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@
