switch scene { case 0: if (obj_pl.x < 730) { scr_cutscene_start() global.sworks_flag[54] = 1 cutscene_advance() } break case 1: cutscene_follower_into_actor() global.party_member = -4 break case 2: cutscene_npc_direction(obj_ceroba_npc, "left") break case 3: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* More steam. Fantastic." message[1] = "* One more time, Clover." message[2] = "* You got this." prt[0] = 382 prt[1] = 377 prt[2] = 370 } break case 4: cutscene_wait(0.5) break case 5: cutscene_npc_walk(actor_follower, 750, 290, 3, "x", "down") break case 6: scr_cutscene_end() cutscene_advance() break case 7: if ((!pacifist_skip) && 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 <= 190) cutscene_advance() break case 8: scr_cutscene_start() cutscene_advance() break case 9: cutscene_sfx_play(snd_success, 1) break case 10: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) break case 11: cutscene_npc_walk(1168, 148, 295, 3, "x", "up") break case 12: cutscene_wait(0.5) break case 13: with (obj_steamworks_25b_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_25b_lever.image_speed == 0) cutscene_advance() break case 15: cutscene_wait(1) break case 16: cutscene_npc_direction(obj_player_npc, "right") break case 17: instance_destroy(obj_player_npc) cutscene_advance() if pacifist_skip cutscene_advance(23) break case 18: obj_ceroba_npc.x = 380 obj_ceroba_npc.y = obj_pl.y cutscene_advance() break case 19: cutscene_npc_set_sprites(obj_ceroba_npc, 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: obj_pl.direction = 180 global.party_member = 1171 actor_follower = 1161 cutscene_actor_into_follower() break case 22: global.sworks_flag[54] = 2 cutscene_end() break case 23: cutscene_wait(0.5) break case 24: cutscene_npc_direction(obj_player_npc, "down") global.sworks_flag[54] = 2 cutscene_end() break }