)
Wait(00010)
ColorUnit(x2B,x00,x08,+000,+000,+000,004)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
Wait(00040)
UnitAnim(x2B,x00,x03,x00,x00)
UnitAnim(x03,x00,x03,x00,x00)
Wait(00014)
UnitAnim(x81,x00,x03,x00,x00)
UnitAnim(x79,x00,x03,x00,x00)
Wait(00008)
UnitAnim(x83,x00,x03,x00,x00)
UnitAnim(x7A,x00,x03,x00,x00)
Wait(00012)
UnitAnim(x82,x00,x03,x00,x00)
UnitAnim(x7B,x00,x03,x00,x00)
Wait(00010)
UnitAnim(x80,x00,x03,x00,x00)
UnitAnim(x7C,x00,x03,x00,x00)
Wait(00014)
UnitAnim(x84,x00,x03,x00,x00)
RemoveUnit(x85,x00)
RemoveUnit(x86,x00)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Knight Templar Barich{br}
{font:00}That's the last of it. The winds bear{br}
it onward now.{br}
And fair winds they are. They should{br}
keep it airborne for a half{D11D}day if they{br}
hold{DA68}more than time enough.{end}

//Message x02
Now there is a creature I had not{br}
thought to find in these wastes!{end}

//Message x03
One might say the same of a Knight{br}
Templar so far from the Church.{br}
{br}
What is it you scatter to the wind?{end}

//Message x04
Oh, that?{br}
{br}
{br}
I suppose there's no harm in your{br}
knowing. There's naught you can{br}
do to stop it now.{end}

//Message x05
Stop what!?{end}

//Message x06
This.{end}

//Message x07
Poison!{end}

//Message x08
Yes. Ground into a fine powder and cast{br}
upon the winds toward the Northern Sky.{br}
{br}
The toxin will not kill the men who breathe{br}
it{DA68}but it will wither their constitution,{br}
rendering them unable to fight.{end}

//Message x09
But why? The High Confessor stands{br}
to gain naught by handing victory to{br}
Goltanna!{end}

//Message x0A
Nor does he think to.{br}
{br}
{br}
The moment Goltanna hears of the{br}
Northern Order's plight, he will send his{br}
armies against them.{br}
With his own stronghold unguarded, Goltanna{br}
will be an easy target for assassination, and{br}
Count Orlandeau with him.{br}
But do not think Duke Larg will escape this{br}
scourge{DA68}his is the easy death to achieve.{br}
{br}
Amidst the coming chaos, who could say{br}
how Duke Larg might meet his end?{br}
{end}

//Message x0B
You're inhuman!{end}

//Message x0C
You ought rejoice! This will mean{br}
an end to war and bloodshed.{br}
{br}
And with that end, a new beginning.{br}
The Church's hand shall rule. Such{br}
is the will of the people.{br}
They clamor for change{DA68}an end to{br}
groveling at highborn heels.{end}

//Message x0D
The war will end, but not like this.{br}
There is another way!{end}

//Message x0E
I expected you'd say as much{DA68}no matter!{end}

//Message x0F
{font:08}Barich{br}
{font:00}Once you've put a stop to this{br}
fighting, what then?{br}
How do you propose to purge{br}
Ivalice of her corruption?{br}
{br}
Her fever will not cease to rage till{br}
her festered limbs are cut and seared!{br}
Even you must see that now!{end}

//Message x10
{font:08}{Ramza}{br}
{font:00}You would cut away the pure flesh with{br}
the foul.{br}
There is corruption, yes, but there are{br}
also good men in Ivalice, and they are{br}
not few!{br}
There are ways to heal a festered{br}
wound without the knife. The poison{br}
can be drawn!{end}

//Message x11
Pray tell what poultice might draw{br}
the nobles from this land!{br}
{br}
So long as you blight it with your{br}
existence, we must bow to your{br}
whims.{br}
A man alone might know equality.{br}
Two men, never! One will ever seek{br}
to exploit the other.{br}
And I will not be exploited! I will{br}
claim your seat, and take what is{br}
my due.{br}
I should think I have at least that right!{end}

//Message x12
You think to cure the realm's corruption{br}
by becoming part of it?{br}
{br}
What when another comes to claim your{br}
seat? You care not for Ivalice's suffering{DA68}{br}
you care only for your own!{end}

//Message x13
Such righteous words! More the{br}
greater your hypocrisy!{end}

//Message x14
{font:08}Barich{br}
{font:00}No! I was not...not{br}
to die like this...{end}

//Message x15
{font:08}{Ramza}{br}
{font:00}Gods give us haste.{end}

//Message x16

