The knights have located the bandits that attacked the students during their annual outdoor training. Your house sets off on its first mission: to mop up the stragglers of this band of brigands.
Deployment table
Index | Notes | 0 | 1 | 2 | 3 | Name | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | Shez | 37 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 101 | 0 | 0 | 100 | 300 | 255 | 65535 | 1999 | 38 | 40 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
1 | Edelgard | 255 | 0 | 0 | 1 | 20 | 1 | 0 | 0 | 101 | 0 | 0 | 100 | 300 | 255 | 65535 | 1999 | 65 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
2 | Hubert | 255 | 0 | 0 | 2 | 35 | 2 | 0 | 0 | 101 | 0 | 0 | 100 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
3 | Ferdinand | 255 | 0 | 0 | 3 | 40 | 3 | 0 | 0 | 101 | 0 | 0 | 100 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
4 | Byleth | 255 | 0 | 0 | 4 | 10 | 4 | 13 | 0 | 101 | 0 | 1 | 100 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
5 | Byleth | 255 | 0 | 0 | 5 | 10 | 4 | 13 | 0 | 101 | 0 | 1 | 100 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
6 | Byleth | 255 | 0 | 0 | 6 | 10 | 4 | 13 | 0 | 101 | 0 | 1 | 100 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
7 | Byleth | 255 | 0 | 0 | 7 | 10 | 4 | 13 | 0 | 101 | 0 | 1 | 100 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
8 | Jeritza | 255 | 0 | 0 | 8 | 176 | 7 | 13 | 0 | 101 | 0 | 0 | 100 | 54 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 65535 | 65535 | 65535 |
9 | Monica | 255 | 0 | 0 | 9 | 185 | 7 | 13 | 0 | 101 | 5 | 1 | 100 | 129 | 255 | 65535 | 1999 | 29 | 15 | 67 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 65535 | 65535 | 65535 |
10 | Kronya | 255 | 0 | 0 | 10 | 326 | 6 | 13 | 3 | 2 | 5 | 1 | 100 | 295 | 255 | 65535 | 1999 | 3 | 42 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 23 | 0 | 2 | 65535 | 65535 | 65535 |
11 | 255 | 0 | 0 | 11 | 801 | 6 | 12 | 3 | 101 | 11 | 1 | 100 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
12 | 255 | 0 | 0 | 12 | 705 | 5 | 13 | 3 | 0 | 5 | 0 | 4 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
13 | 255 | 0 | 0 | 13 | 706 | 5 | 13 | 3 | 101 | 5 | 1 | 8 | 300 | 255 | 65535 | 1999 | 45 | 39 | 50 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
14 | 255 | 0 | 0 | 14 | 707 | 5 | 13 | 3 | 101 | 5 | 0 | 4 | 300 | 255 | 8 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
15 | 255 | 0 | 0 | 15 | 708 | 5 | 13 | 3 | 101 | 5 | 1 | 2 | 300 | 255 | 9 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
16 | 255 | 0 | 0 | 16 | 709 | 5 | 13 | 3 | 101 | 5 | 1 | 3 | 300 | 255 | 11 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
17 | 255 | 0 | 0 | 17 | 705 | 5 | 13 | 3 | 101 | 5 | 1 | 2 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
18 | 255 | 0 | 0 | 18 | 706 | 5 | 13 | 3 | 101 | 5 | 1 | 3 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
19 | 255 | 0 | 0 | 19 | 707 | 5 | 13 | 3 | 101 | 5 | 0 | 3 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
20 | 255 | 0 | 0 | 20 | 708 | 5 | 13 | 3 | 101 | 5 | 0 | 3 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
21 | 255 | 0 | 0 | 21 | 709 | 5 | 13 | 3 | 101 | 5 | 0 | 2 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
22 | [cs][es]2_5_1______Federation Soldier[cm][es]1_5_1______Federation Soldiers[ce] | 255 | 0 | 0 | 22 | 710 | 5 | 13 | 3 | 101 | 5 | 0 | 2 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
23 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 23 | 630 | 5 | 13 | 3 | 101 | 7 | 1 | 4 | 300 | 255 | 65535 | 1999 | 39 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
24 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 24 | 640 | 6 | 13 | 3 | 0 | 5 | 1 | 15 | 300 | 255 | 65535 | 1999 | 50 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
25 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 25 | 645 | 6 | 13 | 3 | 4 | 5 | 1 | 15 | 300 | 255 | 3 | 1999 | 50 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
26 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 26 | 645 | 6 | 13 | 3 | 0 | 5 | 1 | 15 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
27 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 27 | 650 | 6 | 13 | 3 | 0 | 5 | 1 | 15 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
28 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 28 | 650 | 6 | 13 | 3 | 0 | 5 | 1 | 15 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
29 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 29 | 640 | 6 | 13 | 3 | 0 | 5 | 1 | 15 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
30 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 30 | 645 | 6 | 13 | 3 | 0 | 5 | 1 | 15 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
31 | [cs][es]2_5_1______Federation General[cm][es]1_5_1______Federation Generals[ce] | 255 | 0 | 0 | 31 | 650 | 6 | 13 | 3 | 0 | 5 | 1 | 15 | 300 | 255 | 65535 | 1999 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
32 | 255 | 0 | 0 | 32 | 705 | 5 | 13 | 3 | 101 | 5 | 1 | 4 | 300 | 255 | 65535 | 1999 | 39 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
33 | 255 | 0 | 0 | 33 | 706 | 5 | 13 | 3 | 101 | 5 | 1 | 4 | 300 | 255 | 65535 | 1999 | 39 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
34 | 255 | 0 | 0 | 34 | 707 | 5 | 13 | 3 | 101 | 5 | 1 | 4 | 300 | 255 | 65535 | 1999 | 39 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
35 | 255 | 0 | 0 | 35 | 708 | 5 | 13 | 3 | 101 | 5 | 1 | 4 | 300 | 255 | 65535 | 1999 | 39 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 | |
36 | [cs][es]2_5_1______Federation Soldier[cm][es]1_5_1______Federation Soldiers[ce] | 255 | 0 | 0 | 51 | 710 | 5 | 13 | 3 | 101 | 5 | 0 | 2 | 300 | 255 | 0 | 1999 | 39 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 65535 | 65535 | 65535 |
Table 1
Index | Notes | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 38 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
1 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
2 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
3 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
4 | 0 | 0 | 0 | 4 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
5 | 0 | 0 | 0 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
6 | 0 | 0 | 0 | 6 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
7 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
8 | 0 | 0 | 0 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
9 | 0 | 0 | 0 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
10 | 0 | 0 | 0 | 10 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
11 | 0 | 0 | 0 | 11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
12 | 0 | 0 | 0 | 12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
13 | 0 | 0 | 0 | 13 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
14 | 0 | 0 | 0 | 14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
15 | 0 | 0 | 0 | 15 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
16 | 0 | 0 | 0 | 16 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
17 | 0 | 0 | 0 | 17 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
18 | 0 | 0 | 0 | 18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
19 | 0 | 0 | 0 | 19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
20 | 0 | 0 | 0 | 20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
21 | 0 | 0 | 0 | 21 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
22 | 0 | 0 | 0 | 22 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
23 | 0 | 0 | 0 | 23 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
24 | 0 | 0 | 0 | 24 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
25 | 0 | 0 | 0 | 25 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
26 | 0 | 0 | 0 | 26 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
27 | 0 | 0 | 0 | 27 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
28 | 0 | 0 | 0 | 28 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
29 | 0 | 0 | 0 | 29 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
30 | 0 | 0 | 0 | 30 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
31 | 0 | 0 | 0 | 31 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
32 | 0 | 0 | 0 | 32 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
33 | 0 | 0 | 0 | 33 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
34 | 0 | 0 | 0 | 34 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
35 | 0 | 0 | 0 | 35 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
36 | 0 | 0 | 0 | 36 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
37 | 0 | 0 | 0 | 37 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Table 2
Index | Notes | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 2 | 0 | 3 | 0 | 3 | 0 | 0 | 51 | 101 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
1 | 0 | 0 | 17 | 0 | 17 | 23 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Table 3
Index | Notes | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 13 | 0 | 0 | 0 | 0 | 65535 | 1 | 1000 | 1525 | 2 | 710 | 2 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
1 | 0 | 0 | 1 | 0 | 1 | 65535 | 1 | 1000 | 1522 | 3 | 706 | 2 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
2 | 0 | 0 | 2 | 0 | 2 | 65535 | 1 | 1000 | 1525 | 4 | 707 | 3 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
3 | 0 | 0 | 3 | 0 | 3 | 65535 | 1 | 1000 | 1522 | 2 | 708 | 2 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
4 | 0 | 0 | 4 | 0 | 4 | 65535 | 3 | 1000 | 1525 | 3 | 709 | 3 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
5 | 0 | 0 | 5 | 0 | 5 | 65535 | 1 | 1000 | 1522 | 4 | 710 | 3 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
6 | 0 | 0 | 6 | 0 | 6 | 65535 | 3 | 1000 | 1525 | 2 | 711 | 2 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
7 | 0 | 0 | 7 | 0 | 7 | 65535 | 3 | 1000 | 1522 | 3 | 712 | 3 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
8 | 0 | 0 | 8 | 0 | 8 | 65535 | 1 | 1000 | 1525 | 4 | 713 | 4 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
9 | 0 | 0 | 9 | 0 | 9 | 65535 | 3 | 1000 | 1522 | 2 | 705 | 2 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
10 | 0 | 0 | 10 | 0 | 10 | 65535 | 0 | 1000 | 1525 | 3 | 706 | 3 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
11 | 0 | 0 | 11 | 0 | 11 | 65535 | 3 | 1000 | 1522 | 4 | 707 | 3 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
12 | 0 | 0 | 12 | 0 | 12 | 65535 | 1 | 1000 | 1522 | 2 | 707 | 2 | 1525 | 15 | 31 | 31 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Table 4
Index | Notes | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 46 | 0 | 0 | 0 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
1 | 0 | 0 | 0 | 1 | 0 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
2 | 0 | 0 | 0 | 2 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
3 | 0 | 0 | 0 | 3 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
4 | 0 | 0 | 0 | 4 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
5 | 0 | 0 | 0 | 5 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
6 | 0 | 0 | 0 | 6 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
7 | 0 | 0 | 0 | 7 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
8 | 0 | 0 | 0 | 8 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
9 | 0 | 0 | 0 | 9 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
10 | 0 | 0 | 0 | 10 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
11 | 0 | 0 | 0 | 11 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
12 | 0 | 0 | 0 | 12 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
13 | 0 | 0 | 0 | 13 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
14 | 0 | 0 | 0 | 14 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
15 | 0 | 0 | 0 | 15 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
16 | 0 | 0 | 0 | 16 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
17 | 0 | 0 | 0 | 17 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
18 | 0 | 0 | 0 | 18 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
19 | 0 | 0 | 0 | 19 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
20 | 0 | 0 | 0 | 20 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
21 | 0 | 0 | 0 | 21 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
22 | 0 | 0 | 0 | 22 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
23 | 0 | 0 | 0 | 23 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
24 | 0 | 0 | 0 | 24 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
25 | 0 | 0 | 0 | 25 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
26 | 0 | 0 | 0 | 26 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
27 | 0 | 0 | 0 | 27 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
28 | 0 | 0 | 0 | 28 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
29 | 0 | 0 | 0 | 29 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
30 | 0 | 0 | 0 | 30 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
31 | 0 | 0 | 0 | 31 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
32 | 0 | 0 | 0 | 32 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
33 | 0 | 0 | 0 | 33 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
34 | 0 | 0 | 0 | 34 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
35 | 0 | 0 | 0 | 35 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
36 | 0 | 0 | 0 | 36 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
37 | 0 | 0 | 0 | 37 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
38 | 0 | 0 | 0 | 38 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
39 | 0 | 0 | 0 | 39 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
40 | 0 | 0 | 0 | 40 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
41 | 0 | 0 | 0 | 41 | 3 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
42 | 0 | 0 | 0 | 42 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
43 | 0 | 0 | 0 | 43 | 0 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
44 | 0 | 0 | 0 | 44 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
45 | 0 | 0 | 0 | 45 | 1 | 31 | 31 | 31 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
# Group 0 (7, 2, 4, 1, 0)
SubGroup(0)
# Group 1 (0, 2, 1, 1, 54)
SubGroup(0)
SubGroup(2)
Unknown10(0,69,14,37,37,14,0,0,0,0,0,0,0,0,0)
Unknown10(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(23)
SetName(12,252,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 12 to [cs][es]2_5_1______Gatekeeper[cm][es]1_5_1______Gatekeepers[ce]
SetName(14,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 14 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(15,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 15 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(16,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 16 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(17,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 17 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(18,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 18 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(19,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 19 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(20,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 20 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(21,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 21 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(22,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 22 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(32,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 32 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(33,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 33 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(34,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 34 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(35,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 35 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(23,308,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 23 to [cs][es]2_5_1______Thief[cm][es]1_5_1______Thieves[ce]
SetName(24,160,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 24 to [cs][es]2_5_1______Mysterious Soldier[cm][es]1_5_1______Mysterious Soldiers[ce]
SetName(29,160,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 29 to [cs][es]2_5_1______Mysterious Soldier[cm][es]1_5_1______Mysterious Soldiers[ce]
SetName(25,160,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 25 to [cs][es]2_5_1______Mysterious Soldier[cm][es]1_5_1______Mysterious Soldiers[ce]
SetName(26,160,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 26 to [cs][es]2_5_1______Mysterious Soldier[cm][es]1_5_1______Mysterious Soldiers[ce]
SetName(27,160,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 27 to [cs][es]2_5_1______Mysterious Soldier[cm][es]1_5_1______Mysterious Soldiers[ce]
SetName(28,160,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 28 to [cs][es]2_5_1______Mysterious Soldier[cm][es]1_5_1______Mysterious Soldiers[ce]
SetName(9,150,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 9 to ???
SetName(11,366,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 11 to [cs][es]2_5_1______Wild Demon Beast[cm][es]1_5_1______Wild Demon Beasts[ce]
SubGroup(11)
Unknown23(9,8,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(11,11,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,11,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,8,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,9,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,50,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,17,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,17,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown61(9,13,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown77(36,3,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(8)
SetDeathText(2,115,4552,3,0,0,0,0,0,0,0,0,0,0,0)
# I never should have...started down this path...
SetDeathText(3,115,204,3,0,0,0,0,0,0,0,0,0,0,0)
# This is not...the ending I pictured...
SetDeathText(4,115,205,3,0,0,0,0,0,0,0,0,0,0,0)
# Should've just...left this whole thing alone...
SetDeathText(2,96,4552,3,0,0,0,0,0,0,0,0,0,0,0)
# I never should have...started down this path...
SetDeathText(3,96,204,3,0,0,0,0,0,0,0,0,0,0,0)
# This is not...the ending I pictured...
SetDeathText(4,96,205,3,0,0,0,0,0,0,0,0,0,0,0)
# Should've just...left this whole thing alone...
SetDeathText(53,27,195,3,0,0,0,0,0,0,0,0,0,0,0)
# I've been locked up so long, my... my legs
[cdb]won't do what I tell them...
SetDeathText(53,28,196,3,0,0,0,0,0,0,0,0,0,0,0)
# Don't know...if I can go on...
SubGroup(2)
Unknown91(11,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown91(3,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown2(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown2(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 2 (0, 2, 2, 1, 3)
SubGroup(0)
SubGroup(2)
Unknown66(1280,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown66(1213,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 3 (0, 2, 4, 1, 0)
SubGroup(0)
# Group 4 (0, 5, 2, 2, 0)
SubGroup(1)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 5 (0, 5, 2, 2, 0)
SubGroup(1)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 6 (0, 5, 2, 2, 0)
SubGroup(1)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 7 (0, 2, 2, 2, 0)
SubGroup(1)
Unknown48(14,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 8 (0, 2, 4, 1, 0)
SubGroup(0)
# Group 9 (24, 2, 4, 1, 0)
SubGroup(0)
# Group 10 (0, 5, 0, 1, 5)
SubGroup(0)
SubGroup(1)
TalkCharacter(111,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# We'll put the bandits to rout. Follow me.
SubGroup(2)
Unknown23(8,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(8,64000,0,2164,1,0,300,0,0,0,0,0,0,0,0)
# Group 11 (5, 2, 4, 1, 0)
SubGroup(0)
# Group 12 (0, 5, 0, 2, 4)
SubGroup(1)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 10: 1 0 0
SubGroup(3)
Unknown91(3,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
ShowTutorial(71,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Press [$ACT_EXTRA_ROLE2] to display Quick Menu 2.
Approach an allied unit and press [$ACT_EXTRA_ROLE2] + [$ACT_EXTRA_ATK1] to
[cdb]assign them as your [g]adjutant[/]. Press [$ACT_EXTRA_ROLE2] + [$ACT_EXTRA_ATK1] again
[cdb]to cancel the assignment. [g]With an adjutant assigned[/]:
・Active unit's stats will be raised based on the
adjutant's class.
・[g]With at least support level C[/], you will have access to
the adjutant's [g]Unique Support and Tactical Abilities[/].
・[g]Adjutant Follow-Up, Adjutant Guard, and Partner
Specials[/] will activate. You can change what button displays Quick Menu 2 from the Button Settings menu. You can access this from the pause menu by selecting System > Settings > Button Settings. You can also assign an adjutant by selecting your desired adjutant from the Orders screen, then pressing [$PAD_R2] Other, selecting the unit to whom you'd like to assign that adjutant, and choosing [g]Assign Adjutant[/].
ShowTutorial(72,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Press [$ACT_EXTRA_ROLE2] + [$ACT_EXTRA_ATK3] to switch the active unit for the adjutant. Note that you can only switch playable units into the active position.
# Group 13 (0, 5, 2, 2, 2)
SubGroup(1)
GroupCheck4(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 12: True 0
SubGroup(1)
Unknown140(18,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 14 (0, 5, 2, 4, 2)
SubGroup(1)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(42,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 42: 1 0 0
TalkFromOwnStrings2(18,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown140(18,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 15 (0, 5, 2, 2, 4)
SubGroup(1)
GroupCheck4(14,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 14: True 1
SubGroup(3)
Unknown140(19,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(20,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(21,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 16 (0, 5, 2, 2, 4)
SubGroup(1)
GroupCheck3(42,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 42: 1 0 0
SubGroup(3)
Unknown140(19,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(20,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown140(21,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 17 (4, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 10: 1 0 0
Unknown15(37,14,30,1,1,0,0,0,0,0,0,0,0,0,0)
# Group 18 (0, 5, 0, 1, 2)
SubGroup(0)
SubGroup(1)
TalkDeploySlot(113,14,1,4,1,0,0,0,0,0,0,0,0,0,0)
# Huh? Hey, we got intruders!
# Group 19 (0, 5, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(8,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(8,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(114,8,1,2,1,0,0,0,0,0,0,0,0,0,0)
# You must be a bad guy if you're pointing a
[cdb]weapon at me. Get ready to pay!
# Group 20 (0, 5, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(17,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(17,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(115,17,1,2,1,0,0,0,0,0,0,0,0,0,0)
# Here comes...whoever they are! Looks like
[cdb]we'll have to fight our way out of this.
# Group 21 (0, 5, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(25,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(25,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(116,25,1,2,1,0,0,0,0,0,0,0,0,0,0)
# Come on, they're just bandits. But that doesn't
[cdb]mean we can go easy on them. Let's do this!
# Group 22 (3, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 10: 1 0 0
Unknown19(14,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 23 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(117,6,1,1,1,0,0,0,0,0,0,0,0,0,0)
# A pack of thieves is no match for us! Though I
[cdb]do wish they had given me time to announce
[cdb]my name.
# Group 24 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(118,13,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Well, that was something. Moving on.
# Group 25 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(119,19,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Don't hate me for performing my noble duty.
# Group 26 (3, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 10: 1 0 0
Unknown26(8,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 27 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(11,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(11,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(120,11,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Careful! Do not let the enemies be ganging up
[cdb]on you!
# Group 28 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(14,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(14,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(121,14,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Phew, I made it. So this is what real battle
[cdb]is like...
# Group 29 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(20,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(20,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(122,20,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Ah, these folks aren't so tough!
# Group 30 (3, 2, 4, 3, 0)
SubGroup(2)
GroupCheck3(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 10: 1 0 0
GroupCheck3(42,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 42: 1 0 0
# Group 31 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(7,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(7,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(123,7,1,3,1,0,0,0,0,0,0,0,0,0,0)
# All of these dead bodies are enough to numb
[cdb]the senses.
# Group 32 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(16,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(16,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(124,16,1,3,1,0,0,0,0,0,0,0,0,0,0)
# I pray they find peace in the grave.
# Group 33 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(21,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(21,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(125,21,1,3,1,0,0,0,0,0,0,0,0,0,0)
# Sorry! I'm sorry! Urgh, this place is crawling
[cdb]with bandits...
# Group 34 (4, 2, 4, 2, 0)
SubGroup(1)
GroupCheck4(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 10: True 0
# Group 35 (0, 5, 2, 1, 10)
SubGroup(0)
SubGroup(2)
Unknown14(32,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
Unknown14(33,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(6)
Unknown23(32,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(33,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(32,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
Unknown26(33,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
Unknown26(34,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
Unknown26(35,64000,0,63000,0,0,300,0,0,0,0,0,0,0,0)
# Group 36 (0, 5, 0, 1, 7)
SubGroup(0)
SubGroup(3)
Unknown51(63900,0,60500,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(63900,0,60500,0,0,1,0,0,0,0,0,0,0,0,0)
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0)
# Advance into the [r]Thieves'[/] [g]base[/]!
SubGroup(2)
Unknown0(1,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 37 (0, 2, 0, 4, 5)
SubGroup(3)
GroupCheck4(36,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 36: True 0
GroupCheck3(40,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 40: 0 1 0
Unknown28(1,30,3,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown51(63900,0,60500,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0)
# Advance into the [r]Thieves'[/] [g]base[/]!
SubGroup(1)
Unknown48(38,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 38 (0, 2, 2, 3, 5)
SubGroup(2)
GroupCheck4(36,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 36: True 1
GroupCheck4(37,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 37: True 1
SubGroup(2)
Unknown0(1,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(37,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 39 (3, 2, 4, 1, 0)
SubGroup(0)
# Group 40 (0, 5, 0, 4, 14)
SubGroup(1)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(37,12,50,1,1,0,1,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(2,36,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(63900,0,60500,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
TalkDeploySlot(127,12,1,2,1,1,0,0,0,0,0,0,0,0,0)
# I'm not letting you past here! My life depends
[cdb]on it!
TalkCharacter(128,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# Now we know who to kill to open the gate.
SubGroup(2)
Unknown43(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(2,4,1,1,12,37,37,0,0,0,0,0,0,0,0)
# Defeat [eg2][0:CHARA_G]!
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,12,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(77,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Gates indicated by [$ICON_GATE] on the map can be opened by defeating its [g]Gatekeeper[/] or by capturing an adjacent stronghold. Gates with [$ICON_GATE_NO_INTRUSION] displayed will only open as the battle progresses.
# Group 41 (0, 2, 2, 3, 4)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown96(31,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(32,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(33,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 42 (0, 5, 0, 3, 12)
SubGroup(2)
PauseMaybe(1,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(12,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(12,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,1,2,12,37,37,0,0,0,0,0,0,0,0)
# Defeated [eg2][0:CHARA_G]!
SubGroup(1)
TalkDeploySlot(129,12,1,0,1,1,0,0,0,0,0,0,0,0,0)
# Sorry, everyone... I tried to stop 'em...
SubGroup(4)
Unknown100(31,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown100(32,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown100(33,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(553,1,12,37,37,0,0,0,0,0,0,0,0,0,0)
# Defeated [eg2][0:CHARA_G]! The stronghold gates opened!
SubGroup(1)
Unknown0(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 43 (18, 2, 4, 1, 0)
SubGroup(0)
# Group 44 (0, 5, 0, 2, 11)
SubGroup(1)
PauseMaybe(1,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(130,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# Let's secure the interior.
SubGroup(3)
Unknown44(1,1,2,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown44(3,1,2,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1213,4,2,1,14,37,37,0,0,3,4,0,0,0,0)
# Seize [eg2][cp][0:CHARA_G][r]'[/] [g]base[/]!
SubGroup(1)
TalkCharacter(112,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# This place is bigger than I thought. Split up!
SubGroup(2)
Unknown23(8,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown27(8,19664,1,42600,0,0,0,0,0,0,0,0,0,0,0)
# Group 45 (2, 2, 4, 2, 0)
SubGroup(1)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 46 (0, 2, 2, 2, 1)
SubGroup(1)
Unknown26(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown2(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 47 (0, 2, 2, 2, 1)
SubGroup(1)
Unknown26(3,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown2(1,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 48 (3, 2, 4, 3, 0)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown29(1,1,3,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 49 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(131,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
# It is no better inside the fortress than it was
[cdb]on the outside.
# Group 50 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(132,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
# This "mission" has gotten out of hand.
# Group 51 (0, 2, 0, 2, 2)
SubGroup(1)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(133,24,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Someone remind me again why we have to
[cdb]storm an enemy hideout?
# Group 52 (3, 2, 4, 3, 0)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown29(1,1,3,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 53 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(9,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(9,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(134,9,1,3,1,0,0,0,0,0,0,0,0,0,0)
# I can't take this anymore! I want to go home!
# Group 54 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(15,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(15,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(135,15,1,0,1,0,0,0,0,0,0,0,0,0,0)
# I suppose this isn't exactly a trap, but I still
[cdb]don't know what to expect from where.
# Group 55 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(22,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(22,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(136,22,1,0,1,0,0,0,0,0,0,0,0,0,0)
# This is a rather impressive setup for a den of
[cdb]thieves.
# Group 56 (3, 2, 4, 3, 0)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown10(37,59800,0,40500,0,63000,0,43500,0,0,1,0,0,0,0)
# Group 57 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(0,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(10,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(10,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(137,10,1,3,1,0,0,0,0,0,0,0,0,0,0)
# This is certainly not what we signed up for.
# Group 58 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(1,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(18,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(18,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(138,18,1,0,1,0,0,0,0,0,0,0,0,0,0)
# It's an old structure, but very well built.
These ruffians are lucky to have such a
[cdb]perfect hideout.
# Group 59 (0, 2, 0, 6, 2)
SubGroup(3)
Unknown47(2,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown48(23,1,0,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown43(23,2,0,0,1,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(139,23,1,3,1,0,0,0,0,0,0,0,0,0,0)
# Goddess, watch over their poor souls.
# Group 60 (0, 2, 2, 5, 2)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown26(1,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(3,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown96(15,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 61 (0, 5, 0, 5, 13)
SubGroup(2)
PauseMaybe(2,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown26(1,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(3,0,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown96(15,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown53(1,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown53(5,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1201,1,2,2,14,37,37,0,0,0,0,0,0,0,0)
# Seized [eg2][cp][0:CHARA_G][r]'[/] [g]base[/]!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(148,2,1,0,1,0,0,0,0,0,0,0,0,0,0)
# I'd say that takes care of securing the bandit
[cdb]hideout—unless something else concerns
[cdb]you, Professor?
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(149,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
# There, we've taken control of the fortress.
Now let us have a look around.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(150,4,1,0,1,0,0,0,0,0,0,0,0,0,0)
# That takes care of seizing the hideout!
So what's next?
# Group 62 (9, 2, 4, 2, 0)
SubGroup(1)
PauseMaybe(1,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 63 (0, 2, 2, 10, 0)
SubGroup(1)
If254(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(0,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(1,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(2,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(3,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(4,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(5,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(6,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown54(7,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 64 (0, 5, 0, 5, 42)
SubGroup(2)
GroupCheck4(63,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 63: False 1
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(37,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(8,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(8)
Unknown52(21654,1,42310,0,0,1,0,0,0,0,0,0,0,0,0)
Unknown83(8630,375,4180,8719,365,4231,0,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(500,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(8664,365,4290,8719,360,4231,240,0,0,0,0,0,0,0,0)
# Focus on coords?
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(140,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Is that a treasure chest? Mmm, yes. It seems
[cdb]we will need a key to open it.
If254(2,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(141,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
# A treasure chest? We'll need to find the key.
If254(1,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(142,14,1,1,1,0,0,0,0,0,0,0,0,0,0)
# I can get it open without one if you want.
I'm not exactly proud of that skill, but...
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(143,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Hey look, a treasure chest! We can get it open
[cdb]if we have a key.
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Reset camera?
Unknown52(21654,1,42310,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(144,13,1,4,1,1,0,0,0,0,0,0,0,0,0)
# Ugh! I was all ready to grab a nice haul from
[cdb]that chest, and now those intruders are all
[cdb]over the thing!
SubGroup(2)
Unknown31(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown14(13,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(297,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg1][0:CHARA_G] appeared with a [g]chest key[/]!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(145,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
# That bandit appears to be holding the key.
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(146,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
# I know who has the key.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(147,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Ooh! Did I hear the faint jingle of a key?
SubGroup(2)
PingOnMinimap(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(708,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
# Defeat [eg2][0:CHARA_G] and take the [g]chest key[/]!
SubGroup(0)
If254(3,66,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(13,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown138(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(13,3,37,0,0,0,0,0,0,1,0,0,0,0,0)
# Group 65 (0, 5, 0, 2, 2)
SubGroup(1)
GroupCheck3(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 64: 1 0 0
SubGroup(1)
ShowTutorial(78,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# You'll sometimes find [g]chests[/] on the battlefield.
To open them you'll need a [g]key[/]. Find the enemy carrying the key and defeat them to obtain it. Also, if the enemy with the key gets near the
[cdb]chest, they may [g]steal the treasure[/]. Defeat
[cdb]them before they escape to reclaim the
[cdb]treasure. Some classes and units possess the ability to open chests without a key.
# Group 66 (0, 5, 2, 3, 3)
SubGroup(2)
GroupCheck3(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 64: 1 0 0
GroupCheck3(63,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 63: 1 0 0
SubGroup(2)
Unknown23(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(13,3,37,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 67 (0, 5, 0, 4, 7)
SubGroup(3)
GroupCheck3(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 64: 1 0 0
GroupCheck3(68,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 68: 0 1 0
Unknown19(13,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(549,1,13,37,37,0,0,0,0,0,0,0,0,0,0)
# Got a [g]chest key[/] by defeating [eg2][0:CHARA_G]!
SubGroup(0)
If254(2,66,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown51(21659,1,42310,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1212,4,37,37,37,0,0,0,0,0,0,0,0,0,0)
# Use the [g]chest key[/] to open the [g]chest[/]!
# Group 68 (0, 5, 0, 4, 16)
SubGroup(3)
GroupCheck4(64,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 64: True 0
GroupCheck3(67,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 67: 0 1 0
Unknown54(13,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown32(13,2,37,0,21729,1,42375,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(900,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] used a [g]chest key[/] to open the [g]chest[/] and take its contents!
SubGroup(4)
Unknown32(13,2,37,0,41100,0,12924,1,0,1,0,0,0,0,0)
Unknown56(41100,0,12924,1,0,1,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(182,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] is advancing on the [g]evacuation point[/]!
SubGroup(2)
Unknown23(13,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(13,41100,0,12924,1,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(707,0,13,37,37,0,0,0,0,0,0,0,0,0,0)
# Defeat [eg2][0:CHARA_G] and reclaim the [g]treasure[/]!
# Group 69 (0, 5, 0, 3, 5)
SubGroup(2)
GroupCheck4(68,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 68: True 0
Unknown19(13,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown32(13,2,37,0,41100,0,12924,1,0,0,0,0,0,0,0)
Unknown56(41100,0,12924,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(548,1,13,37,37,0,0,0,0,0,0,0,0,0,0)
# Got the [g]treasure[/] by defeating [eg2][0:CHARA_G]!
# Group 70 (0, 5, 2, 3, 2)
SubGroup(2)
GroupCheck4(68,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 68: True 0
Unknown11(13,41100,0,12924,1,0,800,1,0,0,0,0,0,0,0)
SubGroup(1)
Unknown18(13,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 71 (0, 5, 0, 2, 7)
SubGroup(1)
GroupCheck4(70,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 70: True 0
SubGroup(4)
Unknown32(13,2,37,0,41100,0,12924,1,0,0,0,0,0,0,0)
Unknown56(41100,0,12924,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(13,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(296,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] arrived at the [g]evacuation point[/] and escaped with the [g]treasure[/]!
SubGroup(1)
TalkCharacter(171,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# They escaped.
# Group 72 (3, 2, 4, 1, 0)
SubGroup(0)
# Group 73 (0, 5, 0, 2, 9)
SubGroup(1)
PauseMaybe(2,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(151,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# Search the basement. Something is amiss.
SubGroup(2)
Unknown44(0,4,3,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1202,4,3,1,37,37,37,0,0,0,0,0,0,0,0)
# Investigate the [g]dungeon[/]!
SubGroup(1)
Unknown31(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown67(9,1,41111,0,840,0,38620,0,180,180,180,1,0,0,0)
# Group 74 (0, 5, 0, 3, 12)
SubGroup(2)
PauseMaybe(3,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(37,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(7)
Unknown6(9,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown83(4130,130,4100,4108,90,3877,0,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(500,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(4105,100,3930,4108,96,3877,200,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
SubGroup(1)
GenderedMcTalk(0,152,153,1,4,1,0,0,0,0,0,0,0,0,0)
# Hey, there's a prisoner down here! And she
[cdb]looks like...an academy student?
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Reset camera?
SubGroup(2)
Unknown44(0,1,7,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown42(1206,4,3,7,37,37,37,0,0,0,0,0,0,0,0)
# Group 75 (0, 5, 0, 4, 46)
SubGroup(3)
PauseMaybe(3,1,1,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(74,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 74: True 0
Unknown26(0,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown66(1212,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown88(1500,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
SubGroup(4)
Unknown83(4105,102,3920,4111,90,3862,0,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(100,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(4111,96,3890,4111,90,3862,120,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
SubGroup(1)
Unknown123(4,1400,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown88(380,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown66(1281,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown68(9,2,1,0,8,0,0,0,0,0,0,0,0,0,0)
Unknown67(9,1,41111,0,840,0,38620,0,180,180,180,0,0,0,0)
SubGroup(6)
Unknown6(9,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown83(4111,96,3890,4111,90,3862,0,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1500,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(4111,96,3890,4111,94,3862,0,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1000,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown6(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown53(0,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1208,1,7,2,9,37,37,0,0,0,0,0,0,0,0)
# Rescued the [b]Officers Academy student[/]!
SubGroup(2)
Unknown123(4,600,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown88(600,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
SubGroup(1)
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Reset camera?
SubGroup(2)
Unknown139(9,41147,0,40274,0,0,6,0,0,0,1,1,1,0,0)
Unknown23(9,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
TalkCharacter(154,53,1,1,1,3,0,0,0,0,0,0,0,0,0)
# Are you...here to rescue me?
If254(3,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(155,53,1,4,1,3,0,0,0,0,0,0,0,0,0)
# Lady Edelgard?!
TalkCharacter(156,2,1,4,1,0,0,0,0,0,0,0,0,0,0)
# Monica? How did you... No, my questions
[cdb]can wait.
SetName(9,59,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Set 9 to Monica
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(157,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
# Are you all right? What are you doing here?
Never mind—we can discuss that later.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(158,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
# Hey, are you all right? Who did this to you?
Actually, never mind. Let's get you outta here
[cdb]before any of that.
SubGroup(1)
TalkCharacter(159,53,1,1,1,3,0,0,0,0,0,0,0,0,0)
# Thank you for saving me!
# Group 76 (2, 2, 4, 2, 0)
SubGroup(1)
PauseMaybe(7,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 77 (0, 2, 0, 2, 1)
SubGroup(1)
Unknown18(9,60,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(0)
# Group 78 (0, 2, 0, 2, 12)
SubGroup(1)
Unknown18(9,30,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(333,2,9,9,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] is nearly routed! Aid them at once!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(197,6,1,2,1,0,0,0,0,0,0,0,0,0,0)
# The young woman falters! Stay with her!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(198,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
# Hey! Keep the enemy off her!
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(199,19,1,2,1,0,0,0,0,0,0,0,0,0,0)
# The enemy is getting too near to her!
SubGroup(1)
Unknown61(9,13,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 79 (12, 2, 4, 1, 0)
SubGroup(0)
# Group 80 (0, 5, 0, 2, 40)
SubGroup(1)
PauseMaybe(7,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown31(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,6,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(9,37,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(160,24,1,2,1,1,0,0,0,0,0,0,0,0,0)
# Don't let the girl escape, or Kronya will make
[cdb]us wish we were dead!
SubGroup(5)
Unknown35(2,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown35(3,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown35(4,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown35(5,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown96(13,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown14(24,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
Unknown14(30,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
Unknown14(31,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown23(24,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(25,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(30,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(31,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(5)
PingOnMinimap(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(30,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(31,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(203,2,24,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg1][0:CHARA_G] and their allies appeared!
SubGroup(1)
TalkCharacter(164,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# It's not safe here. We must take the girl
[cdb]and run.
SubGroup(4)
Unknown56(64000,0,57000,0,0,1,0,0,0,0,0,0,0,0,0)
Unknown43(9,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1204,4,4,1,9,37,37,0,0,0,0,0,0,0,0)
# Escort [eg2][0:CHARA_G] to [g]safety[/]!
Unknown32(9,2,37,0,64000,0,57000,0,0,1,0,0,0,0,0)
SubGroup(2)
Unknown10(1,23,9,37,37,0,0,0,0,0,0,0,0,0,0)
Unknown11(1,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(322,0,9,37,37,0,0,0,0,0,0,0,0,0,0)
# Don't let [eg2][0:CHARA_G] be routed!
# Group 81 (0, 2, 2, 2, 10)
SubGroup(1)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(6)
Unknown6(9,9,0,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(9,50,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(8,6,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown0(6,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown0(6,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 82 (0, 5, 0, 2, 9)
SubGroup(1)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(94,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Use the [g]Guard[/] order from the [g]Orders[/] screen
[cdb]and the selected unit will guard and fight
[cdb]beside the specified target. This is useful in
[cdb]missions that call for protecting [b]allies[/].
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(165,6,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Whoever they are, they seem to be targeting
[cdb]that student—and it falls upon us to keep her
[cdb]safe, no matter the cost!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(166,13,1,0,1,0,0,0,0,0,0,0,0,0,0)
# They're after the girl. Well, we shook this
[cdb]hornet's nest, so it's on us to keep her safe.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(167,19,1,0,1,0,0,0,0,0,0,0,0,0,0)
# They're targeting that academy student.
We have to protect her.
# Group 83 (0, 5, 2, 4, 4)
SubGroup(3)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(24,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(9,24,30,1,1,1,1,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown23(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(24,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 84 (0, 5, 0, 2, 24)
SubGroup(1)
GroupCheck4(83,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 83: True 0
SubGroup(1)
Unknown43(24,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1214,2,9,24,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] is being attacked by [eg1][1:CHARA_G]!
She stopped advancing!
SubGroup(7)
TalkCharacter(172,53,1,2,1,3,0,0,0,0,0,0,0,0,0)
# Just leave me alone already!
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(161,2,1,2,1,0,0,0,0,0,0,0,0,0,0)
# Here they come. Everyone, protect Monica!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(162,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
# More bandits? Or perhaps...
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(163,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
# I dunno who these folks are, but they sure aren't
[cdb]some run-of-the-mill bandits!
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(173,6,1,0,1,0,0,0,0,0,0,0,0,0,0)
# There will be no way forward until we strike
[cdb]down these scoundrels.
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(174,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
# Hmph. Let's hurry up and get rid of them.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(175,19,1,0,1,0,0,0,0,0,0,0,0,0,0)
# We must dispatch these villains posthaste and
[cdb]save that student!
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(24,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1215,2,24,9,37,0,0,0,0,0,0,0,0,0,0)
# Defeat [eg2][0:CHARA_G] and escort [eg2][1:CHARA_G]!
# Group 85 (0, 5, 0, 4, 15)
SubGroup(3)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(84,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 84: 1 0 0
Unknown19(24,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
# The way is clear... Come. We need to hurry.
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(181,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
# That should do it. Hurry.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Looks like the coast is clear... All right, folks!
Let's get a move on!
SubGroup(1)
TalkCharacter(176,53,1,3,1,3,0,0,0,0,0,0,0,0,0)
# Sorry I'm slowing you down—the world is still
[cdb]a little wobbly at the moment.
SubGroup(2)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] is advancing again!
# Group 86 (0, 5, 2, 6, 4)
SubGroup(5)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(24,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(25,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown13(9,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown15(9,25,30,1,1,1,1,0,0,0,0,0,0,0,0)
SubGroup(3)
Unknown23(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(25,9,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown23(9,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 87 (0, 5, 0, 2, 17)
SubGroup(1)
GroupCheck4(86,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 86: True 0
SubGroup(1)
Unknown43(25,4,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1214,2,9,28,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] is being attacked by [eg1][1:CHARA_G]!
She stopped advancing!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(177,5,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Heh... What eyesores they are.
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(178,3,1,3,1,0,0,0,0,0,0,0,0,0,0)
# More are coming. These are no mere bandits.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(179,4,1,3,1,0,0,0,0,0,0,0,0,0,0)
# Take the hint, guys! She's not sticking around!
SubGroup(3)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(25,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1215,2,25,9,37,0,0,0,0,0,0,0,0,0,0)
# Defeat [eg2][0:CHARA_G] and escort [eg2][1:CHARA_G]!
# Group 88 (0, 5, 0, 4, 13)
SubGroup(3)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck3(87,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 87: 1 0 0
Unknown19(25,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
# The way is clear... Come. We need to hurry.
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(181,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
# That should do it. Hurry.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Looks like the coast is clear... All right, folks!
Let's get a move on!
SubGroup(2)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(9,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] is advancing again!
# Group 89 (0, 2, 0, 5, 2)
SubGroup(2)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown10(9,1664,1,39500,0,7364,1,42400,0,0,1,0,0,0,0)
GroupCheck4(84,0,1,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 84: False 1
SubGroup(1)
TalkFromOwnStrings2(9,142,1,1,0,0,0,0,0,0,0,0,0,0,0)
# Group 90 (0, 5, 0, 3, 3)
SubGroup(2)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown28(6,300,4,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(9,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown27(9,64000,0,57000,0,0,0,0,0,0,0,0,0,0,0)
# Group 91 (0, 5, 0, 3, 8)
SubGroup(2)
PauseMaybe(4,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown11(9,64000,0,57000,0,0,2000,1,0,0,0,0,0,0,0)
SubGroup(5)
Unknown32(9,2,37,0,64000,0,57000,0,0,0,0,0,0,0,0)
Unknown56(64000,0,57000,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown53(7,0,0,1,0,0,0,0,0,0,0,0,0,0,0)
PingOnMinimap(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(805,1,4,2,9,37,37,0,0,0,0,0,0,0,0)
# Protected [eg2][0:CHARA_G]!
SubGroup(1)
TalkCharacter(183,53,1,1,1,3,0,0,0,0,0,0,0,0,0)
# OK, we should be safe here. I mean,
I hope we are, at least.
# Group 92 (3, 2, 4, 1, 0)
SubGroup(0)
# Group 93 (0, 5, 0, 4, 22)
SubGroup(1)
If254(2,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
GroupCheck4(84,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 84: True 0
GroupCheck4(89,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 89: True 0
SubGroup(1)
TalkDeploySlot(168,23,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Now's our chance to give 'em the slip!
SubGroup(1)
Unknown14(23,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(23,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown26(23,20864,1,21964,1,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
PingOnMinimap(23,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(23,2,37,0,20864,1,21964,1,0,1,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,1,0,0,0,0,0,0,0,0,0)
Alert(1207,2,23,37,37,0,0,0,0,0,0,0,0,0,0)
# A surviving [0:CHARA_G] appeared and is retreating to their [g]evacuation point[/]!
SubGroup(1)
TalkCharacter(169,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# More bandits that eluded us. Leave none alive.
SubGroup(5)
Unknown51(20864,1,21964,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown43(23,16,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown32(23,2,37,0,20864,1,21964,1,0,1,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,1,0,0,0,0,0,0,0,0,0)
MainMissionStart(181,4,16,1,23,37,37,0,0,0,0,0,0,0,0)
# Don't let [eg2][0:CHARA_G] retreat!
SubGroup(1)
ShowTutorial(75,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# [g]Side missions[/] don't directly influence the
[cdb]outcome of the battle. Completing them
[cdb]might give you an advantage in the battle or
[cdb]net you a reward.
# Group 94 (0, 5, 0, 3, 7)
SubGroup(2)
PauseMaybe(16,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(23,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(4)
PingOnMinimap(23,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,16,2,23,37,37,0,0,0,0,0,0,0,0)
# Defeated [eg2][0:CHARA_G]!
Unknown55(0,23,0,0,0,2,37,0,20164,15164,0,0,0,0,0)
SubGroup(1)
TalkCharacter(170,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# Good. That's the last of them.
# Group 95 (0, 5, 0, 3, 11)
SubGroup(2)
PauseMaybe(16,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown11(23,20864,1,21964,1,0,3000,1,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(23,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(180,2,23,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] arrived at the [g]evacuation point[/]!
SubGroup(3)
PingOnMinimap(23,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown56(20864,1,21964,1,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(812,2,16,3,23,37,37,0,0,0,0,0,0,0,0)
# Failed to prevent [eg2][0:CHARA_G] from retreating!
SubGroup(1)
Unknown18(23,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(171,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# They escaped.
# Group 96 (6, 2, 4, 1, 0)
SubGroup(0)
# Group 97 (0, 5, 0, 2, 31)
SubGroup(1)
PauseMaybe(4,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown80(36,0,0,0,0,0,37,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(184,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
# All right, who came in here and trashed my
[cdb]beautiful stronghold?!
SubGroup(1)
Unknown14(10,0,0,10,0,0,1,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(200,2,10,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg1][0:CHARA_G] appeared!
SubGroup(2)
SetDeathText(38,73,186,1,0,0,0,0,0,0,0,0,0,0,0)
# Hi there! I'm Kronya, but you can just call me
"the lady that's about to murder you."
Or, you know. Don't.
CloseUp(10,29,1,0,0,1,0,0,0,0,0,0,0,0,0)
SubGroup(1)
Unknown23(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(185,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# It's her... So be it. Kill her!
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown10(0,1,10,37,37,14,0,0,0,0,0,0,0,0,0)
Unknown11(0,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown43(10,5,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(2,4,5,1,10,37,37,0,0,0,0,0,0,0,0)
# Defeat [eg2][0:CHARA_G]!
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(9,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 98 (0, 2, 0, 15, 2)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(0,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(0,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(1,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(1,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(2,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(2,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(3,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(3,2,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(187,2,1,2,1,0,0,0,0,0,0,0,0,0,0)
# If you truly are Kronya, then it is you who
[cdb]will die this day.
# Group 99 (0, 2, 0, 15, 2)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
If254(4,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(0,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(0,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(1,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(1,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(2,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(2,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown17(3,10,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown37(3,5,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkCharacter(188,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Good. Then we can proceed as planned.
# Group 100 (0, 2, 0, 3, 2)
SubGroup(2)
GroupCheck3(97,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check3 97: 1 0 0
Unknown18(10,60,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(189,10,1,1,0,1,0,0,0,0,0,0,0,0,0)
# So if you've got any pretty last words lined up,
[cdb]now would be the time. Not that I'm going to
[cdb]pay attention!
# Group 101 (0, 2, 0, 3, 2)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(10,30,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(190,10,1,2,0,1,0,0,0,0,0,0,0,0,0)
# Oh, you're not going anywhere, Monica.
I have something very special planned for you.
# Group 102 (0, 5, 0, 3, 3)
SubGroup(2)
PauseMaybe(5,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(10,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(438,1,5,2,10,37,37,0,0,0,0,0,0,0,0)
# Defeated [eg2][0:CHARA_G]!
# Group 103 (5, 2, 4, 1, 0)
SubGroup(0)
# Group 104 (0, 5, 0, 2, 52)
SubGroup(1)
PauseMaybe(5,2,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkDeploySlot(4556,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
# All right, you asked for it... Release the
[cdb]creature we captured!
SubGroup(1)
Unknown80(44,0,0,0,0,0,37,0,0,0,0,0,0,0,0)
SubGroup(4)
Unknown6(11,7,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(11,8,1,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown14(11,0,0,10,0,1,1,0,0,0,0,0,0,0,0)
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
SubGroup(20)
Unknown83(6499,350,6347,6399,333,6266,0,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(6426,307,6347,6385,319,6297,200,0,0,0,0,0,0,0,0)
# Focus on coords?
SubGroup(2)
PingOnMinimap(11,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(1216,2,11,37,37,0,0,0,0,0,0,0,0,0,0)
# A [y]Wild Demon Beast[/] has appeared!
Unknown88(1500,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown68(11,20,1,0,6,0,0,0,0,0,0,0,0,0,0)
Unknown88(200,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(6365,420,6340,6365,360,6270,0,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(200,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown83(6365,460,6380,6365,360,6270,100,0,0,0,0,0,0,0,0)
# Focus on coords?
Unknown88(2600,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Something with pot focus
Unknown6(11,7,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown6(11,8,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown84(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Reset camera?
SubGroup(1)
Unknown6(11,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4557,2,1,4,1,0,0,0,0,0,0,0,0,0,0)
# This is going to be trouble... On your guards,
[cdb]everyone!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4558,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
# It's some sort of beast... Get ready, everyone!
We have to take it down!
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4559,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
# What is that? Looks like some sort of
[cdb]giant beast...
SubGroup(2)
Unknown10(0,1,11,37,37,14,0,0,0,0,0,0,0,0,0)
Unknown11(0,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown43(11,6,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1217,4,6,1,11,37,37,0,0,0,0,0,0,0,0)
# Defeat the [y]Wild Demon Beast[/]!
SubGroup(2)
Unknown23(8,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(8,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
Unknown23(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown24(9,11,0,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 105 (0, 5, 0, 2, 5)
SubGroup(1)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
ShowTutorial(54,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
# [g]Monsters[/] are huge enemies that are quite unlike normal soldiers. When you are near a [g]monster[/], its HP and weaknesses will be displayed at the top of the screen. Monsters are protected by four [g]barriers[/]. [g]Barriers[/] can be destroyed using attacks that correspond to the monster's weakness, or by using an Awakened attack. Destroying a barrier will inflict an [g]armor break[/] on the enemy. [g]While a monster's armor is broken[/], it will be unable to act. Approach it and press [$ACT_CHARGE_ATTACK] to perform a critical rush and cause it to lose one HP Gauge. Each time an [g]armor break[/] is triggered, you can get rare resources. The icons to the right of a monster's HP
Gauge indicate [g]how many HP Gauges it has
[cdb]remaining[/]. Depleting the monster's HP Gauge will remove one icon and fully restore its HP. Once all icons have been removed and its HP Gauge depleted, the monster will be immobilized. Approach the monster and press [$ACT_CHARGE_ATTACK] to finish it off with a critical rush.
SubGroup(2)
TalkCharacter(4560,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
# Attack in force! You'll never defeat it alone!
TalkDeploySlot(4561,10,1,0,1,1,0,0,0,0,0,0,0,0,0)
# All the numbers in the world won't save you!
# Group 106 (0, 5, 0, 3, 6)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(11,60,1,0,0,0,0,0,0,0,0,0,0,0,0)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4562,6,1,2,1,0,0,0,0,0,0,0,0,0,0)
# This is unlike any beast I have ever
[cdb]encountered. It will be a grueling battle
[cdb]unless we combine our strength!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4563,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
# Ugh. This is going to be a long fight.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4564,24,1,2,1,0,0,0,0,0,0,0,0,0,0)
# Are we even hurting this thing?
# Group 107 (0, 5, 0, 3, 6)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(11,30,1,0,0,0,0,0,0,0,0,0,0,0,0)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4565,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Its strength is beginning to wane. Press the
[cdb]attack!
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4566,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
# Its strength fades! Don't let up!
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4567,19,1,0,1,0,0,0,0,0,0,0,0,0,0)
# I sense fear in this beast! Keep attacking!
# Group 108 (0, 5, 0, 3, 2)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown18(11,80,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
TalkFromOwnStrings2(9,121,1,0,0,0,0,0,0,0,0,0,0,0,0)
# Group 109 (4, 2, 4, 1, 0)
SubGroup(0)
# Group 110 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 111 (0, 7, 0, 3, 19)
SubGroup(2)
PauseMaybe(6,1,1,1,0,0,0,0,0,0,0,0,0,0,0)
Unknown19(11,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(11,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1218,1,6,2,11,37,37,0,0,0,0,0,0,0,0)
# Defeated the [y]Wild Demon Beast[/]!
SubGroup(1)
TalkDeploySlot(4568,10,1,4,1,1,0,0,0,0,0,0,0,0,0)
# They defeated a Demonic Beast? Impossible!
SubGroup(1)
TalkDeploySlot(191,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
# Thales isn't going to like this at all...
You'll pay for this! You'll all pay!
SubGroup(1)
Unknown18(10,2,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(10,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(237,1,10,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] retreated!
SubGroup(3)
If254(1,4,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(192,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
# That snake escaped! But still, Monica is safe,
[cdb]and that's what matters.
If254(1,5,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(193,3,1,1,1,0,0,0,0,0,0,0,0,0,0)
# These names are wholly unfamiliar to me...
but at least we won the day.
If254(1,6,1,0,0,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(194,4,1,1,1,0,0,0,0,0,0,0,0,0,0)
# Talk about strange customers... Well,
[cdb]at least we beat her. That's what counts.
# Group 112 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 113 (0, 8, 0, 3, 9)
SubGroup(2)
GroupCheck4(80,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
#
Check4 80: True 0
Unknown19(9,3,1,1,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
SetDeathText(53,96,200,3,0,0,0,0,0,0,0,0,0,0,0)
# I actually thought I had a chance... Heh.
Guess that...was just a dream...
SubGroup(2)
Unknown112(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Unknown149(9,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(1)
GenderedMcTalk(0,201,202,1,3,1,0,0,0,0,0,0,0,0,0)
# No! They got her!
SubGroup(1)
Alert(338,3,37,37,37,0,0,0,0,0,0,0,0,0,0)
# You lost the battle!
# Group 114 (1, 2, 4, 1, 0)
SubGroup(0)
# Group 115 (0, 5, 0, 2, 5)
SubGroup(1)
Unknown19(8,3,1,0,0,0,0,0,0,0,0,0,0,0,0)
SubGroup(2)
PingOnMinimap(8,1,0,0,0,0,0,0,0,0,0,0,0,0,0)
Alert(313,2,8,37,37,0,0,0,0,0,0,0,0,0,0)
# [eg2][0:CHARA_G] has been routed!
SubGroup(1)
TalkCharacter(206,60,1,3,1,3,0,0,0,0,0,0,0,0,0)
# I accomplished my task, at least.
SetDeathText(2,115,4552,3,0,0,0,0,0,0,0,0,0,0,0)
Edelgard
volume_up
I never should have...started down this path...
I never should have...started down this path...
SetDeathText(3,115,204,3,0,0,0,0,0,0,0,0,0,0,0)
Dimitri
volume_up
This is not...the ending I pictured...
This is not...the ending I pictured...
SetDeathText(4,115,205,3,0,0,0,0,0,0,0,0,0,0,0)
Claude
volume_up
Should've just...left this whole thing alone...
Should've just...left this whole thing alone...
SetDeathText(2,96,4552,3,0,0,0,0,0,0,0,0,0,0,0)
Edelgard
volume_up
I never should have...started down this path...
I never should have...started down this path...
SetDeathText(3,96,204,3,0,0,0,0,0,0,0,0,0,0,0)
Dimitri
volume_up
This is not...the ending I pictured...
This is not...the ending I pictured...
SetDeathText(4,96,205,3,0,0,0,0,0,0,0,0,0,0,0)
Claude
volume_up
Should've just...left this whole thing alone...
Should've just...left this whole thing alone...
SetDeathText(53,27,195,3,0,0,0,0,0,0,0,0,0,0,0)
Monica
volume_up
I've been locked up so long, my... my legs won't do what I tell them...
I've been locked up so long, my... my legs won't do what I tell them...
ShowTutorial(71,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Press [$ACT_EXTRA_ROLE2] to display Quick Menu 2. Approach an allied unit and press [$ACT_EXTRA_ROLE2] + [$ACT_EXTRA_ATK1] to assign them as your adjutant. Press [$ACT_EXTRA_ROLE2] + [$ACT_EXTRA_ATK1] again to cancel the assignment.With an adjutant assigned: ・Active unit's stats will be raised based on the adjutant's class. ・With at least support level C, you will have access to the adjutant's Unique Support and Tactical Abilities. ・Adjutant Follow-Up, Adjutant Guard, and Partner Specials will activate.You can change what button displays Quick Menu 2 from the Button Settings menu. You can access this from the pause menu by selecting System > Settings > Button Settings.You can also assign an adjutant by selecting your desired adjutant from the Orders screen, then pressing [$PAD_R2] Other, selecting the unit to whom you'd like to assign that adjutant, and choosing Assign Adjutant.
ShowTutorial(72,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Press [$ACT_EXTRA_ROLE2] + [$ACT_EXTRA_ATK3] to switch the active unit for the adjutant. Note that you can only switch playable units into the active position.
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0)
Advance into the [r]Thieves'[/] base!
Alert(1203,4,37,37,37,0,0,0,0,0,0,0,0,0,0)
Advance into the [r]Thieves'[/] base!
TalkDeploySlot(127,12,1,2,1,1,0,0,0,0,0,0,0,0,0)
???
volume_up
I'm not letting you past here! My life depends on it!
I'm not letting you past here! My life depends on it!
TalkCharacter(128,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
MainMissionStart(2,4,1,1,12,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Defeat [eg2][0:CHARA_G]!
ShowTutorial(77,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Gates indicated by [$ICON_GATE] on the map can be opened by defeating its Gatekeeper or by capturing an adjacent stronghold. Gates with [$ICON_GATE_NO_INTRUSION] displayed will only open as the battle progresses.
MainMissionStart(438,1,1,2,12,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Defeated [eg2][0:CHARA_G]!
TalkDeploySlot(129,12,1,0,1,1,0,0,0,0,0,0,0,0,0)
???
volume_up
Sorry, everyone... I tried to stop 'em...
Sorry, everyone... I tried to stop 'em...
Alert(553,1,12,37,37,0,0,0,0,0,0,0,0,0,0)
Defeated [eg2][0:CHARA_G]! The stronghold gates opened!
MainMissionStart(1213,4,2,1,14,37,37,0,0,3,4,0,0,0,0)
MAIN MISSION START: Seize [eg2][cp][0:CHARA_G][r]'[/] base!
TalkCharacter(134,9,1,3,1,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1201,1,2,2,14,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Seized [eg2][cp][0:CHARA_G][r]'[/] base!
TalkCharacter(148,2,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(149,3,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(140,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(141,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(142,14,1,1,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(143,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
TalkDeploySlot(144,13,1,4,1,1,0,0,0,0,0,0,0,0,0)
???
volume_up
Ugh! I was all ready to grab a nice haul from that chest, and now those intruders are all over the thing!
Ugh! I was all ready to grab a nice haul from that chest, and now those intruders are all over the thing!
Alert(297,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
[eg1][0:CHARA_G] appeared with a chest key!
TalkCharacter(145,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(147,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
Alert(708,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
Defeat [eg2][0:CHARA_G] and take the chest key!
ShowTutorial(78,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
You'll sometimes find chests on the battlefield. To open them you'll need a key. Find the enemy carrying the key and defeat them to obtain it.Also, if the enemy with the key gets near the chest, they may steal the treasure. Defeat them before they escape to reclaim the treasure.Some classes and units possess the ability to open chests without a key.
Alert(549,1,13,37,37,0,0,0,0,0,0,0,0,0,0)
Got a chest key by defeating [eg2][0:CHARA_G]!
Alert(1212,4,37,37,37,0,0,0,0,0,0,0,0,0,0)
Use the chest key to open the chest!
Alert(900,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] used a chest key to open the chest and take its contents!
Alert(182,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] is advancing on the evacuation point!
Alert(707,0,13,37,37,0,0,0,0,0,0,0,0,0,0)
Defeat [eg2][0:CHARA_G] and reclaim the treasure!
Alert(548,1,13,37,37,0,0,0,0,0,0,0,0,0,0)
Got the treasure by defeating [eg2][0:CHARA_G]!
Alert(296,2,13,37,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] arrived at the evacuation point and escaped with the treasure!
TalkCharacter(151,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
MainMissionStart(1202,4,3,1,37,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Investigate the dungeon!
MainMissionStart(1208,1,7,2,9,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Rescued the [b]Officers Academy student[/]!
TalkCharacter(156,2,1,4,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(157,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(158,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
Alert(333,2,9,9,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] is nearly routed! Aid them at once!
TalkCharacter(197,6,1,2,1,0,0,0,0,0,0,0,0,0,0)
TalkDeploySlot(160,24,1,2,1,1,0,0,0,0,0,0,0,0,0)
???
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Don't let the girl escape, or Kronya will make us wish we were dead!
Don't let the girl escape, or Kronya will make us wish we were dead!
Alert(203,2,24,37,37,0,0,0,0,0,0,0,0,0,0)
[eg1][0:CHARA_G] and their allies appeared!
TalkCharacter(164,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
MainMissionStart(1204,4,4,1,9,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Escort [eg2][0:CHARA_G] to safety!
Alert(322,0,9,37,37,0,0,0,0,0,0,0,0,0,0)
Don't let [eg2][0:CHARA_G] be routed!
ShowTutorial(94,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Use the Guard order from the Orders screen and the selected unit will guard and fight beside the specified target. This is useful in missions that call for protecting [b]allies[/].
TalkCharacter(165,6,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(166,13,1,0,1,0,0,0,0,0,0,0,0,0,0)
Alert(1214,2,9,24,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] is being attacked by [eg1][1:CHARA_G]! She stopped advancing!
TalkCharacter(161,2,1,2,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(163,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(173,6,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(174,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(175,19,1,0,1,0,0,0,0,0,0,0,0,0,0)
Alert(1215,2,24,9,37,0,0,0,0,0,0,0,0,0,0)
Defeat [eg2][0:CHARA_G] and escort [eg2][1:CHARA_G]!
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(176,53,1,3,1,3,0,0,0,0,0,0,0,0,0)
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] is advancing again!
Alert(1214,2,9,28,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] is being attacked by [eg1][1:CHARA_G]! She stopped advancing!
TalkCharacter(178,3,1,3,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(179,4,1,3,1,0,0,0,0,0,0,0,0,0,0)
Alert(1215,2,25,9,37,0,0,0,0,0,0,0,0,0,0)
Defeat [eg2][0:CHARA_G] and escort [eg2][1:CHARA_G]!
TalkCharacter(180,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(182,24,1,1,1,0,0,0,0,0,0,0,0,0,0)
Alert(139,1,9,37,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] is advancing again!
MainMissionStart(805,1,4,2,9,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Protected [eg2][0:CHARA_G]!
TalkDeploySlot(168,23,1,0,1,0,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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Now's our chance to give 'em the slip!
Now's our chance to give 'em the slip!
Alert(1207,2,23,37,37,0,0,0,0,0,0,0,0,0,0)
A surviving [0:CHARA_G] appeared and is retreating to their evacuation point!
TalkCharacter(169,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
MainMissionStart(181,4,16,1,23,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Don't let [eg2][0:CHARA_G] retreat!
ShowTutorial(75,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Side missions don't directly influence the outcome of the battle. Completing them might give you an advantage in the battle or net you a reward.
MainMissionStart(438,1,16,2,23,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Defeated [eg2][0:CHARA_G]!
Alert(180,2,23,37,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] arrived at the evacuation point!
MainMissionStart(812,2,16,3,23,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Failed to prevent [eg2][0:CHARA_G] from retreating!
TalkDeploySlot(184,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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All right, who came in here and trashed my beautiful stronghold?!
All right, who came in here and trashed my beautiful stronghold?!
Alert(200,2,10,37,37,0,0,0,0,0,0,0,0,0,0)
[eg1][0:CHARA_G] appeared!
SetDeathText(38,73,186,1,0,0,0,0,0,0,0,0,0,0,0)
Kronya
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Hi there! I'm Kronya, but you can just call me "the lady that's about to murder you." Or, you know. Don't.
Hi there! I'm Kronya, but you can just call me "the lady that's about to murder you." Or, you know. Don't.
TalkCharacter(185,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
MainMissionStart(2,4,5,1,10,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Defeat [eg2][0:CHARA_G]!
TalkDeploySlot(189,10,1,1,0,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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So if you've got any pretty last words lined up, now would be the time. Not that I'm going to pay attention!
So if you've got any pretty last words lined up, now would be the time. Not that I'm going to pay attention!
TalkDeploySlot(190,10,1,2,0,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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Oh, you're not going anywhere, Monica. I have something very special planned for you.
Oh, you're not going anywhere, Monica. I have something very special planned for you.
MainMissionStart(438,1,5,2,10,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Defeated [eg2][0:CHARA_G]!
TalkDeploySlot(4556,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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All right, you asked for it... Release the creature we captured!
All right, you asked for it... Release the creature we captured!
Alert(1216,2,11,37,37,0,0,0,0,0,0,0,0,0,0)
A [y]Wild Demon Beast[/] has appeared!
TalkCharacter(4557,2,1,4,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4558,3,1,4,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4559,4,1,4,1,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1217,4,6,1,11,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Defeat the [y]Wild Demon Beast[/]!
ShowTutorial(54,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
Monsters are huge enemies that are quite unlike normal soldiers. When you are near a monster, its HP and weaknesses will be displayed at the top of the screen.Monsters are protected by four barriers. Barriers can be destroyed using attacks that correspond to the monster's weakness, or by using an Awakened attack. Destroying a barrier will inflict an armor break on the enemy.While a monster's armor is broken, it will be unable to act. Approach it and press [$ACT_CHARGE_ATTACK] to perform a critical rush and cause it to lose one HP Gauge. Each time an armor break is triggered, you can get rare resources.The icons to the right of a monster's HP Gauge indicate how many HP Gauges it has remaining. Depleting the monster's HP Gauge will remove one icon and fully restore its HP.Once all icons have been removed and its HP Gauge depleted, the monster will be immobilized. Approach the monster and press [$ACT_CHARGE_ATTACK] to finish it off with a critical rush.
TalkCharacter(4560,60,1,0,1,3,0,0,0,0,0,0,0,0,0)
TalkDeploySlot(4561,10,1,0,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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All the numbers in the world won't save you!
All the numbers in the world won't save you!
TalkCharacter(4562,6,1,2,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4563,13,1,2,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4565,5,1,0,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(4566,12,1,0,1,0,0,0,0,0,0,0,0,0,0)
MainMissionStart(1218,1,6,2,11,37,37,0,0,0,0,0,0,0,0)
MAIN MISSION START: Defeated the [y]Wild Demon Beast[/]!
TalkDeploySlot(4568,10,1,4,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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They defeated a Demonic Beast? Impossible!
They defeated a Demonic Beast? Impossible!
TalkDeploySlot(191,10,1,2,1,1,0,0,0,0,0,0,0,0,0)
<<EMPTY NAME>>
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Thales isn't going to like this at all... You'll pay for this! You'll all pay!
Thales isn't going to like this at all... You'll pay for this! You'll all pay!
Alert(237,1,10,37,37,0,0,0,0,0,0,0,0,0,0)
[eg2][0:CHARA_G] retreated!
TalkCharacter(192,2,1,1,1,0,0,0,0,0,0,0,0,0,0)
TalkCharacter(193,3,1,1,1,0,0,0,0,0,0,0,0,0,0)
SetDeathText(53,96,200,3,0,0,0,0,0,0,0,0,0,0,0)
Monica
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I actually thought I had a chance... Heh. Guess that...was just a dream...
I actually thought I had a chance... Heh. Guess that...was just a dream...
GenderedMcTalk(0,201,202,1,3,1,0,0,0,0,0,0,0,0,0)
Alert(338,3,37,37,37,0,0,0,0,0,0,0,0,0,0)
You lost the battle!