1. Such concludes the report I received from my son. The Western Church's assault does not appear to have [cdb]meaningfully hampered the Kingdom's progress.
  2. Glad to hear it. We'd better make sure we can [cdb]keep up.
  3. It sounds like everyone's pulling their weight over [cdb]there, too. What a relief!
  4. But Claude, what do you propose we actually do?
  5. Crossing the Great Bridge of Myrddin will only land [cdb]us square in Bergliez territory, home to the Empire's Minister of Military Affairs himself.
  6. I don't get how we can invade the Empire without [cdb]losing a ton of people.
  7. Simple—we don't really invade. All we have to do is [cdb]make it look like we will. I told Dimitri the same [cdb]thing.
  8. Remember, Garreg Mach is the actual prize here. If we get dragged into a mud fight deep in their [cdb]territory, pulling out won't be an option.
  9. The most important thing is convincing them they [cdb]need to keep a nice, big flock of troops stationed to [cdb]defend the eastern front.
  10. And how do we do that?
  11. How else? We use the many-headed snake.
  12. Uh, gross. I don't like the sound of this.
  13. Don't worry, that's just the name of the strategy. It's an old trick they used to pull east of Fódlan.
  14. Imagine our army's a many-headed snake, striking at [cdb]a bunch of different targets all at once.
  15. Meaning not just the Great Bridge of Myrddin, [cdb]but every other bridge that spans the Airmid, too.
  16. The second the Empire starts trying to sever any one [cdb]head in particular, we pull it back and redouble our [cdb]efforts from the others.
  17. A plan as arrogant and brazen as our leader himself. And yet, an effective one, to hear tell of it.
  18. At any rate, my opinion bears little weight in this [cdb]chamber. I leave the decision to you.
  19. We need to consider all our options here.
  20. If we really do reclaim Garreg Mach, Fódlan will [cdb]undoubtedly change.
  21. And when it does, our army needs the strength to [cdb]greet whatever horizon awaits.
InitEvent (index: 0)
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LoadCharactersEvent (index: 1)
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InitPlacesEvent (index: 2)
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SetPlaceRotationEvent (index: 3)
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SetPlaceRotationEvent (index: 4)
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CheckRecruitmentEvent (index: 5)
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UnkEvent (15) (index: 6)
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EnterSceneEvent (index: 7)
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UnkEvent (64) (index: 8)
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UnkEvent (64) (index: 9)
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UnkEvent (26) (index: 10)
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UnkEvent (31) (index: 11)
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UnkEvent (161) (index: 12)
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144 1 30 51 24 4 NULL NULL NULL NULL NULL NULL NULL NULL NULL
TalkEvent (index: 13)
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UnkEvent (162) (index: 14)
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LookAtPersonEvent (index: 15)
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TalkEvent (index: 16)
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LookEvent (index: 17)
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IfEvent (index: 18)
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TalkEvent (index: 19)
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ElseEvent (index: 20)
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EndIfEvent (index: 21)
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UnkEvent (54) (index: 22)
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UnkEvent (59) (index: 23)
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UnkEvent (31) (index: 24)
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UnkEvent (31) (index: 25)
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LookAtPersonEvent (index: 26)
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TalkEvent (index: 27)
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UnkEvent (91) (index: 28)
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LookAtPersonEvent (index: 29)
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TalkEvent (index: 30)
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UnkEvent (54) (index: 31)
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UnkEvent (31) (index: 32)
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UnkEvent (31) (index: 33)
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SetAnimationEvent (index: 34)
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LookAtPersonEvent (index: 35)
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UnkEvent (135) (index: 36)
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SetAnimationEvent (index: 37)
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LookEvent (index: 38)
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TalkEvent (index: 39)
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UnkEvent (26) (index: 40)
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UnkEvent (59) (index: 41)
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UnkEvent (31) (index: 42)
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UnkEvent (135) (index: 43)
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LookAtPersonEvent (index: 44)
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TalkEvent (index: 45)
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TalkEvent (index: 46)
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TalkEvent (index: 47)
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UnkEvent (26) (index: 48)
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UnkEvent (31) (index: 49)
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UnkEvent (31) (index: 50)
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UnkEvent (59) (index: 51)
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500 0 4294967292 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 52)
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400 4294967276 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (164) (index: 53)
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1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 54)
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51 9 NULL 0 5087 1 0 0 0 0 0 0 0 0 0
UnkEvent (54) (index: 55)
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51 4 1 NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 56)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
500 4294967289 4294967289 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 57)
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400 5 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 58)
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4 10 2400 1 5088 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 59)
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16 24 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 60)
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TalkEvent (index: 61)
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24 11 2405 3 5089 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 62)
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UnkEvent (31) (index: 63)
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UnkEvent (59) (index: 64)
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600 4294967286 10 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 65)
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600 4294967276 0 0 0 0 0 0 0 0 0 0 0 0 0
LookAtPersonEvent (index: 66)
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SetAnimationEvent (index: 67)
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24 2407 3 1 0 0 0 0 0 0 0 0 0 0 0
LookEvent (index: 68)
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LookAtPersonEvent (index: 69)
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51 4 2 20 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 70)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 12 2403 0 5090 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 71)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 13 NULL 0 5091 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 72)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
17 4 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 73)
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600 0 4294967289 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 74)
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1 500 5 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 75)
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2 500 5 0 0 0 0 0 0 0 0 0 0 0 0
LookEvent (index: 76)
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4 0 60 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 77)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 14 2405 0 5092 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 78)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 15 2407 0 5093 1 0 0 0 0 0 0 0 0 0
UnkEvent (54) (index: 79)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 144 2 NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 80)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 0 4294967289 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 81)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
400 4294967289 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 82)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
400 7 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (102) (index: 83)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
24 1 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 84)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
144 16 0 0 5094 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 85)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
144 17 NULL 0 5095 1 0 0 0 0 0 0 0 0 0
PanCameraEvent (index: 86)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 4 NULL NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 87)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
500 0 4294967276 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 88)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
600 0 17 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (167) (index: 89)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 90)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 18 0 0 5096 1 0 0 0 0 0 0 0 0 0
TalkEvent (index: 91)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 19 NULL 0 5097 1 0 0 0 0 0 0 0 0 0
UnkEvent (26) (index: 92)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
2 4 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (31) (index: 93)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 400 15 0 0 0 0 0 0 0 0 0 0 0 0
TalkEvent (index: 94)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
4 20 2403 0 5098 1 0 0 0 0 0 0 0 0 0
SetAnimationEvent (index: 95)
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24 2400 0 1 0 0 0 0 0 0 0 0 0 0 0
SetAnimationEvent (index: 96)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
144 2400 0 1 0 0 0 0 0 0 0 0 0 0 0
SetAnimationEvent (index: 97)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
51 2402 0 1 0 0 0 0 0 0 0 0 0 0 0
DelayEvent (index: 98)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0
InitEvent (84, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
1
LoadCharactersEvent (4, 24, 144, 51, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
2
InitPlacesEvent (3, 4, 0, 1, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
5
CheckRecruitmentEvent (0, 2, 19, 23, 21, 20, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
6
UnkEvent 15(NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
7
EnterSceneEvent (0, 4, 144, 24, 51, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
8
UnkEvent 64(144, 40, 0, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
9
UnkEvent 64(51, 40, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
10
UnkEvent 26(0, 144, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
11
UnkEvent 31(1, 500, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
12
UnkEvent 161(144, 1, 30, 51, 24, 4, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL)
13
TalkEvent (144, 0, 2403, 0, 5078, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Such concludes the report I received from my son. The Western Church's assault does not appear to have [cdb]meaningfully hampered the Kingdom's progress.
14
UnkEvent 162(9, 4, 24, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
16
TalkEvent (4, 1, 0, 1, 5079, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Glad to hear it. We'd better make sure we can [cdb]keep up.
18
IfEvent (3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0) # IfEvent
19
TalkEvent (24, 2, 2400, 1, 5080, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0)
# It sounds like everyone's pulling their weight over [cdb]there, too. What a relief!
20
ElseEvent (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
21
EndIfEvent (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
22
UnkEvent 54(4, 51, 2, NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
23
UnkEvent 59(500, 0, 4294967291, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
24
UnkEvent 31(3, 600, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
25
UnkEvent 31(1, 600, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
27
TalkEvent (51, 3, 2458, 0, 5081, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # But Claude, what do you propose we actually do?
28
UnkEvent 91(4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
30
TalkEvent (51, 4, 2460, 0, 5082, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Crossing the Great Bridge of Myrddin will only land [cdb]us square in Bergliez territory, home to the Empire's Minister of Military Affairs himself.
31
UnkEvent 54(4, 24, 2, NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
32
UnkEvent 31(3, 600, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
33
UnkEvent 31(1, 600, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
36
UnkEvent 135(60, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
39
TalkEvent (24, 5, NULL, 0, 5083, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # I don't get how we can invade the Empire without [cdb]losing a ton of people.
40
UnkEvent 26(6, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
41
UnkEvent 59(500, 0, 4294967293, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
42
UnkEvent 31(2, 500, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
43
UnkEvent 135(150, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
45
TalkEvent (4, 6, 0, 1, 5084, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Simple—we don't really invade. All we have to do is [cdb]make it look like we will. I told Dimitri the same [cdb]thing.
46
TalkEvent (4, 7, NULL, 0, 5085, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Remember, Garreg Mach is the actual prize here. If we get dragged into a mud fight deep in their [cdb]territory, pulling out won't be an option.
47
TalkEvent (4, 8, 2409, 1, 5086, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # The most important thing is convincing them they [cdb]need to keep a nice, big flock of troops stationed to [cdb]defend the eastern front.
48
UnkEvent 26(18, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
49
UnkEvent 31(3, 500, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
50
UnkEvent 31(2, 500, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
51
UnkEvent 59(500, 0, 4294967292, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
52
UnkEvent 59(400, 4294967276, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
53
UnkEvent 164(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
54
TalkEvent (51, 9, NULL, 0, 5087, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # And how do we do that?
55
UnkEvent 54(51, 4, 1, NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
56
UnkEvent 59(500, 4294967289, 4294967289, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
57
UnkEvent 59(400, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
58
TalkEvent (4, 10, 2400, 1, 5088, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # How else? We use the many-headed snake.
59
UnkEvent 26(16, 24, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
60
UnkEvent 31(2, 400, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
61
TalkEvent (24, 11, 2405, 3, 5089, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Uh, gross. I don't like the sound of this.
62
UnkEvent 26(8, 24, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
63
UnkEvent 31(3, 500, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
64
UnkEvent 59(600, 4294967286, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
65
UnkEvent 59(600, 4294967276, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
70
TalkEvent (4, 12, 2403, 0, 5090, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Don't worry, that's just the name of the strategy. It's an old trick they used to pull east of Fódlan.
71
TalkEvent (4, 13, NULL, 0, 5091, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Imagine our army's a many-headed snake, striking at [cdb]a bunch of different targets all at once.
72
UnkEvent 26(17, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
73
UnkEvent 59(600, 0, 4294967289, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
74
UnkEvent 31(1, 500, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
75
UnkEvent 31(2, 500, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
77
TalkEvent (4, 14, 2405, 0, 5092, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # Meaning not just the Great Bridge of Myrddin, [cdb]but every other bridge that spans the Airmid, too.
78
TalkEvent (4, 15, 2407, 0, 5093, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # The second the Empire starts trying to sever any one [cdb]head in particular, we pull it back and redouble our [cdb]efforts from the others.
79
UnkEvent 54(4, 144, 2, NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
80
UnkEvent 59(600, 0, 4294967289, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
81
UnkEvent 59(400, 4294967289, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
82
UnkEvent 59(400, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
83
UnkEvent 102(24, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
84
TalkEvent (144, 16, 0, 0, 5094, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # A plan as arrogant and brazen as our leader himself. And yet, an effective one, to hear tell of it.
85
TalkEvent (144, 17, NULL, 0, 5095, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # At any rate, my opinion bears little weight in this [cdb]chamber. I leave the decision to you.
87
UnkEvent 59(500, 0, 4294967276, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
88
UnkEvent 59(600, 0, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
89
UnkEvent 167(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
90
TalkEvent (4, 18, 0, 0, 5096, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # We need to consider all our options here.
91
TalkEvent (4, 19, NULL, 0, 5097, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # If we really do reclaim Garreg Mach, Fódlan will [cdb]undoubtedly change.
92
UnkEvent 26(2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
93
UnkEvent 31(1, 400, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
94
TalkEvent (4, 20, 2403, 0, 5098, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0) # And when it does, our army needs the strength to [cdb]greet whatever horizon awaits.
CheckRecruitmentEvent (index: 5)
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0 2 19 23 21 20 NULL NULL NULL NULL NULL NULL NULL NULL NULL
UnkEvent (15) (index: 6)
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NULL 0 0 0 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (64) (index: 8)
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UnkEvent (64) (index: 9)
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UnkEvent (26) (index: 10)
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UnkEvent (31) (index: 11)
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UnkEvent (161) (index: 12)
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TalkEvent (index: 13)
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link Erwin volume_up
Such concludes the report I received from my son. The Western Church's assault does not appear to have meaningfully hampered the Kingdom's progress.
UnkEvent (162) (index: 14)
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LookAtPersonEvent (index: 15)
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TalkEvent (index: 16)
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link Claude volume_up
Glad to hear it. We'd better make sure we can keep up.
LookEvent (index: 17)
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IfEvent (index: 18)
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TalkEvent (index: 19)
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link Hilda volume_up
It sounds like everyone's pulling their weight over there, too. What a relief!
ElseEvent (index: 20)
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UnkEvent (54) (index: 22)
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TalkEvent (index: 27)
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link Judith volume_up
But Claude, what do you propose we actually do?
UnkEvent (91) (index: 28)
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LookAtPersonEvent (index: 29)
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TalkEvent (index: 30)
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link Judith volume_up
Crossing the Great Bridge of Myrddin will only land us square in Bergliez territory, home to the Empire's Minister of Military Affairs himself.
UnkEvent (54) (index: 31)
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UnkEvent (31) (index: 32)
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LookAtPersonEvent (index: 35)
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UnkEvent (135) (index: 36)
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LookEvent (index: 38)
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TalkEvent (index: 39)
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link Hilda volume_up
I don't get how we can invade the Empire without losing a ton of people.
UnkEvent (26) (index: 40)
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UnkEvent (59) (index: 41)
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UnkEvent (31) (index: 42)
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UnkEvent (135) (index: 43)
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LookAtPersonEvent (index: 44)
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TalkEvent (index: 45)
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link Claude volume_up
Simple—we don't really invade. All we have to do is make it look like we will. I told Dimitri the same thing.
TalkEvent (index: 46)
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link Claude volume_up
Remember, Garreg Mach is the actual prize here. If we get dragged into a mud fight deep in their territory, pulling out won't be an option.
TalkEvent (index: 47)
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link Claude volume_up
The most important thing is convincing them they need to keep a nice, big flock of troops stationed to defend the eastern front.
UnkEvent (26) (index: 48)
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UnkEvent (31) (index: 49)
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UnkEvent (59) (index: 52)
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UnkEvent (164) (index: 53)
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TalkEvent (index: 54)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
51 9 NULL 0 5087 1 0 0 0 0 0 0 0 0 0
link Judith volume_up
And how do we do that?
UnkEvent (54) (index: 55)
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51 4 1 NULL 0 0 0 0 0 0 0 0 0 0 0
UnkEvent (59) (index: 56)
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UnkEvent (59) (index: 57)
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TalkEvent (index: 58)
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link Claude volume_up
How else? We use the many-headed snake.
UnkEvent (26) (index: 59)
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UnkEvent (31) (index: 60)
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TalkEvent (index: 61)
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link Hilda volume_up
Uh, gross. I don't like the sound of this.
UnkEvent (26) (index: 62)
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UnkEvent (31) (index: 63)
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LookAtPersonEvent (index: 66)
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LookEvent (index: 68)
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TalkEvent (index: 70)
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link Claude volume_up
Don't worry, that's just the name of the strategy. It's an old trick they used to pull east of Fódlan.
TalkEvent (index: 71)
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link Claude volume_up
Imagine our army's a many-headed snake, striking at a bunch of different targets all at once.
UnkEvent (26) (index: 72)
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UnkEvent (59) (index: 73)
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TalkEvent (index: 77)
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link Claude volume_up
Meaning not just the Great Bridge of Myrddin, but every other bridge that spans the Airmid, too.
TalkEvent (index: 78)
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link Claude volume_up
The second the Empire starts trying to sever any one head in particular, we pull it back and redouble our efforts from the others.
UnkEvent (54) (index: 79)
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TalkEvent (index: 84)
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link Erwin volume_up
A plan as arrogant and brazen as our leader himself. And yet, an effective one, to hear tell of it.
TalkEvent (index: 85)
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link Erwin volume_up
At any rate, my opinion bears little weight in this chamber. I leave the decision to you.
PanCameraEvent (index: 86)
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link Claude volume_up
We need to consider all our options here.
TalkEvent (index: 91)
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link Claude volume_up
If we really do reclaim Garreg Mach, Fódlan will undoubtedly change.
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link Claude volume_up
And when it does, our army needs the strength to greet whatever horizon awaits.