switch (scene) { case 0: if (obj_pl.x < 620) { scr_cutscene_start(); global.sworks_flag[8] = 1; cutscene_advance(); } break; case 1: cutscene_follower_into_actor(); global.party_member = -4; break; case 2: cutscene_npc_direction(1161, "left"); break; case 3: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* What luck."; message[1] = "* Turn the power on and# the whole facility goes# insane!"; message[2] = "* Since you're now the# leader and all... "; message[3] = "* How'bout you run ahead# and turn this steam off?"; message[4] = "* I think I see a switch# over there so no# problem, right?"; message[5] = "* Don't worry, I'll catch# up."; prt[0] = 382; prt[1] = 382; prt[2] = 377; prt[3] = 370; prt[4] = 372; prt[5] = 395; } break; case 4: cutscene_wait(0.5); break; case 5: cutscene_npc_walk(actor_follower, 590, 100, 3, "x", "down"); break; case 6: scr_cutscene_end(); cutscene_advance(); break; case 7: if (obj_ceroba_npc.interact == true) { scr_text(); with (msg) { talker[0] = 1161; message[0] = "* I know you're skilled# enough for this small# task."; message[1] = "* Go on."; prt[0] = 395; prt[1] = 372; } } if (obj_pl.x <= 100) cutscene_advance(); break; case 8: scr_cutscene_start(); cutscene_advance(); break; case 9: cutscene_sfx_play(378, 1); break; case 10: cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); break; case 11: cutscene_npc_walk(1168, 80, 105, 3, "x", "up"); break; case 12: cutscene_wait(0.5); break; case 13: with (obj_steamworks_07_lever) { image_speed = 1/3; audio_play_sound(snd_switch, 1, 0); } with (obj_steamworks_steam_blaster) instance_destroy(); cutscene_advance(); break; case 14: if (obj_steamworks_07_lever.image_speed == 0) cutscene_advance(); break; case 15: cutscene_wait(1); break; case 16: cutscene_npc_direction(1168, "right"); break; case 17: instance_destroy(obj_player_npc); cutscene_advance(); break; case 18: obj_ceroba_npc.x = 350; obj_ceroba_npc.y = obj_pl.y; cutscene_advance(); break; case 19: cutscene_npc_set_sprites(1161, 81, 80, 78, 79, 61, 65, 60, 63); break; case 20: cutscene_npc_walk(1161, obj_pl.x + 20, obj_pl.y, 4, "x", "left"); break; case 21: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* See? No sweat."; prt[0] = 395; } break; case 22: obj_pl.direction = 180; global.party_member = 1171; actor_follower = 1161; cutscene_actor_into_follower(); break; case 23: global.sworks_flag[8] = 2; cutscene_end(); break; }